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I think that could be another clash with the one of the last few EK2 updates so thanks for letting me know. I'll look into updating with a fix as soon as I can.
In the meantime, bypass_requirements might also let you jump straight to building the "palace of Dagoth Ur"? I'd give you a better command but don't have access to my pc atm.
1. I'm pretty sure this is a change with the latest Elder Kings 2 update. Unmourned/Scarab blood are now dynasty modifiers not traits.
2. Yes, though it consumes a lot of piety and if you have the tools a decision appears that can give yourself a lot (I think 10,000). Odd about the tools not spawning. Do you mean you're not getting Wraithguard or not getting the decision to grab Sunderland/Keening?
3. That seems reasonable. I'll include it in the next update.
1) The Scarab's Blood is not listed as trait anymore (but the stats are there). Is this as it is supposed to be?
2) Is it intended that the finishing of the Akulakhan does NOT require the tools of Kagrenac? On this note, I also want to point out that sometimes the collection of the tools does not always trigger when taking over Morrowind/killing the false gods.
3) I find playing as the Korgoruhn county to be difficult early on without adopting another faith. Could you make it so that the "Unmourned Blood" (which is not visible as a trait either) would trigger an option to adopt secretly or fully the Sixth House religion again should you convert? I had a game lasting hundreds of years without being able to convert back again, and that seemed like a shame.
Again, thank you for your hard work!
@Dragonkiller135 you can in fact do exactly that and it does indeed give immortality. Your character or a friend needs to be a Divayth level mage. Can't remember if you need to be an incarnate but high xp in the trait definitely improves your odds.
Pretty sure someone asked the same thing a while back, and I plan to add a game-rule at some point but it's quite low priority. Lore-wise I think Dagoth could probably choose to look however he wanted.
Patrons and other suggested stuff might take longer but I will keep an eye on the discussions.
- The ALMSIVI are now interactable via a new section in the Morrowind Grand Council situation. Spend gold to gain "divine favour" and spend favour for powerful boons
- New interaction to share the power of the Heart with vassals/courtiers
- Decision for any First Councilor to be named Hortator
- Interaction for a First Councilor Hortator to call Great Houses into their wars
- A decision to Unite the Great Houses. Earn the favour of the ALMSIVI to be ordained by them as rightful rulers, else be prepared for them to support your foes in the grand unification war that follows.
- Balance Changes: ALMSIVI power 10 -> 15. Blessings will be more powerful and the Ghostfence lasts twice as long. Free Argonia starts with fewer MAAs, kingdom rather than realm invasions, and will first prioritise unifying Black Marsh over conquering northern Morrowind.
As always, let me know if anything breaks/suggestions/feedback.
Aiming to update the mod before next weekend to fix these issues and add some more content.
That being said, a good player with very strong knights/maa and a solid commander can certainly beat them.
Invading Morrowind is also fine. You should get some options to interact with the Tribunal as their liege, regardless of faith.
The mod EK2: Soulless Flame adds a unique dwemer to play or perhaps have as an antagonist to your own. Worth a try if you haven't already.
Until then if you want to fire the event without converting you can copy this into your console and it should work the same:
"effect = {
trigger_event = {
id = vivec_trial.0001
}
hidden_effect = {
remove_character_flag = flag:truce_with_tribunal
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_vivec_brought_to_trial
}
} }"