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Báo cáo lỗi dịch thuật
Sure, I have no problem with that just credit the original mod somewhere please. :)
It's at the point where to update it I'd have to relearn how PZ modding works. And I probably won't be looking into it again until the next release is out and I'm playing it again.
Sorry to disappoint anyone. I'm a full time student, husband, and father of two. Not a lot of extra time these days.
I liked using it but I found too many bugs and the free traits exploit.
Sorry to anyone who wanted to play it but felt like they couldn't. Let's see what I can do in the mean time.
Хороший мод, но профессия взломщика имеет баг - не появляется основная способность, с помощью которой можно взламывать авто без ключа.
Job traits mod, allows you to select traits such as "burglar" for any occupation
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2655709885
This mod somehow removes the Burglar perk from the Burglar occupation x3
Why do doctor and nurse have so much fitness? These are not military medics, lol.
Why does an electrician have such big bonuses to training everything? I know an electrician must have installation skills, but considering that the base experience gain is + 25%, the + 100% gain is a bit too much for an indirect specialty.
And why does the woodcutter have such parameters as if he is a barbarian who devoted his life to wars with the Romans?
And finally, why does all professions are the same in price among themselves and with such a buff they became even cheaper? If I am a police officer in good shape, then I will eat and drink a lot, for example. It would be logical and more balanced.
I understand mods like this is essentially a cheat, but it was not necessary to go that far.
This mod somehow removes the Burglar perk from the Burglar occupation x2
This mod somehow removes the Burglar perk from the Burglar occupation
It's such a simple fix, I hope the modmaker implements it!
Hope this helps!
(P.S. I went over the 1000 character limit, my bad)
This is a quick and (possibly) dirty fix, but you can change the mod's .lua to re-add the Burglar's main trait, Burglar . If you head on over to GK's mod that is located under:
...\steamapps\workshop\content\108600\2204106513\mods\GKRealisticProfessions\media\lua\shared\NPCs
And then open the file called GKRealisticProfessions.lua . Next, scroll down (or Ctrl +F) until you find the burglar profession. Once you're there, look at the last line of code within that profession. It should be:
burglar:addFreeTrait("Dextrous");
Go ahead and press Enter to make a new line under that code, and type this in:
burglar:addFreeTrait("Burglar");
When picking the burglar profession, it seems your changes have somehow disabled the ability to hotwire cars from the get-go. It's definitely a bit annoying, since it means if I want to do my usual playstyle I have to pick one of the mechanics-related starting professions instead, meaning I lose out on the burglar benefits.
I think it's fairly realistic for a burglar to be able to hotwire a vehicle, so in the event that this was intentional I'd definitely advise at least CONSIDERING reverting the change.
Thank you for your time!
When you remove "Handy" for instance, the -8 is added back into the pool of points. However, if you re-select the same profession, the trait "Handy" gets added back to the list of enabled traits, but the 8 points are not re-deducted. So you can keep selecting a profession, removing the original traits, and repeating over and over giving yourself unlimited skill points.
I don't think this is a problem in terms of "cheating" because, hey, players can use the game however they want. The issue I see is that a player might do this by accident, not realize what happened, then look at the fact they have like 30 skill points to spend and think "man this mod is ridiculously overpowered" and judge it unfairly.
When you remove "Handy" for instance, the -8 is added back into the pool of points. However, if you re-select the profession "Handy" gets added back to the list but the points are not re-deducted. So you can keep selecting new professions, removing the original traits, over and over giving themselves unlimited skill points.
I don't think this is a problem in terms of "cheating" because, hey, players can use the game however they want. The issue I see is that a player might do this by accident, not realize what happened, then look at the fact they have like 30 skill points to spend and think "man this mod is ridiculously overpowered" and judge it unfairly.
It's not really a big deal, but if you want to fix it, the way the base game handles it is to make a copy of the original trait, make it one of the profession's freebie unremovable traits, and then make it incompatible with the original version. So carpenters would then have a trait called Handy2 (although the player would still see it as 'handy') and when that was enabled the original "Handy" would be invisible in the main list.