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实际属性由等级决定,设置等级时会依次从 Job,Race,Chara 应用到最终属性值,这包含各表的三维 及 elements。所以与等级相关就是与 Race 挂钩。
oh, I thought that was a mandatory field, my bad!
oh sorry i forgot that.
also where can i find the error log so i can copy it here?
I am uncertain if this is a base game thing or this mod but.
Skins will load while the game is running and can be edited, added and removed from:
Program Files (x86)\Steam\steamapps\common\Elin\Custom\Skin
without having to exit the game at all
However, this is not the case for portraits, the portrait needs to be added, the right shape, and have a transparent background. And be added to:
Program Files (x86)\Steam\steamapps\common\Elin\Custom\Portrait
And the game restarted for it to show up, also MAKE SURE that the portrait does not copy another portraits name already in use as that will cause it to not show up.
Sorry DK for the hijacking of the comment section here looking for something I don't think this mod caused. Appreciate you and your mod.
Program Files (x86)\Steam\steamapps\common\Elin\Custom\Portrait
It was not loading to where I could set them in edit appearance for companions. The steps to reproduce are as follows:
Create a portrait
Place it in the aforementioned path
Log into the game
Use the resident board to edit appearance of a resident
That portrait will not show up.
As far as I am aware it’s this mod doing it, because as soon as I removed it the portrait showed up. I can try and do another test of it today, and double check, maybe it was some sort of random thing?
in bgm.json, is "volume" working properly? whether i set it to 0.1, 0.001, 1.0 or 100.0, bgm's volume has not changed at all.
oh, that's alright. but you're right, there really aren't many people making BGM mods, likely because the files are so large that few people want to use them.
it works, yay! thank you very much!!
i see....that's so sad. thanks for your reply anyway!
oh, i try to add element purity/40 to an item, it is correct when I use console to spawn it, but when i craft it, it doesn't have purity and can be copied. what should i do?
oh, that's too bad, but i have one more question, how can i make an item, equipment, or anything else can't be copied by Kettle or Demitas?
at (wrapper dynamic-method) FactionBranch.DMD<FactionBranch::DailyOutcome>(FactionBranch,VirtualDate)
at (wrapper dynamic-method) FactionBranch.DMD<FactionBranch::OnSimulateHour>(FactionBranch,VirtualDate)
at Zone.OnSimulateHour (VirtualDate date) [0x00015] in <322d4c7823744b6a818d6a0ef6f4f462>:0
at VirtualDate.SimulateHour () [0x0002c] in <322d4c7823744b6a818d6a0ef6f4f462>:0
at Zone.Simulate () [0x00345] in <322d4c7823744b6a818d6a0ef6f4f462>:0
at Zone.OnVisit () [0x000da] in <322d4c7823744b6a818d6a0ef6f4f462>:0
at (wrapper dynamic-method) Zone.DMD<Zone::Activate>(Zone)
at (wrapper dynamic-method) Scene.DMD<Scene::Init>(Scene,Scene/Mode)
at Player.SimulateFaction () [0x0006c] in <322d4c7823744b6a818d6a0ef6f4f462>:0
at (wrapper dynamic-method) LayerSleep.DMD<LayerSleep::Advance>(LayerSleep)
Progress_Custom.OnProgressComplete
+Prefix: AutoActAllyExpansion::Progress_Custom_Patch.Prefix
+Postfix: ContinueMining::OnProgressComplete_Patch.Postfix
+Postfix: Autoshear::OnShearComplete_Patch.Postfix
+Postfix: AutoActMod::Misc.Progress_Custom_OnProgressComplete_Patch
+Postfix: AutoActAllyExpansion::Progress_Custom_Patch.Postfix
AIProgress+<Run>d__15.MoveNext
AIAct.Tick
AIAct.TickChild
AIAct.Do
AI_Eat+<Run>d__9.MoveNext
AIAct.Tick
Chara.Tick
+Prefix: NierMod::CharaPatches.WhileBelovedInParty
GameUpdater+CharaUpdater.FixedUpdate
GameUpdater.FixedUpdate
Game.OnUpdate
Core.Update
这是什么报错?
System.MissingMethodException: Method not found: Thing .ThingGen.Create(string,string,int)
at (wrapper dynamic-method) Trait.DMD<Trait::CreateStock>(Trait)
at (wrapper dynamic-method) Trait.DMD<Trait::OnBarter>(Trait)
at DramaCustomSequence+<>c__DisplayClass14_0.<Build>b__45 () [0x00087] in <fb70cf62782d4eb38c7f2275f39e96e5>:0
at (wrapper dynamic-method) Cwl.Patches.Dialogs.SafePlayDramaPatch.DMD<Cwl.Patches.Dialogs.SafePlayDramaPatch::_Play>(DramaEventMethod)
at Cwl.Patches.Dialogs.SafePlayDramaPatch.OnPlay (DramaEventMethod __instance, System.Boolean& __result) [0x00000] in <c93a0b045897419c91a7cae4b764bd7d>:0