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any chance you did that?
Did you open ToG in the mod editor by chance? We've experienced some problems with how the game unpacks the Steam files, leaidng to white boxes some times. Otherwise we'd have to check if it's something else. You could helpt there:
If you run the game editor once (Mod Manager > Mod Editor) than load a game whereas the enemy is alive you can open the console by hitting enter - with Inspect(g_Units) you'll get a list with all enemies on the map (some should have some "sniper" in the id like LegionSniper) . When you click on one you can also click on the field "Handheld A" - which should have two to four entries, representing the weapons the unit has equipped. Now just look at the id's given there please post those here ;)
I have the default weapons set at 25% and the drop rate at 50%. The weapons from TOG and specifically Rato's Compat of TOG never drop.
I can't see how these mods would make a difference but, I'm not a modder.
Sorry for that, missed to remove the reference to a script i removed, messaged SkunkXL already. So a fix will likely be up fast. Though if the mod runs, it shouldn't cause problem that the file is missing.
- Enemy Tiers + Weapon Tiers Added
- Siegfrieds Soldiers as enemies that can get other weapons
- Should now be more compatible with Recruit Anyone free
- Autoresolves now also should spawn other guns
- A bit of a rewrite, with more options for modders, plase check the Mod Compatibility Thread above.
Thanks for the hin with Nexusmods :-)
I love this mod, it has made looting fun again.
My only problem is when I use it together with Recruit anyone free , my stolen enemy mercs and some of the NPC's change their gear according to this mod. Is there a way to not have your teams be affected? Or is it as I fear, that they retain their affiliation and therefore will stay flagged as 'up for a change' now and then?
This mod basically takes lists probided by ToG or other Weapon mods and spawns weapons from those lists in. Meaning this mod doesn't need to update when the Weapon mods update. As long as the weapon mods have updated spawn lists, they should be spawned and afaik that's the case for ToG.
You need to navigate to your modfolder in %appdata% and remove the old local copies so the game can use the packed .hpk file you got by subscribing to the workshop
Do you have a local version of Tons of Guns installed (extracted via modeditor) ?
i would assume you have a mod conflict
Yeah it should be working.
It rolls for registered weapons only.
There's nothing stopping anyone from throwing in vanilla weapons in some mod ;)
@Lucjan
Give the Mod Compatibility a read.
does sound like a modconflict tho.
you mentioned running "quite a few" of the popular mods. it will help if you can list those
What does "it still messes things up" mean specifically?
TL:DR version
- Removed Rarity Tables; those got moved to ToG.
- REW will try to gather those tables from mods (so if a modder wants he can add his guns through this mod). Grinch91s "Masters of War" mod is likely goint to make use of it with it's next version.
- Added a "OnMsg.rew_ListFin()" for modders to use if they want to mod those rarity tables.
- Added a small chance for guns to hold random mods. If you find some erros, please let us know.
More infos on the modding compaitbility in a new discussion thread.
One of the previous versions had Ammo drops, but that would overwrite the entire Lootdrop of the died unit, so no armor, no parts, nothing but the gun and the ammo