提问用户:bity_1700368256发布类型:问答
发布日期:2023-04-27 19:22:28
问答标签:神界:原罪2 v3.0.160.0284人以上组队规模MOD升级修复版,神界:原罪2Mod,神界:原罪2Mod下载
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提问内容:<p>资源说明:</p><p>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!</p><p> </p><p>资源详情:</p><p>Selection of which version of the mod:</p><p>选择哪个版本的Mod:</p><p>1) Expanded_Party_Size_Updated V1.0-277 : Full mod with all the changes described in Detailed Description.</p><p>1)expanded_party_size_updated v1.0-277:全Mod的所有变化的详细描述。</p><p>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:</p><p>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Mod对话修复版等效。我已删除了额外的更改:</p><p>DB_PartyDecisionDialog_PlayerIdentifier //add</p><p>DB_PartyDecisionDialog_PlayerIdentifier(5,"PDD_Player5");</p><p>DB_PartyDecisionDialog_PlayerIdentifier(6,"PDD_Player6");</p><p>DB_PartyDecisionDialog_PlayerIdentifier(7,"PDD_Player7");</p><p>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.</p><p>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。</p><p>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.</p><p>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。</p><p>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.</p><p>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。</p><p>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.</p><p>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。</p><p>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.</p><p>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。</p><p>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...</p><p>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…</p><p>Known Issues:</p><p>已知问题:</p><p>1) a bug with party responses. It will be game affecting. It will happen if you use the mod with an on-going game.</p><p>(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。</p><p>Solution: Use the Mod only with a new game</p><p>解决方案:只在新游戏中使用mod</p><p>Workaround if the issue happens: Ienin was kind enough to post his workaround in the forum:</p><p>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:</p><p>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.</p><p>目前我唯一的解决办法是在你招募同伴后停用Mod。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。</p><p>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</p><p>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。</p><p>2) Party Full Error for a co-op game</p><p>2)合作游戏的完全错误</p><p>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</p><p>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</p><p>Detailed Description: "If you want to create this mod yourself"</p><p>详细说明:“如果你想自己创建这个mod”</p><p>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.</p><p>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。</p><p>2. via file browser gointo your new mod location, copy these files under "story/rawfiles/goals in your new mods folder</p><p>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</p><p>GLOBAL_PartyDecisionDialogs.txt</p><p>GLOBAL_ReflectionDialog.txt</p><p>GLOBAL_PartyNumber.txt</p><p>GLO_Origins.txt</p><p>(you need to extract the pak files and all patches in order to get them)</p><p>(您需要提取白文件和所有补丁以获得它们)</p><p>also copy these files from /story folder to your new mod directory</p><p>也可以将这些文件从故事文件夹复制到新的mod目录中。</p><p>goals.div</p><p>goals.raw</p><p>story.div</p><p>in notepad++, search within each of these files. i define the action after // and define what shall be added or replaced</p><p>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。</p><p>Search parameters</p><p>搜索参数</p><p>GlobalSetFlag("GEN_MaxPlayerCountReached"); //replace GlobalClearFlag("GEN_MaxPlayerCountReached");</p><p>DB_Origins_MaxPartySize(4); //replace DB_Origins_MaxPartySize(7);</p><p>PartyAmountFlags //add</p><p>partyamountflags/添加</p><p>DB_GLO_PartyAmountFlags("GLO_PartyOf7", 7);</p><p>DB_GLO_PartyAmountFlags("GLO_PartyOf6", 6);</p><p>DB_GLO_PartyAmountFlags("GLO_PartyOf5", 5);</p><p>DB_ReflectionDialog_PlayerIdentifier //add</p><p>db_reflectiondialog_playeridentifier/添加</p><p>DB_ReflectionDialog_PlayerIdentifier(5,"PDD_Player5");</p><p>DB_ReflectionDialog_PlayerIdentifier(6,"PDD_Player6");</p><p>DB_ReflectionDialog_PlayerIdentifier(7,"PDD_Player7");</p><p>_NewCount <= 4 //replace NewCount <= 7</p><p>_newcount <= 4/更换纽康特<= 7</p><p>// 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</p><p>/注:以下更改是新的比较原来的Mod。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。</p><p>DB_PartyDecisionDialog_PlayerIdentifier //add</p><p>DB_PartyDecisionDialog_PlayerIdentifier(5,"PDD_Player5");</p><p>DB_PartyDecisionDialog_PlayerIdentifier(6,"PDD_Player6");</p><p>DB_PartyDecisionDialog_PlayerIdentifier(7,"PDD_Player7");</p><p>With instructions above, when you load the mod into game, new story .osi file will be generated by the game engine</p><p>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。</p><p>so in case, you want to create the mod yourself in the future, you can...</p><p>所以,如果你想在将来创建mod,你可以…</p><p> </p><p>使用说明:</p><p>解压复制pak到\Larian Studios\Divinity Original Sin 2\Mods,在游戏内加载MOD。</p><p> </p><p>截图:</p><p ><p ><p ><p><b>演示截图:</b><p><p><img src="/uploads/20230427/b385ea353889c031d38017271d2a539f.jpg" alt="神界:原罪2 v3.0.160.0284人以上组队规模MOD升级修复版" /></p><p><img src="/uploads/20230427/6a14a892ed5e5986e3637c2f45ccbfd5.jpg" alt="神界:原罪2 v3.0.160.0284人以上组队规模MOD升级修复版" /></p>
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