Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
it still says it needs bandits but bandits new modid is banditsv2
at zombie.Lua.LuaManager.RunLuaInternal(LuaManager.java:630)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:573)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:559)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:418)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:309)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:471)
at zombie.GameWindow.init(GameWindow.java:1409)
at zombie.GameWindow.mainThreadInit(GameWindow.java:713)
at zombie.GameWindow.mainThread(GameWindow.java:608)
at java.base/java.lang.Thread.run(Unknown Source)
`
`attempted index: loadDialogues of non-table: null
function: BanditDialogue.lua -- file: BanditDialogue.lua line # 442 | MOD: Bandit Relationship [B42]
java.lang.RuntimeException: attempted index: loadDialogues of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:479)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1760)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76)
at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:117)
best mod ever
So I think I've got this mod to work with Week One in build 42 rn, It seems like there's a difference between npcs spawned by Week One and ones spawned by Bandits. When using with Week One I was experiencing what everyone else here had described, however in my last save profile I edited one of the bandit clans in the sandbox settings and set their AI model to "friendly: companion". So far this seems to have fixed the issue of the relationship options not showing up because these npcs that spawn as part of the companionship events are considered apart of my "party".
If so, does load order matter? Can it be added mid-game, or does it require a new game?