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






It seems if a language is not found in the mod files the game use the original labels.
Do you mind to change the default label to English and have the Chinese labels as language folder?
So Heavy Gun are things like LMG, Minigun, launchers, etc. while light is pistols, and "gun" is simply any gun.
If you aren't 100% certain, check the pawn's combat stats with the weapon in question equipped. If it's the correct type for their aptitude gene, it will show up as part of their accuracy calculations.
Like, the difference between gun, light gun and heavy gun. And what is the range threshold that divides short and long shots.
原MOD的天赋真的太乱了
Could not load UnityEngine.Texture2D at Things/Ammo/HandGrenades/Frag in any active mod or in base resources.
I don't use cherry picker. Could it be due to combat extended? Otherwise I mainly use the Vanilla Expanded suite.
For now if you want to test which aptitude is corresponding with a specific weapon, you can add all aptitude genes to a pawn equipped with the weapon, and check its accuracy stat, it'll show off which aptitude gene is activated.
Debug logs again:
https://pastebin.com/eTzFZusD
https://pastebin.com/4tM77WWz
Good luck man. Don't stress
And especially, @Eren Iron thanks for the logs your provided.
If find any other bugs, just report me here.