Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
The item lost was of no consequence. In fact, I could try it next time to see if it happens again.
Also, if anyone is inclined to test out the mods I currently use, I have them gathered in a collection. As far as I know, that's all of them. I'll have to make sure it's set to public.
EDIT: I set the OCCUPIESNODE-Option as suggested, which didn't work either. What did though, was setting his movement-speeds to 0 (walk and run). I enchanted multiple items since then, waited for a few minutes, logged out and in, enchanted and waited again, and he didn't vanish once. I hope it's fixed now, but it's still a very peculiar behaviour which is certainly not expected when you're explicitly telling a unit to stay put via a number of options...
When he wandered, there was no walking animation, he just seemed to slide his way off before he phased out of existence. If it happens again, I'll try experimenting with only my required mods running (Xev's Pets and Synergies).