Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I considered removing the farmstead enemies from vanilla dungeons but at the moment, since their spawn chance is miniscule (only a few formations exist for them at a much lower probablity than the rest of the compositions), I might leave them be.
Though, I encountered some errors when I went to the Ruins and found a comp of 2 webber spiders and a CoM Plowhorse - the Plowhorse made no sounds and I saw the errors of " FMOD: Could not find Event by id for event'event:/char/enemy/plowhorse_vo_hurt' " and so on for the other plowhorse's noises.
(I went to the actual Farmstead to see if another mod I had might've broken the CoM enemy sounds, but they work fine in the actual Farmstead - just at least not in the Ruins and probably elsewhere with CoM enemies)
New monsters and minibosses usually don't modify existing mashes but add them in through conditional mashes. But best to check with the mod's author as well.