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






Just out of curiosity tho, from which mod is the outfit in the gif?
down to 0%. It's glorious. <3
Why would I want to have only one weapon effect, if there are already two, both awesome?
"CE compatible?"
It has similar looks and would fit the animation and usage area very well.
Ion Weaponry (Continued)
Ion Weaponry
In the latest update, the fix was changing the effecter’s spawn position from rounding to the cell center to using the impact position.
Before that, I don’t remember well—maybe it was about damage adjustments, or moving hardcoded camera shake and sounds into defModExtension or something like that.
Thank you for answering!
Subscribed to 'MuzzleFlash'. (Especially, as it doesn't seem to impact performance, due to the author.)
Even without it, the effect is already flashy enough, but with MuzzleFlash it becomes even more spectacular.
What does it do in your mod? Does it create those nifty flashes?
Seems like Wolfein Race