安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
¯\_(ツ)_/¯
The only mod-relevant line I noticed within the file points to here.
`EnhancedCombatSounds.Impact_Patch`
exception ticking VPE_ChainBolt635389 (at (129, 0, 102)): System.NullReferenceException: Object reference not set to an instance of an object
at EnhancedCombatSounds.Impact_Patch.Postfix (RimWorld.Bullet __instance, Verse.Thing hitThing, System.Boolean blockedByShield) [0x00025] in <00aa3d741926474c8bc04c298b4037ce>:0
In the game, the chain lightning psycast beam is tethered to the point of impact and it looks like the particle effects are triggering over and over again. The issue only appeared after re loading the game. Not sure how to fix, quite far into this save and the framerate has been tanked :(
Probably the same phenomenon as Kayedon on Nov 30, 2020.
・Debug log
Constructed TargetInfo with cell=(0, 0, 0) and a null map.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.TargetInfo:.ctor (Verse.IntVec3,Verse.Map,bool)
EnhancedCombatSounds.Impact_Patch:Postfix (RimWorld.Bullet,Verse.Thing,bool)
(wrapper dynamic-method) RimWorld.Bullet:RimWorld.Bullet.Impact_Patch1 (RimWorld.Bullet,Verse.Thing,bool)
Verse.Projectile:ImpactSomething ()
Verse.Projectile:Tick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
・The load order is this
Harmony
Core
Enhanced Combat Sounds
Unfortunately it was.. not clear cut, considering it took me a few hours. I didn't realize it, but some of the methods changed from 1.3 to 1.4, and in ways that broke the 1.4 assembly, so I had to work on getting that fixed. Should be good now though. ... I think.
Lemme know if it's broken
Cant wait for the 1.4 compatibility.
Combat just isnt the same without this Mod.
Having played without it after months and used vanilla sounds I am surprised to say I like vanilla better:
In Vanilla the sounds of each weapon (grenades especially) are truly, clearly distinct.
In this mod while the sounds of explosions have a bit more "oomph," they are not very distinct. And I can't tell instantly by the sound when a smoke, or emp, or frag explosion has gone off. They ARE distinct, but not as clearly different from each other as in vanilla.
So back to vanilla I go.