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At first glance, there is not as many changes to make than with Father's Promise, not sure what new features from the dlc can be used yet.
All mods files inside TWoM/mods folder are loaded automatically by default.
I think I'd better answer from the easy part.
For the non-dropping part, simply go to the "Graphics config".
On the third line there is "DroppedItemTemplate" . I was "LevelItems/DroppedItem“. I changed it to "LevelItems/Scrap" which is of course invalid. So players can't drop them.
You can also change it to any "LevelItem" you like. Check the "SmartObjectTemplates" There are a long list of "levelitems". Or you can check the item config to search for the "ShelterItem" part. You can see those templates path. Ps. Smart object is not useful.
For example, if I change it to basicworkshop's template, whenever I drop a thing, there will be a BasicWorkshop generated at once. You can build stuff outside the shelter. You can also eat and sleep outside, which is pretty cool. If I change it to a container like a fridge, there will be a fredge generated, containing the item just dropped.
Now for the NPC part.
Firstly not all maps can generate playable NPC. Some map after you enter it you just died and crush the game. And I doult they are not NPC at all. They are "dwellers" not being used as "dwellers".
Your guess is basically right. I change the homescene to a normal location. Like in Church you get a soldier, in Super Market you get a hoodie man. But you can't exit the map nor the night will not end ever. After you exit the map the game crushed. I guess that's because no shelter is found
Interesting, I guess they used something similar to test the locations and that's why it's loading a test character (that's what it's refered to in-game). No real use in doing this unfortunately because the locations don't have the required SpawnPoint and things like that to make it work, and the test character doesn't have any ability.
The files are compressed so you can't read them without Storyteller.exe unpacking them beforehand. What you can do is look for them in-game using Cheat Engine and search for strings of text, but that's just tedious.
Yeah. I agree with you. But those "dwellers" do have the same ablities with normal dwellers. They can search, kill, chop... Anything. And some real NPC can't see them or attack them.
I didn't think of the Cheat Engine. I searched some old thread outside the steam. Someone seems had made an umpacker to look into the .dat file. But they only used it to modifiy the lanuage and the link has already dead.
Do you have any idea about how to use Cheat Engine? It could be difficult for me especially I'm not familiar with those tech terms in English. Is it possible to trace back the source via Cheat Engine? I only need to know the path. You just can't get them right by blind guess. There are containers name missing. (Only bathroom's containerand fridge is in the tools) And I can find out which template is used when the soldier dweller is spawned.
Plus:
You can also visit a shelter during the scavenge. But the timer will count from about 4:30 a.m after you enter the map so you don't have much of time to do anything practical.