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神界原罪2 v3.0.160.0284人以上組隊規(guī)模MOD升級修復(fù)版,由“Nexusmods - Safak”制作,與上一個MOD不是出自同一個大佬所以可能會有沖突,不過他主要目的就是修復(fù)舊版的一些問題,譬如對話方面和劇情方面,本站提供神界原罪24人以上組隊mod修復(fù),需要的玩家不要錯過哦!

神界原罪2 v3.0.160.0284人以上組隊規(guī)模MOD截圖說明

神界原罪2mod
神界原罪2mod
神界原罪2mod

神界原罪2 v3.0.160.0284人以上組隊規(guī)模MOD資源詳情

選擇哪個版本的國防部:

1) Expanded_Party_Size_Updated V1.0-277 : ? ?Full mod with all the changes described in Detailed Description.

1)expanded_party_size_updated v1.0-277:??全國防部的所有變化的詳細(xì)描述。

2) Expanded_Party_Size_Updated base-reflection-dialogue : ? ?This is equivalent of THE DIALOGUE FIX VERSION of the original mod for patch 5 hotfix 1&2. I've removed the additional change i did:

2)expanded_party_size_updated基礎(chǔ)反思對話:??這是為5補(bǔ)丁修補(bǔ)程序1和2的原國防部對話修復(fù)版等效。我已刪除了額外的更改:

DB_PartyDecisionDialog_PlayerIdentifier ? ?//add

?DB_PartyDecisionDialog_PlayerIdentifier(5,"PDD_Player5");

?DB_PartyDecisionDialog_PlayerIdentifier(6,"PDD_Player6");

?DB_PartyDecisionDialog_PlayerIdentifier(7,"PDD_Player7");

3) Expanded_Party_Size_Updated base-no-dialogue: ? ? ?This means only your first 4 characters that joined the team will make comments. you can have a team of 7 characters. last 3 will not make their comments in party dialogues. Please use this as safer alternative if you are not interested in party dialogues any way.

3)expanded_party_size_updated基地沒有對話:???這只意味著你的前4個字符,加入團(tuán)隊會做出評論。你可以有一個由7個字符組成的團(tuán)隊。最后3人不會在黨內(nèi)對話中發(fā)表評論。如果你對聚會對話不感興趣,請用這個作為更安全的選擇。

Test Status: Fort of Joy, created a team of 7 succesfully. Also observed comments from all team members for Dallis event. Still, there is a part in reflection dialogues where there might be an issue with only hearing 4 team members.

測試狀態(tài):堡壘的喜悅,創(chuàng)造了一個7人的團(tuán)隊成功。還觀察到從所有團(tuán)隊成員對Dallis事件。盡管如此,在反思對話中還是有一個問題,只有聽取4名隊員的意見。

I've not tried with 8 characters. i assume it shall work but as you can see in the edits below, 8th character will not be part of party dialogues.

我沒有試過8個字。我認(rèn)為它會起作用,但正如你在下面的編輯中看到的那樣,第八個字符將不屬于聚會對話的一部分。

During testing i can see that dialogues are triggering ProcDefineReflectionDialog("FTJ_SW_RD_VoidlingAmbush",_Player); and similar to initiate a reflection dialogue. In my tests, i could not come up with a consistent solution that works for all. in some dialogues, you will observe 4 party members to comment in others all party members. Make sure to recruit the first 4 to be the ones which you want to hear their reflection comments. I could not observe any major issue that affects gameplay apart from this.

在測試過程中,我可以看到對話觸發(fā)procdefinereflectiondialog(“ftj_sw_rd_voidlingambush”,_player);和類似的主動反思對話。在我的測試中,我不能提出一個一致的解決方案,它適用于所有人。在一些對話中,你會觀察到4個黨員對所有黨員進(jìn)行評論。確保招聘前4名是你想聽到他們的反思意見的人。除了這一點(diǎn),我看不出任何影響游戲的主要問題。

In game, There are 51 Reflection dialogues and 14 PVP dialogue possibilities. I've observed the first 6 before escaping Fort Joy. Out of 6 , 2 woks for all characters, the other 4 took only the first 4 characters into account only.

游戲中有51個反射對話和14個PVP對話的可能性。我在逃離樂堡之前發(fā)現(xiàn)了前6個。6, 2出作品的所有字符,其他4只花了前4個字符只考慮。

Sadly, Dialogue structures are the same and the calling Proc command is also the same. I just can't see a consistent reason on why it worked for some but not for all...

遺憾的是,對話結(jié)構(gòu)相同,調(diào)用命令也相同。我看不出一個一致的理由來解釋為什么它對某些人有效,而不是對所有人…

Known Issues:

已知問題:

1) a bug with party responses. It will be game affecting. It will happen if you use the mod with an on-going game.

(1)帶有應(yīng)答的bug。這將是游戲影響。如果你使用一個正在進(jìn)行的游戲的mod將會發(fā)生。

Solution: Use the Mod only with a new game

解決方案:只在新游戲中使用mod

Workaround if the issue happens: Ienin was kind enough to post his workaround in the forum:

解決方法如果問題發(fā)生:好心的Ienin在論壇上的帖子他的解決方法:

The only current fix I have at the moment is disabling the mod once you recruit your companions. Just don't dismiss them, and they will still function as normal. You will need to re-enable the mod between acts most likely. For sure, at the start of act 2.

目前我唯一的解決辦法是在你招募同伴后停用國防部。只是不要解雇他們,他們?nèi)匀徽_\(yùn)作。您將需要重新啟用mod之間的行為最有可能的。當(dāng)然,在第2幕開始時。

The other alternative is to save at the start of every reflection dialog, disable the mod if you can't end dialog, reload to finish the dialog, and then re-enable the mod again. Both are kind of annoying, but it'll cost you 3 minutes (approximately) of your time if you want to play now

另一種方法是在每次反射對話框的開始時保存,如果不能結(jié)束對話框禁用mod,重新加載以完成對話框,然后再次啟用mod。兩者都有點(diǎn)煩人,但如果你現(xiàn)在想玩的話,你要花大約3分鐘的時間。

2) Party Full Error for a co-op game

2)合作游戲的完全錯誤

?It is reported but there is not enough information. So please report back how it plays ladies and gentelmen if you use the mod for a co-op game

據(jù)報道,但沒有足夠的信息。所以請回來報告如何發(fā)揮女士們、先生們?nèi)绻褂胢od為合作博弈

Detailed Description: "If you want to create this mod yourself"

詳細(xì)說明:“如果你想自己創(chuàng)建這個mod”

1. create an add-on project as "story" selected in divinity engine 2 editor. don't open up any level. go from the menu and select story editor. close and save.

1。創(chuàng)建一個附加的項(xiàng)目作為“故事”選擇在神學(xué)引擎2編輯器。不要打開任何層次。從菜單中選擇故事編輯器。關(guān)閉和保存。

2. via file browser gointo your new mod location, copy these files under "story/rawfiles/goals in your new mods folder

2。通過文件瀏覽器進(jìn)入你的新模型的位置,將這些文件復(fù)制”的故事/ rawfiles /目標(biāo)在你的新文件夾下

GLOBAL_PartyDecisionDialogs.txt

GLOBAL_ReflectionDialog.txt

GLOBAL_PartyNumber.txt

GLO_Origins.txt

(you need to extract the pak files and all patches in order to get them)

(您需要提取白文件和所有補(bǔ)丁以獲得它們)

also copy these files from /story folder to your new mod directory

也可以將這些文件從故事文件夾復(fù)制到新的mod目錄中。

goals.div

goals.raw

story.div

in notepad++, search within each of these files. i define the action after // and define what shall be added or replaced

記事本+ ++中,搜索這些文件中的每一個。我在后面定義了動作,并定義了應(yīng)該添加或替換的動作。

Search parameters

搜索參數(shù)

GlobalSetFlag("GEN_MaxPlayerCountReached"); ?//replace ?GlobalClearFlag("GEN_MaxPlayerCountReached");

DB_Origins_MaxPartySize(4); ? ? ? ? //replace ?DB_Origins_MaxPartySize(7);

PartyAmountFlags ? ? ? ? ? ?//add

partyamountflags??????/添加

?DB_GLO_PartyAmountFlags("GLO_PartyOf7", 7);

?DB_GLO_PartyAmountFlags("GLO_PartyOf6", 6);

?DB_GLO_PartyAmountFlags("GLO_PartyOf5", 5);

DB_ReflectionDialog_PlayerIdentifier ? ? ?//add

db_reflectiondialog_playeridentifier???/添加

?DB_ReflectionDialog_PlayerIdentifier(5,"PDD_Player5");

?DB_ReflectionDialog_PlayerIdentifier(6,"PDD_Player6");

?DB_ReflectionDialog_PlayerIdentifier(7,"PDD_Player7");

_NewCount <= 4 ? ? ? ? ? ?//replace ?NewCount <= 7

_newcount <= 4??????/更換?紐康特<= 7

// Note: below change is new compared to the original mod. I see the hesitation of the original author for this part as there is still a weird script routine where i'm not sure if this change alone will fix. still, till now, this change worked fine for me

/注:以下更改是新的比較原來的國防部。我看到原始作者對這部分的猶豫,因?yàn)槿匀挥幸粋€奇怪的腳本程序,我不知道這個改變是否會修復(fù)。直到現(xiàn)在,這個改變對我來說還是很好的。

DB_PartyDecisionDialog_PlayerIdentifier ? ?//add

?DB_PartyDecisionDialog_PlayerIdentifier(5,"PDD_Player5");

?DB_PartyDecisionDialog_PlayerIdentifier(6,"PDD_Player6");

?DB_PartyDecisionDialog_PlayerIdentifier(7,"PDD_Player7");

With instructions above, when you load the mod into game, new story .osi file will be generated by the game engine

上面的說明,當(dāng)你把mod加載到游戲中時,新的故事。OSI文件將由游戲引擎生成。

so in case, you want to create the mod yourself in the future, you can...

所以,如果你想在將來創(chuàng)建mod,你可以…

神界原罪2 v3.0.160.0284人以上組隊規(guī)模MOD使用說明

解壓復(fù)制pak到Larian StudiosDivinity Original Sin 2Mods,在游戲內(nèi)加載MOD。

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