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
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3006894068
In this case, when tech hunters attack you, it's real disaster.
Sometimes an alliance with them is simply necessary.
I went from the opposite: fish-men first come to Katun, but they don’t destroy it. The Fishmen are kicked out of Katun after defeat the Gurgler King.
According to the lore, the capture of Katun is the result of mail correspondence between factions through smugglers. 2 recruits can talk about this, but world states do not unfold from their lives, because the letters have already been sent out.
Already after the creation of the mod, I finally remembered about "Tech Hunters Save Katun", installed it for the first time and tested it. There are differences, but in fact I got an analogue.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2995622984
After all, I was just pleased to see in fcs how someone else solved the same exercise.
You are better off replayin the game or try to kill/imprison the Noble all over again with imports not including dead npc.
To answer your other question, if you deselect my mod and import the game it will remove it.
(Living World apparently also does something with Catun other than it becoming a fishman-infested ruin, so there might be a mod conflict waiting for me somewhere in the future?)