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








This version just adds a new function that reuses the existing code to add the Plushie Bomb recipes to the engineer profession's recipe list, and then tells the game to call that function when the game boots up or when a player spawns in (?) via the OnGameBoot and OnCreateLivingCharacter events respectively.
I haven't rigorously tested these changes yet, but I tested it in a new singleplayer save as Engineer and the recipes get added without throwing any errors; since no major code is changed, this in theory shouldn't cause any new bugs to arise as the only code that got changed was the code that handled how the recipes are added to the Engineer profession. Worst case scenario, if this version of the script causes any errors, it should easily be fixed by just adding the "addEngineerRecipes" function to more events as opposed to just the OnGameBoot and OnCreateLivingCharacter events; I just chose these events in particular because it is how the Occupations Expertises & Balance mod decides to handle occupation-related code as well.
It should patch the vanilla function like this mod does otherwise it doesn't work in all cases where you go to character creation menu.
Otherwise you can add a check when a new player is created and teach them the recipe.