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回報翻譯問題
Line of sight is unchanged, but player-side the fog of war isn't disappearing. I checked my mods and this was the most recently updated.
Bug has only occurred for me in infiltration missions (Covert Infiltration/Strategy Overhaul). Will update if bug occurs outside of them.
Thanks
(srry dont know where else to post this x)
[3649.06] Warning: USkeletalMeshComponent::InitArticulated : No PhysicsAsset defined for Plot_ABN_Gather_Waterfront_TLE.TheWorld:PersistentLevel.XComWeapon_974.SkeletalMeshComponent_21815 with skeletalmesh FX_Weapons_Shared.Weapon_Dummy
[3653.76] Log: Crash Detected: Dumping C:\Users\Camden\Documents\My Games\XCOM2 War of the Chosen\Binaries\Win64\..\..\XComGame\Logs\XCom-DESKTOP-FOUOTKD-CL469133-2022.10.02-14.56.01-Crash\XCom-DESKTOP-FOUOTKD-CL469133-2022.10.02-14.56.01_Minidump.dmp
Thankfully it's not common enough to be a big issue.
This has done two things;
-The smaller mods are easier to manage
-The smaller mods contain bugfixes over the large package
I would suggest moving to using the smaller mods :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1905701378
They are amazing, but quite unusable
Maybe for a donation?
Causes CTD on mission load after Cinematic, before the game can autosave. If the parcel above is commented out in XComParcels.ini there is no ongoing issue. This issue is the same for the equivalent piece in the original pack.
eclipsezr [author] 2 Nov, 2021 @ 11:35pm
may pop up as missing textures ingame. I used some cosmetics of minor DLC for props on mannequins.
are necessary, for this to work. The first one is just character cosmetics, the second is just a bundle of the exact same DLC already required for it to work.
Haven't been able to get any from your standalone mods to show up yet, but everything from this pack is working great
Just don't put your evac down on the tunnel/subway tile with the water on the floor, cause it will place evac just above the water, and it won't count as a place your soldier can stand in
doesn't look like it, but thought I'd check to make sure
do i really need all the DLCs?
Anyway, great job!
Lastly brought back two more parcels
(Advent Jail found in Slums) (Sewer/Water treatment found in Shanty Missions)
Yes, map mods can be added mid-campaign. Removing them mid-campaign can cause problems mind.
@willieshat You can?but may pop up as missing textures ingame. I used some cosmetics of minor DLC for props on mannequins.
@Dragon32 Yes, Thanks for all the work you done in Xcom Modding Community in General
As for questions regarding working on LWOTC: I have not tested it, but i can't think of any reason of not being able to work.Only thing would be if vanilla objectives were heavily edited.If other map mods out there work with LWOTC i dont see why this one would be any different.Yet i don't recommend it using it on LWOTC ironman mode to be safe.
The problem seems to be with this parcel definition:
+arrAllParcelDefinitions=(MapName="md_TankDepot_EP", eSize=eParcelSizeType_Medium, \\
arrZoneTypes[0]="Commercial", arrPlotTypes[0]=(strPlotType="Slums"), \\
bHasEntranceS1=true, bForceEntranceCount=1, bAllowNonObjectiveOverride=true, \\
ObjectiveTags[0]="Recover", ObjectiveTags[1]="Hack", ObjectiveTags[2]="ProtectDevice", \\
ObjectiveTags[3]="DestroyRelay", ObjectiveTags[4]="Civilian", ObjectiveTags[5]="NeutralizeCommander", bAllowNonObjectiveOverride=true)
It looks as though the bHasEntraceS1 line should be an objecttags array entry. I'nm not sure what objective key should be used or if it should be commented out?
Not sure what you mean by "Missing Mods". Steam is notoriously rubbish at downloading stuff these days, try exiting and restarting the client.
Thanks for the nice words.
Good to see you back!
@Vaultwulf
Yes, the parcels will just be added into the pool the game pulls from when building maps.