Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
OverrideNamedEngramEntries=(EngramClassName="EngramEntry_BasicTekHelmet_C",EngramHidden=True,EngramPointsCost=40,EngramLevelRequirement=0,RemoveEngramPreReq=True)
The author has used the same Id structure as original tek gear. so when we override things like EngramEntry_TekDoor_C its actually overriding the original game tek structure.
I think there are other issues due to this... ppl saying that there tek gear is replaced and blah blah... all seems like it could be related.
Eitherway I have not found a solution apart from changing crafting requirement of the blueprint itself rather then editing the engram. the engram tag names are all identical to original game engrams and that means that its almost impossible to edit the tek engrams put in by this mod.
Here is an example for changing the crafting requirements of the modded tek door:
ConfigOverrideItemCraftingCosts=(ItemClassString="PrimalItemStructure_TekDoor_C",BaseCraftingResourceRequirements=((ResourceItemTypeString="PrimalItemStructure_TekDoor_C",BaseResourceRequirement=1,bCraftingRequireExactResourceType=true)))
this will make the tek dorr craft require a tek door to craft. cant craft it if your require it to make it. ;) However it does not remove the engram from the list :(
If anyone has any further advice on this.. it would be much appreciated. We like this mod and want to keep it :) :):):)