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
LorrConv BountyOfficeSpotUC dialogue use "is character" rather than 'target carrying character" so they never play.
Ah, nice catch. I wasn't planning on updating the mod anymore, but maybe I will anyways. Feel free to share anything you find and maybe I'll get the urge to do another update.
The blister hill override uses that squad to populate houses. You end up with characters with trade dialogue and house contents as their inventory. I do believe the unused "Flotsam Smith" in the FCS was intended to be the leader of the Flotsam military armory squad.
Here is what I did for my game:
-Removed Flotsam Trader talk-to-me dialogue from the Flotsam Refugee package
-Reverted back to Flotsam Refugee package for both the Flotsam Refugee package and squad and removed the LorrShop WeaponsFlotsam from them.
-Added a squad leader to the Flotsam military armory. I used the Flotsam Smith but a refugee would work to. Then used the LorrShop WeaponsFlotsam as dialogue leader for that squad.