安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題









The easier option would probably be for the ADDvisor author to make a submod that adds the vanilla cataclysm spells to the effect bundle that is unlocked in their skill tree, since their mod already has 90% of the framework for it.
But if somebody else also puts their skill in that slot, then one will overwrite the other (depending on load order). A submod would have to work out where other modders have put their skills and either prioritise this mod, or move this mod's skills to a different spot.
An easier option would probably be to grab a copy of RPFM (the main modding tool) and check in the table character_skill_nodes_tables to see where the skills are placed. You could then adjust either of the mods to make them compatible by picking different skill locations. It sounds daunting but prior to this mod I had zero modding experience, and RPFM isn't too difficult to pick up, especially if you're making very minor table changes.