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 have heard multiple reports about this and I can't reproduce it. In case you didn't know, animals are in fact players in the code and are identified by calling isAnimal. I have this check in place, so I am really confused to why this happens (and to why I can't reproduce it myself). Does this only happen to animals in your care or is it universal to all animals?
This is an issue I have not heard about before. Can you post the error here? I suspect some kind of mod incompatibility.
Relationships is gained by speaking with them and lost by either hurting them in any way, if you trespass their home, or if you rob them. The relationship gains from speaking to then is uncapped, so if you accidentally hit them, you can boost it back up easily. This is temporary, since there needed to be a balance to accidental friendly fire to make the mod playable at all.
In the future however, I want them to react to things happening causing you to lose relationship based on your actions. Not helping them or someone else in combat, trespassing someone else's house, robbing other people, killing someone, siding with someone else when they're having an argument (npc to npc interactions) etc. Basically, I want it to give your actions weight, so that everything you do actually matters.
All stats are disabled e.g. hunger, thirst, fatigue, exhaustion, getting cold/hot etc. The reason for this is because they don't have any corresponding behaviors that handle taking care of these needs. The furthest I have gotten with any of these behaviors is food and that is the first one that will be enabled once I fix some more issues with combat. How it will work is that if they are at the safehouse and get hungry, they will find food in the safehouse themselves. If they are out scavenging on their own, they will automatically go and search for food, and if you are far enough away from the safehouse and they are following you, they will complain about being hungry up until a point where if you don't give them food, they will go off to get some food before returning. I am not 100% sure exactly how the rest will look, but I imagine it will be something similar.
Moving onto medical checks, I tested to get a code before making the post, but it's just normally iuncreasing number starting from 1. So the first medical check I try is one, and any attempts from there will increase the "code number" by 1.
The relation thing makes a lot of sense! Didn't really dawn on me to try speaking to them more. Thanks!