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






Not sure if it works but for another mod I tried editing the settings in Config-PlanetaryInstallations.xml to a lower value:
MaxShipsPerArea:5 (10 is default i think)
AreaSize: 25000 (15000 is default i think)
The idea is to allow fewer total spawns in a larger area. Seems to work fine so far with Abandoned Settlements on a small moon, but I don't have a final conclusive result yet. In theory there should only be max 5 MES installations on the entire moon, leaving some room for Keen's planetary encounters.
This mod also spawns other types. The chat command /MES.GESAP might give some insight which config to edit for those.
<Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Factions>
<Faction Tag="WRECKS" Founder="Wrecker">
<Id>
<TypeId>MyObjectBuilder_FactionDefinition</TypeId> <!--Do Not Edit-->
<SubtypeId>Wrecker-Wrecks</SubtypeId> <!--Must Be Unique-->
</Id>
<DisplayName>Wrecks</DisplayName>
<IsDefault>true</IsDefault>
<DefaultRelation>Neutral</DefaultRelation> <!--Enemies, Neutral, Friends-->
<AcceptHumans>false</AcceptHumans>
<AutoAcceptMember>false</AutoAcceptMember>
<StartingBalance>1000000</StartingBalance>
<Type>None</Type>
<DiscoveredByDefault>true</DiscoveredByDefault>
<StaticReputation>true</StaticReputation>
<StartingReputation>0</StartingReputation>
<FactionIcon>Textures\FactionLogo\PirateIcon.dds</FactionIcon> <!--Game or Mod Path For Texture File-->
</Faction>
</Factions>
</Definitions>[/code]
Can you help me please?
P. S. I know about changing values in my save game but I'm not sure which ones I should change
yes it can, at least in my experience, it works mid save, some of the designs are massive and can catapult you to late game super quick tho
You have to do this via the MES Framework config, on the mod page you will find a link for the guide
</Id>
<DisplayName>Wrecks</DisplayName>
<IsDefault>true</IsDefault>
<DefaultRelation>Enemies</DefaultRelation> <!--Enemies, Neutral, Friends-->
It is clear that the NPCs are entered as ENEMIES by default, so NOT NEUTRAL.
I would like to ask that this be adjusted.
The next thing is: this mod is called MES and works with MES, but it completely ignores the MES settings when it comes to spawning with weapons. On our server, NPCs should ONLY spawn with vanilla weapons, so all mod weapons were banned in the MES, but the wrecks still spawn with mod weapons.
Sorry to have to say this now:
"An MES NPC mod that does not adhere to the MES settings, or ignores them, should not call itself MES."
we find one and we want to rebuild...
thanks
Sure they will defend themserlves if you get close.
Would also be nice if they could self expire after a while and disappear. The GPS in your list, and the wreck its self, a way to clean up the old wrecks that got ignored. Kinda like the countdown timer on unknown signals.
Others have also asked about their frequency, which seems too often in my case.