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
Here is an example:
1) Mods that add replacement units with the same CharacterGroupNames as base game units AND have a edited SkeletalMesh. This is why Alien Pack doesn't work - it doesn't have its custom SkeletalMesh.
Replacing meshes/textures - so how would you stop it from overwriting LW2 or does LW2 have some sort of protection
Is there a program out in the community that can do checks for conflicts without living through the faiilures. I added Mod Config Menu as I assume it will alert me to changes being made to what LW 2 has already set.
Also can the game handle this many mods (since I have to assume there are still additional pre-req mods for some of the mods above)
Once again thanks for all the help but also to the community for making this modding scene so massive, whether LW2 which I am sure was not something that could be done overnight to those who create voiceovers/new guns/new enemies and other minor changes, have already excited me to playing this game with all these mods (now read there is a new expansion coming from Firaxis, so that should be interesting what kind of shoe it throws into the machinery of the mods, or will they actually take a look at mods like LW2 to try to ensure their expansion will work or will it end up being a standalone.