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报告翻译问题
if i equip the weapon and then want to switch it out with another one, hold the kanabo with my cursor and then switch it back, the image of the weapon disapears.
just found the spider workshop and attacked Tyr´s outpost.
2 questions:
1) is handing in the bounty the same as killing him interms of completing the "quest"?
2) Tyr dropped a meitou weapon called "spiked Kanabo". is this from this mod? and when trying to pick it up, it bugged a bit (i couldnt transfer it to my inventory and the image of the weapon disapeared.
thank you for your help.
@ THAT DEADLY LICK
@ Laughing Forest
This is definitely something I've never heard of happening before until now, which makes me wonder what exactly changed on Kenshi's end since I haven't done anything on mine in months?
Does changing mod load order make any difference?
Are there any glaring issues with other mods in Last Stand or The Hub or does it just say my mod modified it?
Are you running Anrhaa's patch or without it?
Cheers
I'm always happy to hear people like West Dragon so much.
I'll admit, out of all the characters I made, I have the softest spot for her.
Something of note, she has quite a lot of dialogue with certain other named characters—both mod and base game—while they're traveling in the same squad; in some cases, the interactions will include several characters at once if they're all in the same squad and nearby.
Patch section created and Patch mod linked in the description.
Thank you for your hard work.
I just released the patch with several tweaks some bugfixes.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3538139882
The bug appears when using 'Less Buggy Bughouse'
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2600663487
and that mad is already integrated at Universal Wasteland Expansion. So that's why the bug appears again when using UWE.
As for Gryf's bughouse pathfinding, it's been a long-standing bug I've fixed many times across the lifetime of the mod, but it always seems to break itself like every year as to where it will work for some people and not work for others.
Even in my own testing, it's like 50/50.
I should have just deleted it and replaced it with something else I liked, but I'm stubborn and kept trying to fix it.
I believe beating Taunt in a fight is the only way to recruit.
They're quite the stubborn and "honorable" Shek.
@Anrhaa
I'd suggest uploading your changes as a patch file on the Workshop, that way you can make any edits and fixes for issues you find that you wish without requiring me to update the mod each time.
(I'm not around as much as I used to be these days.)
I'll put a link to it directly on the front page description of this mod so people can find it and use it if they do wish to have one version over the other.
I'll actually make a patch section too since I did a patch file myself ages ago for 'Recruitable Prisoners.'
I really do appreciate the effort you've put in and want to make sure it's as easy as possible to keep your work intact without myself stepping in the way by not updating the base mod enough.
Currently the only bug I'm still trying to figure out is not being able to entre Grif's bughouse.
I'll be honest, I haven't looked too deeply in the FCS for a hot minute, so the answer is unknown to me without spending a good amount of time looking around in there.
Sorry.
I have tried changing it's Athletics in the Platoon file in my save, and I have tried opening the mod it's self and going to the Movement section of Captcha's Animal_Character file like you suggested to Bomber147 years ago.
Changing Athletics in the platoon file does nothing and, in your mod, under Movement it just has Turn Rate set at 25. Turn rate is only the rate it can turn around according to fcs.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3400782191
First off, thanks so much for the amazing work on this mod. I’ve really enjoyed it and would love to translate it into Spanish so more people can enjoy it. Of course, all credit will go to you.
Would it be alright if I upload the translation here on Steam? I’ll make sure to link back to the original mod so others can support it too.
Cheers.
Will test to see if a load order change helps, but it's currently a big issue and i cannot enjoy both mods together.
No CTD's, but clear issues with building placement.
Not even sure why we need more bars, this might be something to reconsider.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?
id=3085900441&searchtext=%E4%BA%91%E6%B0%B4
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?
id=3085900441&searchtext=%E4%BA%91%E6%B0%B4
The original problem I remember was a single lamppost being too close that, somehow, stopped movement entirely that I moved and it fixed it for some time before it mysteriously became a problem again, but not for everyone.
I'm no lamppostologist, but I'll assume a lamppost shouldn't be load-bearing for an entrance way or not.
I'll have to take a look at it again at some point, likely just moving around the HQ until something sticks.