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@Wednesday u're welcome. Lemme know if any issues pop up. :)
@Max Pendragon thanks, glad u're enjoying it!
@lieyingyes not something i'd invest a lot of time for to code or patch the pawn generation, but i can check if there is a quicker way when i have time.
- i'll try to use heavy bridges instead of generating solid ground when deep water is in the way of creating a camp
- when calling reinforcements via the bounty hunting functionality in space, they currently don't behave correctly, will investigate
- landing on ancient shrines with the grav ship is currently possible, when the shrine was discovered beforehand which is not intended. Due to a bug in vanilla this is currently possible, but will likely be fixed. Landing with the grav ship shouldn't be possible, as it exposes the player to hostile reinforcements for too long, in case the grav engine requires multiple days until it can launch again
If you find more things, that need to be fixed or improved, let me know please. :)
For the full list of patch notes, check out the change notes.
Although I gotta say Odyssey is gonna make the ability to speedrun traveling something a lot more people have, I really think it's worth it to experience everything here, even if that means taking it a lot slower.
@black01791 that's rather strange... that def should always be included, no matter what other mods u use. What version of the game are you playing? Maybe try redownloading the mod again.
thanks for this amazing mod, I never reached the end of the questline, but I love so much the mechanics, the first quest and the faction leader xD
Failed to find CaravanAdventures.Expansions.ExpansionDef named ExpRimedieval. There are 0 defs of this type loaded.
Failed to find CaravanAdventures.Expansions.Settings.ExpSettingsDef named ExpRimedievalSettings. There are 0 defs of this type loaded.
I didn't load any medieval mod and really confused about those medieval key words. Plz help, thanks a lot!
Regarding the camping feature, i'll check how the new camps actually work and then see if it makes more sense to keep the existing functionality as a separate option or if it makes more sense to move over to the new system.
@Numidyum yup! In case the ground consists of mud or water, wooden bridge flooring is placed on top. In which case it would be weird to allow heavy items, so yeah, it also makes sense from a tent floor perspective. If you want to build heavy items, just replace the floor.
@Raith unlikely, sorry.
@Shanzival tried to make them compatible before, but it's a bit tricky. I'll try again when i have some more time for modding.
@Perrydotto hm, if it's a modded tile u can add it to the compatibilitydef that's included in the mods defs folder, u'll find more info on the wiki, those sometimes won't work for the story locations. If it was a vanilla one, it might be some other conflict. You can try to share your log with hugslib.
@Demonic thanks bud, i appreciate it. :)
@Realm Imp hm, i included a heavy charge blaster without a texture for some of the bosses, which would have look weird otherwise, but it shouldn't be obtainable by the player.
A way more interesting caravan camping feature than any added by other mods, way better caravan item selection than any before, cool scripted storyline (a little cringey at times but it's still cute) that kinda puts the VE team's new Quest Expanded entries to shame imo, tons of little QOL features for caravaning in general, etc. etc.
Honestly bro, you deserve to be hired by Ludeon for this one, I feel like this is exactly what people want out of a caravan focused DLC.
So i tryed another Mod WorldEdit 2.0 changing the impassable map tile to another type and luckly it worked !
@scorpion that doesn't make much sense. Would have to be a very weird compatibility issue. CA doesn't touch kids or the growth moment mechanic.
Caravan Adventures must be fully removed through the mod options menu and then removed from the modlist to resolve it.
Failed to find any textures at Things/Building/Misc/Genebank/Genebank while constructing Multi(initPath=Things/Building/Misc/Genebank/Genebank, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
I have the base game, as well as the Royalty and Ideology expansions.
EDIT
Found out I was missing the Biotech DLC. After installing Biotech, all errors were gone. So dear autor, you shoud state somewhere, that at least Royalty, Ideology and Biotech are required for this mod to work without errors.
@星宫萤雪 yeah, mod settings don't support localization right now. Don't have the time to move them all to localized files. But if somebody wants to do that and create a pull request for it, i wouldn't mind.
@nO$wukks attempted to make them compatible, but it turned out to be rather tricky and i didn't have the time. Might take a look again when i have some more time.