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报告翻译问题






My Mod should NOT be used together with the "Nocturnal Beauty" mod, as they would overwrite them selfs on the visual part. Not sure which one would take over the upper hand.
As "Nocturnal Beauty" does a great job in the visual changes, my mod also changes the behaviour in night and underground operations in terms of visual detection range and chance to hit propabilities, thus making those mission harder.
Thanks. I'm glad you like it.
I really enjoy using it!
Simple and effective, wonderful.
I made it mandatory to play my own mod!
Wonderful mod!
=D
* reworked the mod to work better in different environments and color gradings
* reworked the mod to function properly in underground maps
* Updated the mod to function with game version 1.5 again
* removed not needed NightVision goggles code fix
Nocturnal Beauty
I was having a look at the code, and noticed you seem to override the unit:GetSightRadius.
Im not sure what the override does, but I noticed it is out-of-date, it is not considering the new Unit Reaction system that was implemented. Maybe you can update it? have a look a the new function too and see if the override is still necessary. Thanks
I'll look into it as soon as I am back from vacation :D
By default it will not contain anything.
You need to check if the call is for your mod like so:
function OnMsg.ApplyModOptions(mod_id)
if mod_id ~= CurrentModId then return end
options.mod_darker_nights_lights_level = CurrentModOptions["mod_darker_nights_lights_level"]
options.mod_darker_nights_vision = CurrentModOptions["mod_darker_nights_vision"]
options.mod_darker_nights_debug = CurrentModOptions["mod_darker_nights_debug"]
end
Yes 1.3 broke the mod currently.
As soon as I have a fix I'll let you guys know.
Here is the code I found where they fix it in function Unit:GetSightRadius(other, base_sight, step_pos)
--
if night_time and other then
local darknessMod = const.EnvEffects.DarknessSightMod
if self:HasNightVision() then
local penaltyReduce = CharacterEffectDefs.NightOps:ResolveValue("night_vision_penalty_reduction")
darknessMod = MulDivRound(darknessMod, penaltyReduce, 100)
end
modifier = modifier + darknessMod
end
--
function OnMsg.OptionsApply()
local Option = ''
Option = CurrentModOptions["mod_darker_nights_vision"]
if Option == 'Apply Darker Nights new Vision Range' then
return applyDarkerNightsVision()
I use this method or similar to successfully updated my hardcore enemies mod and also fixed yours. Hope it helps :)
D:\GAMES\STEAM\steamapps\common\Jagged Alliance 3\CommonLua\Classes\Mod.lua(1119): metamethod __index
Mod/obzeuEx/Code/ModDarkerNights.lua(3): <>
I am not going to touch this.
The mod is only chaning the current vanilla parts of visual improvments and night behaviour. Not the times.
Btw, I am really enjoyning this mod, very good. It adds another layer to the strategy.
The gameplay changes are identical between those 3 options.
For sure it changed how night combat is played.
So, I noticed there is 3 options of darkness and my question is: there is a difference in how dark is the night among those 3 options or what changes is just the perception ranges and stats?
I can build a standalone version to seperate vanilla NVGs and NightOps behaviors, as I do not think this should be part of this mod here.
I have not changed aim penalties in this mod, only visual night darkness and sight ranges.
Basically the NVG just add the Night Ops perk to the merc.
Only if you can reproduce your issue on every Legion NPC, then this is not NVG related.
All test I have made work just fine on most enemies you encounter.
Also, looking at your screenshot. You are not in shadow. Not sure why, but the dot next to your char name is full white. means you are lighted up. This can happen if your weapon has a laser pointer or flashlight. Then you are visible like in day light.