安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Potential Exploit:
-Adding the talent after adding the mod, and then removing the mod, will give you a flat 4 point increase to your characters civil abilities. You could then use the Work-Around above to give yourself a repeatable 4 civil point buff over and over agin.
Permanent Fix:
-5 civil points by themselves is powerful. Adding a brand new Talent instead of reworking the current one would help to avoid the above issue, as well as sop the potential exploit.
Problem:
-If a character already has the talent, it changes its ability to give 5 Civil skills, so when they remove this talent, it "removes" those 5 civil points, so it actually takes away from the characters base Civil points. This explains why Lieutenant Dan seemed to not see a result.
Work-Around:
First tIme User: Before loading the mod, Re-Spec to remove the talents on all characters. Save the game, then add the mod and reload that save.
Already logged in: With the mod enabled,Create a save where any character who has had this skill, is re-specced into it. Then Remove the mod, load the save and Re-Spec to remove the talents on all characters. Save the game, then add the mod and reload that save. Now add the talent back and you should appropriately get the 5 points.
But something my friend has done to fix this issue would be to delete your Document Mod Folder, Unsub to any (my mod in this case) mods that aren't working properly, and then loading up DoS 2 to make sure they're completely gone from the add-ons menu,
Once that's done, close DoS 2 and then re-sub to the mod, and then turn DoS 2 back on, and proceed to put the mod down at the very bottom of your Load Order. That may work.
Some mods do happen to leave in the normalized values for it when submitting their mods, thus causing it to conflict depending on load order.
Only last thing I can say is try putting it to the very bottom of your load order to overwrite this. If not, well, I'm sorry that the mod has troubled you. I'm really unsure of what the issue is though.