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-ModConifgGUIに対応(EN,JP,CN)
*必須MODではないので、これまで通り未導入のままでも問題ありません
-enableLoveOptionのデフォルト値をtrue変更
[2025-02-27 Update EA23.94]
- Added ModConfigGUI support (EN, JP, CN)
(Not a required MOD - can remain uninstalled as before)
- Changed default value of 'enableLoveOption' to true
Basically, affinity only goes up when doing 'skill checks' while talking, but you can get generic responses from NPC by asking things.
Would even be interesting if you can use 'speech' to mess with NPC like to lie and deceive them into going berserk and attacking another related NPC?
Nightlyが終了したため、対応版をリリースしました。
また、下記のコメントの通り、カスタム設定にLove以上で挙動が変わるオプションも追加しました。
enableLoveOption
※EA 23.71 Nightly Hotfix 1で友好度の挙動が変わるのが親密→Loveに引き上げられているので、同様に変更しています。
>友好度が親密以上の住人には話しかけても友好度は下がらないように。また友好度の上昇量も微量に。
より正確に書くと、
・会話判定に失敗しても好感度が下がらなくなる、かわりに、成功しても上昇する好感度は常に最低値(affinityIncreaseMin)となる。バニラだと1~4が1固定に。
・交渉経験値が25%に減少。バニラだと20が5に。
・そもそも75%の確率で会話成否判定がスキップされる(興味だけ減って好感度が変わらず、経験値も得られない)
enableCustomOnTalkRumor = falseならまだ稼働します。
既に修正は終わっていますが、非Nightlyへの影響が懸念されるので、Nightly終了とともに更新します。
To be more precise, your negotiation skill and current relationship level also factor into the success determination.
If you'd like to increase the influence of CHA, you can raise the 'ratioCHA' value in the config file.
Don't forget to set 'enableCustomOnTalkRumor' to true.
I edited Config, enabled custom settings and changed the interest to decrease minimum 0 and maximum I lowered, now they don't always lose interest, and the affinity changes are a different setting in there. I changed that too, and now it functions like I want.
Thanks for the mods Krois0s!
Therefore, I'm considering adding configuration options that would maintain the basic functionality while allowing adjustments through cfg files to accommodate other requests I've received as well.
in other words, it works the same as the vanilla game until 150 (or another arbitrary number) friendship, then skips the decrease (or modifies the chance of a decrease) afterward.
I feel that this keeps the flavor of letting you repeatedly talk to a favored character, without removing the "challenge" of getting to a higher friendship. Just as a personal opinion, of course.
Adding probability checks and re-implementing friendship decrease processing could potentially impact performance and make the mod more susceptible to game updates. (To be honest, I'm not too worried about the performance impact.)
Nevertheless, I understand this is essentially a cheat mod, and I can relate to your desire to adjust it to a balance that feels right for you.
I will consider adding a configurable probability option while trying to minimize impact on existing processes. However, as I'm only at the stage of exploring whether this is feasible,
I'll do my best to implement this feature, but I want to be transparent that I can't guarantee the results yet.
So I could have it have like 80% chance to not decrease friendship if "Let's Talk" fails?
Even without the above features, it's an excellent quality of life mod. Keep up the good work!
it seems like this Mod is Hard Coded to be Last in the Load order in the Mod Settings in game.
there don't seem's to be a way to change it's position in the Load order, so it do risk to make Bug's whit other mod's can appear if they get loaded in the wrong order...
Is it only quest givers or all NPCs?
話しかけると友好度がんがん下がるんで、怖くて誰にも話しかけられない状況でした(;^_^A