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报告翻译问题






if you send me your mod list, I might be able to diagnose the issue as well.
I'll put it on my list tho
I am very unsure how that happens. Twice now I've gotten the report but I have tried both my dev version and the steam version of the mod and cannot replicate the issue at all. The fire status is applied via an aura and the fireball should remove the status.
I will put a duration on the aura and push that update to hopefully help, but I cannot guarantee that will solve the issue.
Sometimes DOS2 and Steam don't play nice.
Locate your mods folder in one window: Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
Locate your Dos2 Steam Workshop folder in another window:
SteamLibrary\steamapps\workshop\content\435150
One of the folders in steam workshop folder should have a file instide called Cleric_GuardianClass_a123dcca-51be-4076-b954-aacb53ab892b.pak
Move that .pak to your mods folder in Documents. If it asks, replace the file.
Zealot's Fire has been changed to be resisted by Physical Armor, and is fully intended. I made sure to add that change to the Change Log, and specifically mention Torturer in the tips section of the Description because of it.
As for Zealot's Flame, it was also intended that the Aura applied a version that could not be blocked by Physical Armor to you, but enemies could resist it. The description was overlooked. Apologies for that. The lag is due to the game having an issue with "Aura Spam" when an aura applies a status that is resisted and continues spamming that status regardless, causing serious performance issues. Due to that, this specific instance of Zealot's Fire applied to enemies will remain unresisted.
As for Battle Presence, that should be fixed now. Entirely because I redid how that status works and did not check my work - apologies for that.
Thank you very much for bringing these issues to my attention!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2836619883
Addition updates are in the change log, but to make up for the nussaince this change might cause, there are 6 new skills: one for level 4, two for level 9, and three for level 16.
I am unsure, it might depend on what mods you have. The Pacify skill is an aura, so it's kinda spammy and might have issues. It also adds a LOT of resistances, and some armors, so it could be because of that. Also it might just screw hardcore with AI calculations. Thats the skill I have had the LEAST amount of time testing and is arguably the most screwy (like Magical damage and Corrosive damage don't have resistances, so enemies can deal some damage like that regardless).
If it's individual icons every time, it's a problem with my mod, but I don't see any issues atm.
If it's all icons from my mod at different times, it's because you have icons from too many texture atlases on the hotbar at once. There's an engine limitation where only so many texture atlases can be used for one UI element. You can use the "Combined Icon Atlases - Larian Icons" to sort of free up slots: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2197589831
It's not an all-encompassing solution. If you dedicate hotbars to skills from specific mods, and cycle through them as needed, that would help, albeit be a bit annoying sometimes.
Amazing mod, @Cleric! Guardian is my GW2 main and I think you really captured the profession's soul. Bravo.
I do not touch status.gameScript and skill and ability mods look like they should function fine. It should be compatible but I have no idea.