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








I also deleted all files that were not the three listed in your guide from the Modbuddy app. Are there other files I need in the mod or could having created the .int from a text file have made the mod not work? I didn't have an option to create an .int file, only .ini, .txt and .uc.
Their relationship to DeckName="TraitsXComAbilities" also would be nice. I am able to remove and disable some seemingly default origins with it but haven't had much success adding new ones.
Edit: What I've worked out on my own in just configs. I don't know why.
But It seems if I use `AdditionalRandomTraits` to cram them into an ACTIVE/COMPLETE spec. They appear as options.
Idk how it's connected but `DeckName="TraitsXComAbilities"`
Can be... deleted... to remove origins?
Sorta... For some reason deleting them from that deck removed undesirable origins. At some point in the past I seem to use it to add origins. I guess I lost the configs relevant.
I just know the first 53 or so would be only options to appear for me lately and deleting them removed them but didn't add anything new I had in that deck.
`AdditionalRandomTraits` being crammed in random specs did the trick for new ones to appear. Decided to cram them all together in my own working Custom spec.
Gotta test my spec I crammed them in still. See if it's influenced.
I haven't even tested all the abilities I added if they're properly functional.
I can see a case where I got to make a blank 'do not choose' spec for a work around to my issue of adding new origins.