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 yes maybe i have to use tougher boss right?
I tried to do it myself for personal use of course i just cant get it to work.
with odin´s blade necromancer rework, they don´t work perfectly togheter
Also
this completely breaks Summons Rework core max summons settings...
This is sad because all the skillbooks from this mod are great, but the other changes are kind of breaking the compatibility
Any chance you could do a "skillbook" only release of this? without touching the summon-limit related settings?
also, this would be way better in my opinion if all the summons you add in this mods would behave as the "lesser" summons as in, full autonomous not counting toward the summon limit at all and without any portrait...
#BuffElderLich
cloak of Death Knight problem
On a side note, has anyone found a fix for the weird visual glitch with death knights yet?
a) Assuming your AP modifier mod of choice works like the ones I've published, place them behind Overlord in the load order. THEY MUST BE AFTER. I do not know why Overlord is editing that specific file, - but that doesn't matter that much. You'll have to overwrite it for the other mods to work, so load the AP mods after overlord.
b) As far as I could tell, do not use the Overlord Class Preset. - This may be irrelevant if you load the Overlord mod before the AP mod. Just in case, however:
Select a vanilla preset, such as "Wizard", and edit that to have the same stats, abilities and skills as the Overlord preset - it'll work the same but benefit from the ap mod.