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回報翻譯問題
^ This type of error usually appears to be harmless, and maybe fixes itself, if comments on other mods are correct? Just wanted to let you know it's throwing this red error though.
It is, and I've thought about doing it with one issue stopping me: If something was to break, I would need to update both versions, I already have trouble keeping up my schedule and doing projects and my fear is that if I make two things, keeping track of when updates arrive to patch won't happen or won't be consistent due to my own fault.
I probably am overthinking it tho, and the one-in-all pack might happen at some point in the near future.
The jobs, the suit, the weapons, etc.
They are, yes. While the talents work for any piece of equipmet you use, the warden still modifies and uses the other mods, I do not have any current plans of making a standalone.
I know it might be slightly frustrating that the job requires other mods, but in truth this was the intention since the beginning, that is to say, even if the other mods weren't made the warden would've come with tools of its own. Think of it the other way, the warden is the 'main' mod, and the others are in case you don't want the job but want the tools or gear.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2986079116
I'm Glad you are enjoying the mod and even more so that it helped you with your own. Good luck with your project!
That sounds like the dependencies aren't being detected. Please make sure you have the three mods listed as requirements enabled in your load order.
@Shin1gami
It is an automatic property written by the workshop, like a serial code of sorts. I believe its purpose is to make sure the file you downloaded is the same as the server you are playing at by checking at the original at the workshop.
Errors when updating the game (usually unintentional) can lead to these missmatches, so in short, I have no control over it
- Fixed "hash mismatch" errors when trying to enable a mod that's been updated in the most recent patch.
I deleted and unsubscribed from this mod, subscribed again and everytinhg works fine now
Mod creator or game / steam ?
and expects 4EC68294663F294D598EC367FBBADD73
the filelist of both appdata and workshop folders has expectedhash= as 4EC68294663F294D598EC367FBBADD73 . Changing it to 5FDDF6DFFEE721560EB3E17075D1540A fixed the problem for me too.
Jadus found out that if you do the following the mod gets fixed:
"I changed in AppData\Local\Daedalic Entertainment GmbH\Barotrauma\WorkshopMods\Installed\2687741461\filelist.xml "expectedhash=" to vaalue that he expected in error - mod start working properly"
I cannot seem to do this for the entire mod, as in uploading the file with that property has no effect, try that avenue if you continue having issues and I again apologize for not being able to patch it in my end. I'm still trying to find some way to do it
This is something I cannot fix from what I can see. I've tried multiple times already, but since I last updated the mod the hashes just get messed up. I cannot do anything since I cannot physically control the hashes.
I'll try to keep fixing it, but I have no clue on what to do especially since my local version (virtually identical to the uploaded) does not have this issue.
Hash calculation returned 4EC68294663F294D598EC367FBBADD73, expected 735A312218E3A0FB48A0E2AF6BBF9DD3"
I guess hash in filelist.xml is mismatched
hope someday the patch will come out. This mod is cool
have a nice day
The only 'conflict' is that many mods that add creatures (Such as barotraumatic) won't be fully affected by some of the warden's talents (for instance the bonus xp for killing big creatures isn't granted, you only receive base values; or the talents affecting leviathans).
I am working on a patch for this, but the list of enemies is too big, and the information on the added creatures by such mods is very small, making the process much more time-consuming
To charge the TITAN however, you'll need to craft a charging port (unlocked by the same talent as well) or craft a TITAN Battery and place it in its battery slot. The TITAN battery charges like any other battery
You get the basic b-rod blueprint with the same talent that unlocks the A.B.Y.S.S. The other b-rod variants are unlocked in a different blueprint talent.
2) I've issued a response. Basically, the mod is working as of the current version.