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If you want to fix it by yourself, follow steps bellow:
1. open this file
Steam\steamapps\workshop\content\763890\2607356545\assets\data\effects\kidRecruit\officialNotification.json
2. Find this sentence
{ "class": "ChangeControl", "target": "volunteer", "makeHero": true },
3. Change it into
{ "class": "ChangeControl","target": "volunteer","becomeAllyOf": "hero3","makeHero": true },
Patch 1.16.554
Does this mean anything for this mod ?
Thanks for making my adventures that much more fun.
Because I did, and when I disabled them again, the game (successfully) gave me a new kid instead.
So maybe the issue I had was 2. I think I was playing a longer game at the time it first happened but then it happened a couple other times. Anyway, at least I know it works now.
A couple other mods I've used I probably wouldn't care that much if it didn't work but this was one of the ones I wanted to work the most so thank you for making it!
In my experience, there are two main culprits for not seeing many/any legacy children in your campaign:
1. Through sheer bad luck, Wildermyth isn't choosing the right parents. My mod has no control over what parents get selected, so if you keep getting Joe Schmo as a parent, who's a new character and has no legacy anything, then you won't see legacy kids, either.
2. Some other mod (or game process) is reserving the legacy children for other events behind the scenes. I've only experienced this with extremely long modded campaigns, however, so if you're playing more normal campaigns, I'd be surprised if this comes up enough to make a noticeable impact.
I'm not actively modding Wildermyth at the moment, but comment any experiences you have here and I'll take them into account next time I come back to this. I hope you have better luck getting legacy kids!
(And now it's telling me my comment is too long. So...)
Reply to Mis Nomer and Giallo Pt 1
Here's how child selection should work with this mod is installed:
1. Wildermyth decides that your party needs some new children during years of peace.
2. Wildermyth picks one or two parents, generates a child, and shows you a comic.
3. My mod intercepts the comic and checks to see if there are any available legacy children for the selected parent(s).
4. If there are valid legacy children for those specific parent(s), my mod removes the newly generated child and slots in the legacy child.
Having two parents is in the base game. My mod doesn't add that.
This mod shouldn't affect who appears in a child's relationship tab. That's all decided by the game engine somewhere. I've observed that sometimes a child is born from only one parent even when that parent is in a relationship, particularly if the child is older than the relationship. I assume this is to represent children from previous relationships, though I haven't looked at it too closely.
There's one possible edge case I can think of: if the parent hero falls in love late in life, they might have a child join the campaign without counting their lover as one of the parents. In that case, I would expect the legacy child to appear.
I gave it a shot and it did indeed work in an ongoing campaign.
As long as there's a legacy child that matches the criteria, that's the child you'll get. New kids will only show up when there are no valid legacy children to choose from. Because the parents are chosen at random, you could end up with a mix by having some heroes with legacy children and some heroes without in your party.
I could make it a percentage chance, but I'd want that percentage to be set by the player, and I don't know of an elegant way to achieve that at this time.
(I'd do it sooner, but again--going on a long flight today! Whoops!)