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DebugMode 1
dm_runscript lse_ev_crthrtbt
This was discovered by Dannyboy0101 on nexusmods, I don't want to take credit, I'm just reposting the info here.
##x3_pl_tool09 doesn't do anythin
On second campaign, when you are in the wizards tower with portals that need the dark gems to use... I never get any gems. I've been trying to tinker with the settings to see if LSE is causing it. Anyone else run into this?
Witch's wake: It features custom subraces.. These are achieve through a player skin, so yea it deletes yours and adds its own, thus no player tool 9.
Shadowguard: This one's even worse, oddly even though it only begins at lvl3, it strips all items, including player skin. Even if you script it back on, it has a custom resting system that deletes the players skin every rest..
It's likely to break with any module PRC is integrating into as well, since it does all sorts of stuff with the player skin item.
So yea, please make the config either a dm_runscript , true/false parameters in a easy user readable script we can recompile, and/or a .2da placed in override the script reads upon load.
Ideally all 3 for the best compatibility.
It also has a crime system, so automatically taking everything from containers isn't so good as the NPCs attack you, but ya ofcourse you can turn that off now.
Other than that, the new version doesn't have any major game breaking bugs as long as you disable the container looting. A few areas it's necessary to do so. As some non empty containers are meant for special functions, EG: creating your own golem in chapter 2, the placeable you put the golem parts in does have a necklace in it to start.
1.1 works really well just needs some little tweaks to make it perfect:
- Restore blood. Either as an option or just always have blood pools since i think most players want at least the default blood under the corpses to stay/match, and as it is now, it doesn't appear in most cases. Recommend the way scrotoks lootable corpses did it, you can view his code here:
ftp://148.251.86.81/rolovault/projects/nwn1/scripts/2037/
- Allow the various pop up text to be disabled. Especially the starting load text (I guess that will have to be a variable we can edit in the script since you cant configure the mod before starting). As yea it messes up modules that start with cutscenes, as well as HoTU.
Little teaser on the next version: will contain an option to highlight all useable playeables not yet interacted by visual effect. Playtesting this one at the moment and it's such an ease having finally eliminated the urge to constantly hit the TAB key!
And yea i prefer using steam but the 1000 character limit is rather annoying, maybe ill have to put my big report back nexus again after we get the player tool working. PS: I don't think doing it as a feat at all is a great idea, because various mods mess with the player skin, which may delete the feat, and if you uninstall it, chances are that feat will get stuck on the character, which may conflict with future mods, or at least muck up the radial menus with a broken icon. I'd suggest the config be done either thru an item and/or as a backup for advanced players a dm_runscript.
Tried on a fairly clean test module i made myself with no haks, and HoTU chapter 3 im on now, which I edited to add spellpak (extra spells for my wizard).
I added the announced auto looting thresholds for item weight and value. See change notes for details on the implementation.
Unfortunately I don't have much time to work on the project at the moment, but I expect a release this weekend at the latest.