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I hope you've been enjoying the mods despite these issues, and that they haven't negatively impacted your experience.
MODERROR [Tzuso] - System.MissingMemberException: ObjectBlueprints.xml, Line: 25:25 No XRL.World.Parts.Corpse.BodyDrop property exists.
MODERROR [Tzuso] - System.MissingMemberException: ObjectBlueprints.xml, Line: 25:42 No XRL.World.Parts.Corpse.InventoryDrop property exists.
MODERROR [Tzuso] - System.Exception: ObjectBlueprints.xml, Line: 58:3 Could not find XRL.World.Parts.Skill.Harvestry, element ignored.
1. Corpse.BodyDrop doesn't exist. Simply remove the Corpse part instead.
<removepart Name="Corpse" />
2. Corpse.InventoryDrop no longer exists. The default is for inventory items to drop, so you don't need to do anything to make that happen.
3. Need to use "CookingAndGathering_Harvestry" to give the Harvestry skill. "Harvestry" => "CookingAndGathering_Harvestry"
MODWARN [Tzuso] - System.Exception: File: file:///C:/Program Files (x86)/Steam/steamapps/workshop/content/333640/3229001431/ObjectBlueprints.xml, Line: 64:3 Compat Warning: skill Name "Axe_ChargingStrike" has been renamed "Cudgel_ChargingStrike".
1. And this one is just a simple rename "Axe_ChargingStrike" => "Cudgel_ChargingStrike". This axe skill was renamed because both the axe and cudgel skill tree share the same skill.
"Yuckwheat" is the zone tile. Probably meant to add "Yuckwheat Stem" or "Fermented Yuckwheat Stem" from Foods.xml?
These past couple of days, her wordcount has increased considerably, this has the unfortunate side-effect of creating awkward issues for folks.
Given that you've described still being able to make choices, this is likely a syntax error in her initial dialogues that has caused issues further down the chain.
I appreciate you testing her with a new character too, that narrows down the list of issues considerably.
Long story short, I'll get on that momentarily and appreciate you letting me know!
I had to leave her behind when exploring Bethesda Susa, because whenever a Cloneling spawned i would always clone Tsuzo and she would kill me in 2-3 turns.
With the release of 1.0, they've addressed this issue. I just need to flip her the other way and push an update to fix this.
I've been enjoying the game since it had released in the meantime, and I'll get to that when I have a moment. But thanks for letting me know, all the same.
Regardless, she'll perform admirably enough (despite her humble origins); just don't expect her to single-handedly sweep the Girsh Nephilim or anything.
She currently has a starting inventory that randomly generates (and can be quite valuable), and decent stats/abilities built into her; these are factors I'm thinking about revising, but I'm currently working at some quest-related mods, including her own, in the background.
I'll rebalance her if it becomes unfun, but ultimately I don't think any of this is too bad.
I think the main game, as it stands, has a lot of really great content; the devs clearly know what they're doing and have been making a great game for much longer than I've been modding it.
Though, honestly, I would love for the game to feature Tzuso in some official capacity, or something similar. That'd be a dream come true!
As for what'll be next from me, I'm working on a bunch of dialogues and assets for a questline that I'll be working to implement when all the work results in something enjoyable to experience/play out.
Whether the quest I'm working on ends up being for Tzuso (as was the initial intent), we'll have to see, if it would be more enjoyable to work on and play in a different form, I'm open to changing it; Tzuso will most likely be updated to feature some 'crossover' content, either way.
You can choose to use a starting pet (such as Tzuso) in the section of creating a character where you input your name, if you need a hand finding it.
Please let me know what you think, if you'd like to, and any suggestions you have will be taken into consideration.
I think I wrote Susa to be mostly distinct, I'm not sure I gave her 100% coverage of each strata but there's certainly dialogue for each floor that is unique as an 'intro' dialogue. Thank you for saying so.
Though she is a little overtuned (maybe) it's nice that so many folks seem to enjoy her company.
SO MANY unique interactions and conversations. Took her to bethsaida susa and I swear every other level had a new line when chatting with her. You can give her an urberry (she'll give it back). You can ask her about her past. I like to play the daily challenges and I bring her 100% of the time. She's saved my butt in so many ways I can't imagine playing CoQ without her.
Utility wise she can carry a lot and will defend you admirably.
* That most horses do not have arms (typical Qud player).
* That 'Multiple Legs' adds legs to the base amount (4+2 = 6, whoops).
I'll be the first to admit, it was a bit of an 'Oops, all legs!' fiasco.
Hopefully I'll manage to sort all of this out later today.
I'm happy to hear you'd like to follow up on the questline I've been tinkering with but I'm trying to get better at the tools before my reach exceeds my grasp (I really want to work on a questline though, and did put that dialogue in with intent).
I'm very glad you're enjoying having her tag along, please let me know if you can think of any other changes, potential issues, or features you might appreciate!
I was using CleverGirl[Forked] to manage her gear when I noticed this, but it doesn't seem to be the cause of the problem.
Anyway, I'm loving her as a companion and really dig her dialogue! Do you think later you'll add a quest to find more of her people?
As for places to share. There's always Reddit, and maybe even the official CoQ Discord.
She's just a pet project of mine and wasn't for a jam or anything, but if you'd like to pass along places you think I should post the mod, I'd be happy to have more people enjoy her companionship!