- 软件大小:9.3MB
- 软件语言:简体中文
- 软件类型:国产软件
- 软件类别:游戏mod
- 更新时间:2017-12-26
- 软件授权:免费版
- 官方网站://www.9553.com
- 运行环境:XP/Win7/Win8/Vista
- 标签:神界原罪2
1.24MB/简体中文/6.7
37.37MB/简体中文/8.7
4.98MB/英文/6.7
52KB/简体中文/6.7
68KB/简体中文/6.7
神界原罪2 v3.0.160.0284人以上组队规模MOD升级修复版,由“Nexusmods - Safak”制作,与上一个MOD不是出自同一个大佬所以可能会有冲突,不过他主要目的就是修复旧版的一些问题,譬如对话方面和剧情方面,本站提供神界原罪24人以上组队mod修复,需要的玩家不要错过哦!
选择哪个版本的国防部:
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:全国防部的所有变化的详细描述。
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基础反思对话:这是为5补丁修补程序1和2的原国防部对话修复版等效。我已删除了额外的更改:
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基地没有对话:这只意味着你的前4个字符,加入团队会做出评论。你可以有一个由7个字符组成的团队。最后3人不会在党内对话中发表评论。如果你对聚会对话不感兴趣,请用这个作为更安全的选择。
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.
测试状态:堡垒的喜悦,创造了一个7人的团队成功。还观察到从所有团队成员对Dallis事件。尽管如此,在反思对话中还是有一个问题,只有听取4名队员的意见。
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.
我没有试过8个字。我认为它会起作用,但正如你在下面的编辑中看到的那样,第八个字符将不属于聚会对话的一部分。
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.
在测试过程中,我可以看到对话触发procdefinereflectiondialog(“ftj_sw_rd_voidlingambush”,_player);和类似的主动反思对话。在我的测试中,我不能提出一个一致的解决方案,它适用于所有人。在一些对话中,你会观察到4个党员对所有党员进行评论。确保招聘前4名是你想听到他们的反思意见的人。除了这一点,我看不出任何影响游戏的主要问题。
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.
游戏中有51个反射对话和14个PVP对话的可能性。我在逃离乐堡之前发现了前6个。6, 2出作品的所有字符,其他4只花了前4个字符只考虑。
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...
遗憾的是,对话结构相同,调用命令也相同。我看不出一个一致的理由来解释为什么它对某些人有效,而不是对所有人…
Known Issues:
已知问题:
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)带有应答的bug。这将是游戏影响。如果你使用一个正在进行的游戏的mod将会发生。
Solution: Use the Mod only with a new game
解决方案:只在新游戏中使用mod
Workaround if the issue happens: Ienin was kind enough to post his workaround in the forum:
解决方法如果问题发生:好心的Ienin在论坛上的帖子他的解决方法:
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.
目前我唯一的解决办法是在你招募同伴后停用国防部。只是不要解雇他们,他们仍然正常运作。您将需要重新启用mod之间的行为最有可能的。当然,在第2幕开始时。
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
另一种方法是在每次反射对话框的开始时保存,如果不能结束对话框禁用mod,重新加载以完成对话框,然后再次启用mod。两者都有点烦人,但如果你现在想玩的话,你要花大约3分钟的时间。
2) Party Full Error for a co-op game
2)合作游戏的完全错误
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
据报道,但没有足够的信息。所以请回来报告如何发挥女士们、先生们如果使用mod为合作博弈
Detailed Description: "If you want to create this mod yourself"
详细说明:“如果你想自己创建这个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。创建一个附加的项目作为“故事”选择在神学引擎2编辑器。不要打开任何层次。从菜单中选择故事编辑器。关闭和保存。
2. via file browser gointo your new mod location, copy these files under "story/rawfiles/goals in your new mods folder
2。通过文件浏览器进入你的新模型的位置,将这些文件复制”的故事/ rawfiles /目标在你的新文件夹下
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补丁以获得它们)
also copy these files from /story folder to your new mod directory
也可以将这些文件从故事文件夹复制到新的mod目录中。
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
在记事本+ ++中,搜索这些文件中的每一个。我在后面定义了动作,并定义了应该添加或替换的动作。
Search parameters
搜索参数
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/更换纽康特<= 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:以下更改是新的比较原来的国防部。我看到原始作者对这部分的犹豫,因为仍然有一个奇怪的脚本程序,我不知道这个改变是否会修复。直到现在,这个改变对我来说还是很好的。
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
上面的说明,当你把mod加载到游戏中时,新的故事。OSI文件将由游戏引擎生成。
so in case, you want to create the mod yourself in the future, you can...
所以,如果你想在将来创建mod,你可以…
解压复制pak到Larian StudiosDivinity Original Sin 2Mods,在游戏内加载MOD。