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Oh that's a good suggestion, I didn't actually look at their other mods (normally I do). Seems like I'd also probably end up adding their other mod too.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3371387068
Keep in mind that mod you linked is in RU, so you might have to find an ENG version.
For the Hiver one, I'm not entirely sure since UWE adds quite a lot of Hive related stuff but not nearly as much HN stuff. I suppose you could give it a try and see? Make sure to Import after adding it. If it seemingly works as intended (not sure if any buildings are added in that one, I'll need to read more into it and check it out), I'll definitely add it lol
I think the main thing it could *possible* have a conflict with is UWE related Hiver dialogues, but I would imagine that the Author would inject their dialogue trees into Hiver Dialogue Packages the appropriate way so it probably wouldn't conflict at all?
That shouldn't happen 🤯 lol the various UI related mods might need to be reinstalled and double check your Load Order. The "T&F" mod slightly corrects the coloring issue, while Font Redux changes it to a more legible font type for Dark UI + Color Changes by Shidan. Although, depending on your monitor and setup (and eyes I suppose lol), you could possibly have a different experience than I intended - "Dark Mode" for IPS/OLED monitors in a dark room.
Example of how it *should* look (from my Quest mod): Example Dialogue
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1200632417
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2832204543
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1681918439
I'm glad you're enjoying the collection! Let me know if that ends up fixing your issue or not. You can always sub out the UI mods for ones you'd prefer instead, such as Transparent UI (or even just disable/unsub from them to restore to default)
https://imgur.com/a/XdMHxrq
Also, just a small suggestion: maybe consider removing the “Hard labor uses strength” mod. Even though it’s optional, mining to train strength ends up being way more efficient than using strength training setups, which kind of makes those mods obsolete.
As Mechanos also recommended, Transparent UI feels more immersive and much easier to read overall, in my opinion, it really improves clarity across the board.
Thanks again for the amazing work!
I might have to take a look at Transparent UI and see how it looks in game, although that screenshot might be a new issue as I don't remember it looking like that before lol (I could also be misremembering as well, as I always intended for a clear and readable interface, so who knows
Yeah the Hard Labour mod was mostly to provide a more "realistic/immersive" means to STR train while in a slave camp like Rebirth (my personal favorite start, which is why I made like 3-4 different variations for different difficulty types lol - ie. Escape as a Skeleton, which gives only 1 shot at success since you'll for sure bleed out as the HN doesn't keep Robotics Kits around).
It's in the Optional Mod section, but I agree that I wish we could make this list moreso like a "Mod Organizer 2" type setup (TES games, Stalker, etc.) so it's easier for Players to personalize
I'm glad you're enjoying the collection!
In my opinion, it's good to have both as options. Even with the hard labor using strength mod, it takes foorreevverrr (at least in my experience, but I'm no expert at the game). Like.. if the goal of the modpack, were to take the grindy parts of the game and make it worse for people into that, like an ironman mode, then I could understand removing QoL stuff or directing people into specific grinds. But as is, it's just an alternative that still takes a long time.
Some people also likely would prefer to have a base, with people training in it, instead of watching their units... mine a rock for like, weeks lol. And likewise, people that play nomadic without a base, would like the option to train strength without one. Plus the above mentioned slave camp scenario. So having both options is gewd I feel.
I personally didn't like the standard trope of carrying 10 shackles, etc. and it plays into other aspects, such as the Combat Tweaks changes where you need to have decent strength to carry your friends out of combat (compared to the ~30lbs normally in vanilla), or in this case carrying your fellow slave out of the camp should you want to be a hero lol
Normally I try to make multiple systems and mechanics play off each other in logical ways so that Players have somewhat seamless interactions between all things. In this game, other games, table top rpgs, etc.
https://imgur.com/a/2WBwPVu
Thanks again for the modpack! everything’s running great now.
I do tweak the Load Order somewhat often to try and solve these small inconsistencies, so knowing which one it is exactly is very useful (since there's like 500 .mod files 💀 lol). I do wonder if simply moving the FSM mods to a different position would fix that one page's texts, which I assume it would. I personally can't play without the FSM mods, especially with the "Hidden Player/Enemy Dots" and the nice map lol (it helps with trying to navigate based on landmarks).
I will definitely look into the Transparent UI, as it does look very good and fits in with the whole "Immersion" theme I'm going for. Thanks for the recommendations Mechanos/Leandr!
Is this mostly happening near World's End[kenshi.fandom.com]? This is a thing I've noticed before, but it's hard to really pin down to one particular thing I can attempt to fix. I could probably push something with the "Giga Patch" to try and resolve whatever weird relationships are being set.
The HN shinobi thing might be new, or at least I've never seen it before, as I normally do hang around the HN territories quite a lot. I did have the Shinobis changed to have decent relationships with everyone (where their towers are, not like bandits, etc.), otherwise their towers get annihilated in various regions. It's a trade off I suppose. I could probably remove the Sheks / Hivers from Shinobi ranks (which I also didn't notice before, as I've always saw Greenlander/Scorchlanders only) to try and indirectly solve the issue.
The Tech Hunters do have bounties, although it's *mostly* with the HN for Lore reasons. That I probably won't change unless it's causing a lot of problems.
I play mostly around stack and bad teeth so my feeback is based around here.
About the tech hunters bounties, can't we tweak or create a specific human only tech hunters squad without bounty to patrol in HN ?
Same for the nomads who patrols HN territory by removing their prosthetic limbs ?
It would improve immersion and balance, because these two faction carry valuable stuff free for looting since their simple presence in HN turns them into criminals: nomads have animal backpacks, tech hunters have good quality/specialist armors, edgewalkers weapons, backpacks with expensive items in it, on top of their 30K bounty that you can collect after they get knocked out by the guards..
Finally I forgot to mention, but there is also a mod who spawn lone drifters recruit (I noticed they often have a leg or arm wound ?), but the race being random also cause the suicid scenario of a skeleton, hiver or shek attempting to enter a HN city.
Sure of course I can always take a look at these! After looking further into UWE's extensive changelogs[pastebin.com], I noticed a lot of the common issues the Giga Patch have actually been included into UWE with the recent patch. I might need to relook at my own patches and see if there's a potential conflict or holdover that might be causing strange issues like what you're describing.
I may end up, after revisiting my own stuff, change a few things to fix the Tech Hunters in particular to help avoid these gangs walking through HN territory and/or changing how the bounties are applied to them. Or, just make a new mod to address these types of changes (which may be the best approach in my opinion).
There's a few mods that add those lone drifters, but I can try to track it down and try to change a few things. Same for the Nomads. Although, changing too much can have unintended side effects that requires testing lol (ie. Rebirth no longer getting new "recruits" who happen to walk through HN territories).
It definitely would be easier if this list could be merged into One mod (like UWE) so troubleshooting, etc. is easier as opposed to looking at individual mods in FCS.
Thank you for all of the suggestions! I will get to these when I get a chance, although it may take some time 🙏
@FaZe BOT John also noticed an issue with Hamut that is causing the random "..." dialogue bug, as well as random AI package related issues (ie. just not following orders lol). This is an Official UWE bug, as noted on pages 59 / 61 of the Bug Reports for UWE.