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翻訳の問題を報告









@JOHN HELLDIVER It shouldnt do anything to other mods, all of the files of this one and Prom one are isolated
@Welk works with any race as the doppel is a custom actor that mimics you stats
Is the Gate: Doppelganger skill in Gatekeeper vanilla class compatible with modded races like your undead race mod?
Do i need to download your Library:Resource Dependency mod?
That is all.
tooltip=With ranged weapons, holding "First ability" ( <keybind=abil1> ) or "Second ability" ( <keybind=abil2> ) buttons before they hit the target will either pull or push it 3 tiles respectivly.;
The text will show first the required button, being on this case "first ability", then, the game will show you whatever key you have assigned to it on its description. On this peculiar case, you have the passive equipped and make a ranged attack: Before the animation "reaches" the target, if you keep pressed the key assigned for first ability, pulls the target, or pushes it if you were holding the key assigned to second ability. Its the same for any passive that has holding a keybind as a requisite.
Any plans to hire someone to fix typos in this mod?
I hope someone would volunteer to correct the typos in this mod it's such a good mod.
It seems your more passive abilities mod had a lot of typos.
Im sorry if i insult you but i don't even understand the 1650 xp skill of a sharpshooter?
What really is ability 11 or 12 and ability 1 or 2?
It's just too vague.
That is all and thank you this mod makes beginner classes like scholar viable in endgame.
Still, it's a shame you didn't like it, it was a great compromise between Vanilla and the real huge changes that stuff like Total Race Overhaul has. I'm keeping it for my third play-through myself! (and if that's not a commendation, I don't know what is lol)
In any case, this one looks amazing too and I will enjoy playing. Thanks.
It's a shame no-one's figured out if extra passive slots are possible though!