Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The timeline was that I bonded with it after the first or second quest,
when the message popped up and I received the Ancient Gift (?).
As I mentioned before, I accidentally stopped the quest system,
and now the anima grass no longer grows and I cannot interact with the tree (the connector).
Maybe it is stuck in the same bug as well.
Should I cut down this tree and use dev mode to spawn a new one,
so that I can have a “clean” anima tree that corresponds properly with the quest mechanics?
Do you mean that I should manually click [The Story; which is basically default X (off)],
turn it on again, then exit debug mode and restart RimWorld (or reload the save file),
so that The Story mod will appear again?
Which means, in a new save file, The Story mod is basically on by default.
However, if something happens and The Story mod stops working in a save file,
I should do [Enable debug mode > press {The Story} > restart the game],
and then The Story mod will start working again. Is that correct?
@Triel yup.
@Anker setting up camp at adjacent maps to questmaps would probably be the smarter move.
@ggfirst u'll have to return to CA's modsettings and reenable all categories, that you want to use. The story should then trigger again, when the story category is enabled and you restartet the game. If not you can try to "reset story" button in debug mode, but disable debug mode afterwards, as it accelerates events and spawns them very close.
And Somehow ACCIDENTLY used debug mod and pressed the [Remove Mod] button,
(I was testing what mod was causing my certain bug, since I recently added this mod newly)
And the quests, and the Anima tree stuff got removed, I thought everything, quest, award
were reseted, so I decided to re-active the mod via Debug mod, and did exactly as [Some issue came up and i wanna reset the story, what can i do?] But new quest won't pop up.
Is it correct? or does this function malfuction time-to-time?
I really want the quest to pop up agian