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报告翻译问题
@FkYoSht That would include working around Odyssey's whole "Landing the gravship directly at a faction base is a hostile act/raid" thing AND the gravship damaging the tile after it leaves the map, making it unvisitable. Those are more make Odyssey less meanie changes than Visit Settlement involved. But you can pretty much already drop directly in with a shuttle!
@xuelin Gotta be more specific than that bud. But trading items in settlements worked fine in testing, as well as changing the traded items via settings!
Thanks to you, I have to look at it again when I get out of this silly little goblin trap or it'll drive me crazy!! I HAVE TO FIX IT! AAAAHHH!!! I HATE CARS I HATE THEM!!! AAAAAAHH!
(I don't actually hate you ThaLordBalor)
It looks like this mod more or less does the same things as this one! I think it's vehicle framework compatible, but it might be a little more performance heavy as he mentioned.
@тетеря, блин No!
i have alway installed every VE mod yeh i know im crazy for it and used this mod for a long time and never have notice any issues with VBGE what exactly is the issue with these to mods? should i be concerned lol
Leaving the map open after you leave is a huge performance cost. That's a whole other map being simulated while you're playing! Holy cow! Entering and leaving the map WITHOUT vehicle framework works fine anyway.
The SPECIFIC issue with compatibility is Vehicle Framework checking for a lead vehicle in the vehicle caravan when entering a map, saying there isn't one when there is. I managed a small patch that "ignored" that check. It allowed entering and leaving a settlement with a vehicle just fine, but obviously that sort of solution spiraled into more errors.
I wrote another check for both regular caravan entry AND vehicle caravan entry, so map entry would load based on which it was using. The same lead vehicle bug occurred.
Vehicle Framework's making lots of bug fixes! I think they'll worry about compatibility stuff later. Nice suggestion! Thank you!
Would doing something like applying code from anchors or something along the lines that forces the map to remain after leaving? I think vehicle framework isnt reacting properly with 1.6 mechanics, thinking you are leaving in a manned vehicle being akin to launching a grav ship, destroying the tile you are leaving from.
@恰似宛然一笑生花 Thank you for your translations! You're the best!
@SAUCE__GODD No. It was too tricky for me to figure out the new orbit stuff but I tried, sorry :(