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Parameter name: node
[Ref 57E2FA42]
at Verse.DirectXmlToObjectNew.ResolveTypeForNode (System.Type defaultType, System.Xml.XmlNode node) [0x0005a] in <24d25868955f4df08b02c73b55f389fe>:0
(wrapper dynamic-method) Verse.DirectXmlToObjectNew+DummyTypeToHoldDynamicMethods.ParseAndSetListField_Verse_DefModExtension(object,System.Reflection.FieldInfo,System.Xml.XmlNode,System.Type)
I have not played the new update or DLC yet, but I can't imagine anything beyond the version number needs updating. I'll get to it when I can, I am going through a lot at the moment
I am going to focus more on SOTE armor & apparels in the final update, I can get the Ranni set added though. Life is being life right now, so it will likely be awhile
monday :3
If you would like me to send you the actual "hard copy" files for this mod, feel free to shoot me a message on discord (:
Apologizes for the confusion & any inconveniences!
Not sure what you mean? I never removed the mod, it's still on the workshop. However, it's not really relevant anymore since it's been fully integrated into the gulden biome mod that Sovereign is now maintaining. If you're still having issues I'd suggest unsubscribing from my stone floors mod, as it's now integrated into the gulden biome mod.
Not the armors, some of the clothing items can iirc
It's a Royalty DLC thing. In case you haven't played it: Pawns with royal titles have certain clothing requirements (crowns, capes etc.). They become unhappy if they wear anything else. So no armor for them - unless it's a prestige variant (e.g. prestige marine armor) that is more valuable and rare.
I just think that would perfectly fit some of your armor.
Thank you for the kind words, glad you enjoy the mod :)
What do you mean with prestige variants? Like, different textures for those variants, or stat buffs to pawns wearing them with a higher crafting cost?
Certain apparels already in the mod do currently grant bonuses to various stats such as social buffs. I can't remember if some of them also grant psycast related buffs or not. The prisoner mask for example makes it easier to suppress slaves who are wearing it, and the aristocrat hat (& coat, i think) grant social related buffs.
Have you considered making prestige armor variants of some sets? Or have some armors act as prestige armors (with the buffs to psy-casting that go with it)? I think the Crucible Tree and Cleanrot Knight sets would make great candidates for that.
Looking forward to what else you have in store for us and enjoy Shadows of the Erdtree when you get to it!
Is there any additional information that might be contributing to the world generation issue you're facing? Are you using Combat Extended? Any mods that adjust how pawns spawn in general maybe?
haven't been playing rimworld lately, haven't even touched elden ring DLC yet. Still open to suggestions for new content! It will likely still be some time until the final update, then i'm considering this mod finished and moving onto my next elden rim project.
I have no intentions of making this compatible with CE, but anyone who wants to make a patch is free to do so!
As you see I have a lot of mods, but without this one I can generate the world and play normally without any problem (I didnt tried to enable this mod in a started game)
Still, great sets nonetheless!
kidding obviously
All the recipes use cloth only, so any apparel you make won't have the color of, say, muffalo leather. You can still dye them at the tailoring bench if you want to change the colors! Even the plate armors.
Thanks for your suggestions! This mod is intended to be mostly weapons & apparels, but I do have plans to work on other elden ring projects in the future. I'll definitely be including some of your ideas in those.
You could add a faction which could pertain to each of the in-game factions and have certain soldiers like Godrick Soldier's and they have a troll with them, which you would have to make of course. So again a lot, and I mean a lot of work but still a cool idea!
Make a Demi-human Xenotype! Again could be a lot but still a cool concept.
I can go on forever with this as well but those two are huge asks as well so I think I'll stop for now
You could have the Giant Land Octopus as an enemy and either have it drop an item to make the helmet or you extract the helmet from it!
The Spirit Jellyfish could be a random event like the Red Wolves and you could either tame them or kill them for an item you add!
You could add Wormface! Just as a hard enemy you can fight, or try and make it an anomaly-like creature that you can capture!
While I can go on forever with this I think my last enemy like this would obviously be the Dragons, I mean come on that would be a very funny interaction
the next content update is on hold for now & likely won't be seen for some time; i've been quite busy with IRL things. On a good note, this means i'm open to suggestions; what kind of new enemies would you like to see?
most likely not, i've already added the sword & spear & i believe the crucible axe armor set looks too similar to the tree set that's already in the mod to really justify the cost of commissioning the artwork for it.
I may add moonveil, but there's already quite a lot of weapons as it is so I'm hesitant to add too many more.