Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Thank You, That was so much simpler than editing the ddl as I believed it to be.
In the VEF function, patch item, find and remove <li Class="AnimalBehaviours.CompProperties_ChangeDefIfNotUnique">
<defToChangeTo>Fox_Red</defToChangeTo>
</li>
Great mod! I am trying to make a kuylen farm for a Noah's ark type play through. I changed the gestation and provided them vanilla interactions but realized kyulens additional kyulens spawned will immediately turn into vanilla foxes of their respective color. I hate to ask as I know this is an intended feature, but where in the ddl is the source for this so I can remove it?
If I run it with the minimum number of mods, the problem does not occur. I think I need to know which mod and the problem to solve it.
Yes, in fact it seems to happen no matter what. deactivating the range attack seems to fix it as long as no ennemi close the gap of melee range, after that, kyulen will refuse to leave as long as the threat isn't neutralized, leading usualy to more enemies closing the gap.
Um... Kyulen can be drafted. Will this issue occur if Kyulen is drafted?
랜디를 욕하면 됩니다.