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
so... it shows, but to be more specific, it doesn't seem to be working. is there something else needed to make this work with SoK?
- Part of a storyline/questline
- Part of a "high value contract" sidequest chain where you get quest markers and special dialog and equipment/mech/pilot rewards
- Solaris related
So in terms of DLC 7, yeah the mod should work the same way it always has where it just won't apply to the new storyline/questline and any new "high value contract" sidequests.
The new salvage share calculation for negotiation points won't take effect until you jump to a new planet though (that's when contract details get re-generated).
The mod should be compatible with all DLCs, it just does not modify negotiations for the DLC questline/storyline missions or other missions which use handcrafted "scenario" files.
Anyway, glad you were able to clear that up.
I also double-checked the game file which I edited in this mod for you all to make sure it is a base game file:
"/Game/Campaign/Progression/DataTables/DefaultNegotiationPointAllocation.uasset"
Yes it is a base game file (not a DLC file), and yes it still exists in the base game.
- Remember to close and re-launch the game after activating this mod?
- Remember to travel to a new planet after activating this mod, since contract specifics (and their negotiation values) are only generated when you arrive at the planet?
- Remember that this mod specifically only works for randomly-generated missions? So not campaign missions or missions with are tied to other questlines.
I just loaded up the game and re-activated this mod (specifically this one I have here on Steam Workshop, not the variants I have up o Nexus), and started a new campaign and flew to a planet. Salvage shares per negotiation point with a 25% negotiation bonus was 6, which is correct for a base value of 5 (number of shares is rounded down to the nearest whole number).
With the latest release of the new DLC "rise of rasalhague" this mod is still working. I do not own the new DLC, but the update for the vanilla game is working (for me). I have tested it yesterday.
It should be fine, as the author says below !
Thanks for this useful mod !
That being said, I haven't actually bought the new DLC yet or played this game myself in months. But none of the recent update news has been about them completely changing or rebalancing the negotiation point system from what I've seen.
the only way to really get 100% salvage rights, in both FM Mercenary (Revised) and Campaign Ops, would be to have an incredibly good reputation (talking top 5% of mercs) or working for a really minor power. combing both to get it more reliably. It uses a 2d6 roll, and you need to roll a *13* or better to get it, meaning you need to have rep or minor power modifiers, which are plusses. If you're working for a great house (except free worlds league) there is an inherent minus on the roll; if you're working for the Combine or CapCon, even a Dragoons Rating of A+ wont get you enough to get 100% rights, as those two have a -2 to the roll, while A+ rating is only +1. Etc.
But you are more than welcome to copy and modify this mod to do so yourself if you feel that strongly about it! The blueprint file I modifed for this should be listed in the mod.json file, and you'll need the MW5 editor from the Epic Games Store to modify the UE5 blueprint files and repackage them as a working mod.
I have no intention of creating another version of this mod that I feel equates to being a "cheat" mod for the game. I only make mods that I feel I would use myself, because typically I make them for myself first and then share them with the public.
The 1997 field manual gave contract salvage basically said:
"The mercs keep anything they kill or capture that isn't specifically-noted"
"The mercs will be paid fair market value for any salvage recovered"
"The mercs get to keep some, and get paid fair market value for the rest"
"The mercs get nothing"
In the Novel Double Blind the merc company would literally use their mechs to drag as much salvage as they could off the field.
In the novel Wolves on the Border, Wolf's Dragoons got into a salvage dispute with House Kurita because in their contract they got 100% of all salvage rights that wasn't specifically mentioned in the contract as war materials claimed by House Kurita.
This is a quality-of-life mod that makes an aspect of the game which I felt was too brittle/strict more flexible, not a cheat mod.
I did just pick the game up so take what I really have no idea what I'm talking about.