安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
If you feel like it, do an update or a version 2.0 to get back on the list :D
Does anyone know what they are and if there is a difference?
Go for it! I hope your project goes well. If I ever do end up circling back around and adding new dialogue or functionality (which is unlikely), you'll get that as well.
Thanks for asking!
I developed a major crew overhaul that I am about to release and I wanted to make a little Datebound addon for it that adds some variations of the Datebound npc with skills other than heal. However I thought that maybe since Datebound is so small, the creator wouldn't mind if I just directly include the base npc in the main mod, eliminating the necessity of a separate addon. Of course I would list the "crewmembersobff" npctype as original Datebound content.
If I don't get an answer I will just proceed with the addon approach (which would require the original Datebound of course).
"This mod is now unlisted, due to the dev feeling it underperforms in quality. Thanks for playing!"
Examples of the described behavior:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2513209840
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2513209873
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2513209908
Other crew related mods I use are:
-Smart Crew: Allegedly only affects ship behavior.
-NPC Spawner+: Allegedly only an interface to spawn the npcs, npc behavior unchanged.
-Crew customization+: Equipment management and stat scaling. Allegedly no behavior changes.
-Frackin Universe: Adds new crew types, but haven't read of vanilla crew type changes.
Greetings. The description of the mod says that only the type "crewmembersobff" has new behaviors but last night I noticed a behavior that I hadn't seen before. So thinking that there might be an undocumented feature I'm asking here, since it's the most suspicious mod.
I mostly use Lyceen race and crew. But last night I saw some cosmetic mods for the human race that gave me an idea and decided to create a human to test. I made her of type "Outlaw" and Personality "Jerk" (Both vanilla options as far as I know). To my surprise, she often commented on nearby objects using their scan descriptions. My Lyceen crew never do this, which is why I never noticed such behavior before. It's a cool feature. Is this the mod that does it?
I asked in the Lyceen thread if it was a vanilla behavior unsupported by the race (since I haven't used vanilla races in forever) but the author says it doesn't seem so.
Maybe crewmembersobff should be given a secondary weapon to switch to, to go with its primary. There've been issues sometimes where such single-item-wielding crewmembers sort of flicker back and forth between sets if given a second one.
It doesn't appear to happen in cases where we give different equipment to NPCs that already had two items to begin with.
It's better to have a variety for different effects and such, but it's tempting to just use this npctype for everyone, for the variety in chatter.
Maybe there's some way to patch the other crewmember types so they do the same. 🤔
Rather when I want to give my character an SO they were actually faithful, not running around throwing love hearts and nosebleeding on everyone else in the crew.
DateBound | "some nonspecific mods ( ͡° ͜ʖ ͡°)"
Now that I dug through my mod list I've finally found the answer, lol.