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CoffeyDude, unfortunately the bark effects can't be adjusted for length.
Shufflinghorror, unfortunately I can't adjust the location that a bark spawns on a character.
Literally a bark effect is just the id and chance to occur, there's not much more I can really control so I've just worked with what I've had.
I have a question: is there something that adds to the length of how long barks last? My eyes aren't great and it takes me longer to read the small text than it stays on the screen sometimes!
If you're trying to add custom triggers fro barks, that gets more complicated, but not ridiculously so. I'd say this mod is a good enough view of how simple it can be to add a bark effect to a trigger in the game, and with more understanding of the mod tools, it can be pretty simple to add your custom barks mod to the game.
这个 Mod 旨在让敌人发声,偶尔让其他人有能力为那些不会说话的人(主要是生物)说话。目前尚未完成,但很快就会完成,我会在完成派系时更新 Mod。
目前已完成的派系;
* 掠夺者
* 憔悴(除了 Ghoul,但我不知道该如何为那个失败者做些什么)
* 狂热者 (虽然有点问题,但会在某个时候进行调查。它们在点燃后往往不会吠叫那么多,即使有保证吠叫的机会)
* 噬瘟疫者
* 猪民
* 失落的营 (他们已经完成了 99%,已经在数据中实现了,真的没有理由我应该从当前版本中删除它们)
我几乎写完了,但还没有实现的派系;
* 邪教徒 (全部完成,除了延伸目标。也想把它们留到最后,原因很明显)
我才刚刚开始的派系;
* 动物(所有生物角色都将由类人生物代言)
Well it sounds like you might have found out the issue. I hope it works! I haven't actually got a chance to use the mod in working order, but it looks awesome.
Your mod does have localization files. I guess DD2 reads directly from .txt (?) so it would just be a matter of translating those files to another language, and implementing those languages, however DD2 does it. In DD1, all languages were in the same localization files.
Congrats on the idea and sorry for the pain it must be to try and get it fixed. Best of luck. o7