Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español – España (spanska – Spanien)
Español – Latinoamérica (spanska – Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (portugisiska – Portugal)
Português – Brasil (portugisiska – Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (ukrainska)
Rapportera problem med översättningen
1. In base game's mod manager, you click activate in an order and the game recognizes that first and foremost as how it's gonna be after you press apply.
Say, you clicked activate on Mod A, then B, then C, then apply. That will be the load order.
I think the same applies when you activate Mod A, then apply, then Mod B, apply, and so forth. This is the slower method, and I think this is broken on GOH.
GOH's in-game mod manager is buggy. If you're complete with the load order, then you add another, it will shuffle it. So there's alternative for that, which brings us to the second option.
3. Lastly, there's Documents - My Games - Gates of Hell (or similar folder) - Profile, then options.set.
I used this a lot on AS2 days and sometimes still do. But GOH and Call to Arms used numbers now which can be jarring to look at sometimes.
In the vanilla, it references a file called human_idle.inc but that falls now to the end of the Code X devs
The best ka!
@Frikromb, definitely me when I figured how to make it work. Glad you like it!
@Kaiser, CodeX definitely works. Isa siya sa mga sinubukan ko for WAVE, pero eventually gagawan ko siya ng dedicated modern animations.
Try a Mod Manager, since these mods are really heavy, they do require that to be loaded correctly.