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Rapporter et oversættelsesproblem
The Mod itself is great. Especially thralls being able to use potions ist fantastic <3
btw, I added DataCmd Thrall_Watchdog, which turns off the vanilla emote vs token emote clash. It should help with that DD mod, but it makes token emotes more likely to glitch out when somehow an emote from a different source, be it the wheel or another mod, happens.
This problem (“lay down!” - “don’t lie down!”) occurs randomly and does not occur in all animals. I have observed this, at least in dogs and cats. Several identical panthers can normally carry out the “command” of the token, but with one more of the same there will be a problem. With almost all wild dogs this problem is present; you can kill them only with a command through the “control wheel”, but not with a token. At the same time, the hyenas all seem to react normally to the token.
1) a piece of cake
&
2) 2 bits of chocolate
But there is still a problem with the “lie down!” command: for some animals (completely random), this animation still constantly starts and resets - the animal either lies down or gets up. The same problem happened before with human NPCs, with the “hands on the chest” animation, for example, then you managed to fix it.
Yes, I understand. I wrote specifically about those animations that are available, but not executed :). For example, hyenas can sit, but they don’t want to :).
Good luck in your fight against naughty pets :).
Hello.
I experimented a little with the new tokens for animals - it seems that not everything is all right with them either :(. For example, wild dogs sit, but hyenas do not. Cats do not follow the command "die" (but just lie down) and "tount". Canids they grinning, but only once, and then they are inactive. And with the “emotion” “lay down” there is a problem: sometimes it works normally, but more often it is constantly triggered and reset, i.e. the animal either lies down or gets up (and this is regardless of the whether it is specified by a token or a “control wheel”).
Thanks for the clarification.
Sorry for my English, it's a translator.
Hello. My observations after the last update.
1. It seems that everything is still OK with the emotions of the thralls, both those set by your tokens and those that I set through the “control wheel”.
2. Nothing has changed at all with the emotions of animals - they still ignore tokens and are controlled only by the “wheel”.
3. All placeable thralls now have 10 inventory slots, but only 7 are available for use.
(I don't use Pippi or anything like that).
@miland1955 Considering I didn't develope DD, and have no idea how they make their animation work, the term "interferes" is a little vague to circle the problem. I don't use DD, so you need to tell me what "interferes" exactly is or does on your game.
I also tried version 2.7.5 and unfortunately the same thing. I had to revert to version 2.7.3 which works fine. Can something be done about it?
Thanks. Don't know if this helps any, but the effects are not reversed when removing the mod. Or at least it wasn't for me.
Okay, I wish you good luck. We wait :).
Are we talking about your newly created slaves? As I said, the mods posted earlier, before the latest update, each had 5 working slots, as it should be...
I had installed 5 mods. 2 of them were building mods, "Sand and Stone" and "Northern Timber". The other three were "Immersive Routines", "Immersive_Emotes" and this mod. I removed all 3 of the non building mods, but the problem still persisted. So if might be a coincidence, but that would be a big coincidence. I haven't seen anyone mention this issue on the pages for the other mods.
I'm really afraid I'm wrong about the reason, but it seems that after the last mod update I have all newly created placeable thralls only able to use two slots in their inventory instead of five.
We are talking about slots for weapons and other items (slots for clothing/armor work fine): the slots are still displayed as five, but you can only put two objects there; when placing the third, I see the message “it is impossible to put more items.”
And we are only talking about newly created thralls - those that were placed before the update do not have this problem, all 5 slots are available there.
I asked on the Funkom forum if anyone had a similar problem, and they told me no. No other mods have been updated for a long time, and I only use Fashionist...
Perhaps you somehow touched the inventory? Or is this impossible?
Hello.
It seems that everything is fine with the emotions of my NPCs now - both those who used your tokens and those to whom I assigned “vanilla” emotions through the control wheel. I haven’t tried using tokens on satellites yet, but with the NPCs in my settlements everything is OK. THANK YOU!
Sorry for the late reply, Steam decided to withold notifications on comments.
I have a few mods for different games and I know how hard it is, trying to keep up with the game changing and breaking them.
I gave up on modding Conan. Loved the creation kit but went crazy with all its changes, so I feel your pain.
What can I do to help test? I can run it on my server or/and I can run it in a single person game.
(steam made me split my post)
It's like they don't care. They refuse to fight sometimes. That's when they finally show up because they are so far behind.
I don't use the wheel emotes, only the chairs and tokens so the thralls come alive and chat.
I removed the mod to see if any other mod was interfering, and the thralls started following and acting fine.
I'm not in any way demanding a fix, just asking please, and I'll help if needed.
We love your mod but sometime in the last few months the thralls started misbehaving.
I stuck the worker thrall chair sit token in them and that used to work fine but now it does not.
1. Yes, I know, I had to remove them cos they broke the legacy emote on the wheel for player characters. I am rebuilding them in the same fashion as the human thralls, but that is a kinda tedious work, so that takes awhile.
2. As I said, I cannot replicate the problem. Alchemist work perfectly fine in tokens inside the devkit and on my GPortal server.
God, I in no way accuse you of anything. I am very grateful to you for your work. Your mod made my cities come alive when Funkom hadn't implemented his command wheel yet, and I love it very much. Once upon a time I myself made mods for games and I know how difficult it is - and thankless, most often.
I'm just trying to help find errors - I work for you as a free tester :). So a few more notes - perhaps they will help you figure it out faster.
1. Animals stopped responding to tokens, it seems, after the most recent update of the mod. Yesterday, I think, they were still sitting and lying there.
2. Replacing tokens will not help in the case of alchemists. It is alchemists who need to be replaced in tokens by NPCs of other professions. They - alchemists - have simply become incompatible with your tokens, like priests or sorcerers. Well, it's not too big of a problem, actually...
Once again - THANK YOU for your work :).
I am sad to say that I can't replicate the Alchemist issue. I played in Solo and on a G-Portal Server, and I can place my alchemists just fine in the tokes. But I also didn't have alchemists in them in first place, so I wonder if the token broke due to the invalid occurence. My suggestion is make a new token, place it, put a new Alchemist in them. Seems there is an error specter haunting either your alchemists or the tokens.
P.S. Let me clarify: tokens for animals do not work at all. Transferring from inventory and back does not help, unlike tokens for human NPCs.
2. Most of the emotions specified by tokens were disabled after the update, but this is not a big problem - just take the token out of the NPC’s inventory and put it there again.
3. ALL animal tokens stopped working. For canines and cats, at least. The animals just stand with them, without any action.
4. Nothing has changed with alchemists - they are still not placed in tokens or in your chairs. In fact, the alchemist NPCs that were placed in them earlier did not "break". They are now displayed as white-haired men, since they are located in objects that are currently prohibited for them. They can be taken out and used, for example, in alchemist tables - they will have a normal appearance there. But they no longer fit into tokens.
Have a good day. I hope I didn’t bore you too much with my “feedback” :).
Good afternoon, sorry - it's me again.
You - YES - fixed it, but - NO - not everything :).
1. The emotions set through the control wheel worked correctly again on my hero and on the NPC. THANK YOU! I didn't have time to check everything, but those that I checked are in perfect order. Please don't break them anymore :).
(You are repeating what seems to be obvious things: of course, the emotion must be set either OR by your token, OR by the “vanilla” control wheel. It would be strange to expect correct operation when using two different methods on one NPC :) ).
Why do I use both options: there are now significantly more “vanilla” emotes than your tokens, especially with “Battle Passes” and “Bazaar”. But your mod provides additional opportunities, and your tokens work more reliably - the emotions from them have never been reset. Well, before the start of this epic ;). I would like to retain the ability to choose in the future...
Second. If you intent to use emotes from the wheel, clear the Thralls of any going emotes from tokens before assigning them a wheel one, or they will glitch out. I tried to set my routine to dormant when the original controller starts emoting, but it seems it knows something was going on and it ain't happy about it. Sometimes it will catch on after a few twitches, sometimes not, and it needs to be reassigned.
So, the mod was updated again - nothing was fixed.
1. Alchemists, placed in tokens (including on chairs), all look like the default NPC (naked man with white hair). If you take them away, it is impossible to put them back.
2. About half of the “vanilla” emotions activated by the wheel stopped working altogether. Both for my hero and for the NPC. All from the "Flirt" section, Cross Arms, Submissive and much more.
3. Some of the “vanilla” emotions that set a static position are now constantly reset and activated again - NPCs constantly twitch. For example, Nonchalant, Hands on Hips, Scared, etc.
It seems that by adding to your mod, you have almost completely killed the ability to use “vanilla” emotions set through the control wheel
Perhaps 2.7.1 has just downloaded - I'll check the alchemists.
As for conflicts with “vanilla” emotions, I certainly don’t try to combine them. Either I give the NPC “vanilla” emotions using the wheel, or I invest your tokens. Until yesterday, all this worked great - but yesterday the problems described began.
As for the “Toast” emote, I didn’t make anything up: all the NPCs that I had assigned “Toast” (using the wheel) started performing the “Chug Beer” emote :(...