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You almost cant drive with drunk moodle because of control.
I suggest making being drunk to occasionally cause you to yell out loudly and for fatigue to work as it does normally to give an incentive to get clean. Also random jerks while driving would be cool. If you were to add this I would definitely make it give more points.
I have no clue how SOTO works with any other trait mods right now. I do not recommend use any other traits or occupation mods with SOTO.
- I'm currently install this mod (SOTO) & Extra Trait Effect (ETE).
- The author of ETE said that SOTO & ETE are not conflicting with each other (function-wise).
- But I'm having the issue stated below.
- Yet, I cannot sure if it because of ETE or SOTO, so you may have look?
I’m still unclear on the exact method, but according to them, it involves adding and removing a trait in a certain way that causes two identical negative traits to appear. The game then gives them extra trait points (as if they had two negative traits), but only one of the negative effects actually applies.
So in short: they gain extra points from duplicated negative traits without receiving the full penalty.
Somehow I disabled alcoholic drink function in b41...
My apologies.
And I also just noticed another thing: my Stress levels from going more than 24 hours without drinking alcohol are not going away after drinking that beer. So yea, something definitely broke recently. I've been running Alcoholic characters a lot lately and it wasn't this way for the past few months.
Yea, I dunno man, I ran a test just now (B41) and as soon as I drank a beer, I rapidly gained fatigue. Something definitely changed recently. Please double-check you didn't accidentally alter the B41 Alcoholic trait.
Mod has separated mod versions for b41 and b42.
In b41 alcohol counts as eat.
In b42 alcohol counts as liquid.
tldr: b41 and b42 uses different functions for that.
I do not touch anything about b41 version.
"liquid functions" ? I don't know what you mean. So, the way you've got Alcoholic set up in B41 is that the trait still prevents the player from getting fatigue from alcohol? Or am I misunderstanding something?
@Jzn without sharing logs I can't help you. I didn't saw any myself.
the changes to alcoholic appear to have taken effect in B41. Was that intended? I just did my normal morning get-out-of-bed-and-drink-some-wine routine, and ended up needing a nap a few minutes later.
The possibility to get all the traits during the game sounds cool, but it turns the player into an unstoppable killing machine. I don't want to see that.
In the future, I plan to rework this system, but how - I can not yet answer. I have been thinking about this for over a year, but so far I have not found the ideal solution.
I just decided that getting Alcoholic in game is kinda weird. To become real alcoholic you like have to drink for years. So well...
I don't mind that much since if I want to experience that trait I tend to just take it, but I find it peculiar to remove a dynamic trait functionality like that unless there's some reasoning behind it that isn't readily self-evident.
What alcohol you drinking?
You tried to drink more alcohol?
local player = getPlayer();
if player:getModData().SOAlcoholBottlesDrinked == nil then
player:getModData().SOAlcoholBottlesDrinked = 0;
end
player:getModData().SOAlcoholBottlesDrinked = player:getModData().SOAlcoholBottlesDrinked - 1
if player:getModData().SOAlcoholBottlesDrinked <= 0 then
player:getModData().SOAlcoholBottlesDrinked = 0
end
if player:getSleepingTabletEffect() <= 0 then
player:setSleepingTabletEffect(0)
end
"I believe SOtenminutesSinceLastDrink = 0 should be added to this function, as drinking alcohol doesn’t seem to reset the alcoholic counter."
Либо сделайте проверку файлов игра.