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转自n网:https://www.nexusmods.com/hades2/mods/97
Meet your favorite NPC every run
每次游戏都能见到你最喜欢的 NPC
Encounters are not so random
遭遇并非如此随机
Both Hades games have this strange mechanic - NPC spawns randomly, and sometimes it takes forever to move plot / romance / side quests.
两款《哈迪斯》游戏都有这样一个奇怪的机制——NPC 随机生成,有时推进剧情、恋爱线或支线任务需要非常慢。
Remember Thanatos who was like "Oh! You really ran away! But why are you still here?" And player just, "Man, it's been 40 hours since I ran away the first time. Really, why I am still here?"
还记得死神那句“哦!你真的跑了!但你为什么还在这里?”玩家只是说,“伙计,我第一次逃跑已经40个小时了。真的,我为什么还在这里?”
Luckily for us, it can be changed.
幸运的是,这可以改变。
!Spoilers ahead! ! 剧透警告! _________________________________________________________________________________________________________________________________________________
For those who want just download
想下载的朋友
There are two files - for event encounters and for room spawn:
有两个文件——用于事件遭遇和房间生成:
Event encounters - Less Random Encounters
事件遭遇——随机遭遇减少 Allows you to meet Nemesis / Artemis / Heracles / Icarus / Athena every run
让你每次游戏都能遇到复女神/阿尔忒弥斯/赫拉克勒斯/伊卡洛斯/雅典娜
!Warnings!: ! 警告!:
- It can and probably will sometimes lead to some minor inconsistencies between dialog and events.
这有时会导致对话和事件之间出现一些小不一致。
Example: You invite *name_NPC* to you home location. Next run, main character says "I'm glad you stop by", but NPC spawns at your home only after several runs.
举个例子:你邀请*name_NPC*到你的家。下一次游戏,主角说“很高兴你来了”,但 NPC 只有几次后才会在你家出生。
It will not break anything, don't worry. It also happens in game without mod because...random.
这不会破坏任何东西,别担心 。游戏里也会出现,不用 mod,因为......随机。
Dialogs and events at home / gifts and any kind of interaction logic is completely untouched.
家里的对话、活动、礼物以及任何互动逻辑都完全没有被动过。
To be clear: You will not discuss any important / romantic stuff before it really happened "at home". And some NPC spawns "at home" only after you meet them due the fight. See the connection? Mod allows you only to meet NPC due the runs every time they can spawn.
明确一点 :在事情真正发生之前,你不会讨论任何重要或浪漫的事情。而且有些 NPC 只有在你遇到他们后才会在“家”出现,因为战斗。明白这个联系了吗?这个模组只允许你每次 NPC 生成时才能遇到他们 。
So, you will see all the content, just faster.
所以,你会看到所有内容,只是更快。
- Please, install it only after you already met all key NPC
请在你已经遇到所有关键 NPC 之后再安装
The thing is, first meeting of NPC - a bit different mechanic called "intro". It's kinda the first presentation of the character.
问题是,第一次见到 NPC——有点不同的机制叫“介绍”。这算是角色的首次亮相。
Mod is very unlikely to will break it, but just in case.
模组很可能不会破坏它,但以防万一。
Please, see editing variations for more details.
请参见编辑变体以获取更多细节。
- Nemesis breaks one of the room' entrance.
复仇女神闯入了房间的一个入口。
If you're new to the game - this warning is for you. With mod, there are a lot of Nemesis. And in game, she breaks one of the room entrance. Including rooms with other plot NPC. Be prepared and be faster than she.
如果你是新手——这个警告是给你的。用模组后,复仇女神很多。游戏里她会破坏一个房间入口。包括有其他剧情 NPC 的房间。准备好,比她快。
Room spawn - Less Random Rooms
房间刷新——随机房间减少 Allows you to spawn rooms with Arachne / Narcissus / Echo / Medea... etc almost every run
几乎每次游戏都能让你召唤有阿拉克涅/纳西瑟斯/回声/美狄亚的房间等等
See word "almost"? Yes. It still random, but chance is around 95%
看到“几乎”这个词了吗? 是的。 虽然还是随机,但概率大约是95%
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Installation 安装
Put files into {your game location} Hades II\Content\Scripts folder and replace
把文件放到 {your game location} Hades II\Content\Scripts 文件夹里,然后替换
Don't forget about backups!
别忘了备份!
Tested on preview build. 在预览版中测试过。
No updates are planned. Please, follow the guide for future game updates.
目前没有计划更新。请遵循指南获取未来的游戏更新。
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If you want to edit variations
如果你想编辑变体 We need two files located in Hades II\Content\Scripts
我们需要两个位于 Hades II\Content\Scripts 的文件
Don't forget about backups!
别忘了备份!
Event encounters 事件遭遇
File EncounterSets.lua
文件 EncounterSets.lua
Inside, you'll see the bunch of repetitive lines like:
里面你会看到一堆重复的线条,比如:
- "GeneratedF", - “生成 F”,
- "GeneratedF", - “生成 F”,
- "GeneratedF", - “生成 F”,
And lines with NPC names like:
还有带有 NPC 名字的台词,比如:
- "NemesisCombatF", - “NemesisCombatF”,
- "ArtemisCombatF" - “阿尔忒弥斯战斗”
The random mechanics are implemented through so-called "weights"
随机机制通过所谓的“权重”实现
In simple word: more line is mentioned - more chance it will be chosen by the game.
简单来说:提到更多行——游戏选择的可能性也更大。
GeneratedF - just one function, so you can:
GeneratedF——仅一个函数,所以你可以:
-Delete most of the Generated encounters ( not all of them. Leave at least one)
- 删除大部分 生成遭遇( 不是全部)。至少留下一个 )
-Or/And add more lines with your desired encounters.
-或者/并添加更多你想要的遭遇。
You literally can add 30 lines with Artemis so that her meetings "outweigh" everything else
你甚至可以和阿尔忒弥斯多加30行,让她的会议“重于”其他一切
That's an example (my editing) for F location. I left only one Generated (F) and add several lines with NPC
这是我编辑时 F 位置的一个例子。我只留下了一个生成(F),并添加了几行带有 NPC 的线
Spoiler: Show
剧透:显示
"GeneratedF", “生成 F”,
"NemesisRandomEvent", “Nemesis 随机事件”,
"NemesisRandomEvent", “Nemesis 随机事件”,
"ArtemisCombatF", “阿尔忒弥斯战斗”,
"ArtemisCombatF2", -- fallback if it's been a while
“ArtemisCombatF2”——如果有一段时间没用,可以作为备选
"ArtemisCombatF2", “ArtemisCombatF2”
"ArtemisCombatF2", “ArtemisCombatF2”
"ArtemisCombatF2", “ArtemisCombatF2”
"ArachneCombatF", “ArachneCombatF”
"ArachneCombatF", “ArachneCombatF”
"NemesisCombatF", “NemesisCombatF”
"NemesisRandomEvent", “Nemesis 随机事件”,
"NemesisRandomEvent", “Nemesis 随机事件”,
Please, don't delete Intro lines. It's easy to find them. Developers even added comments for them
请不要删除开场白。 很容易找到。开发者甚至为它们添加了评论
The main idea - intro lines must "outweigh" other NPC events. See how many lines:
主要理念是——开场白必须 “压倒”其他 NPC 事件。 看看有多少台词:
Spoiler: Show
剧透:显示
-- intro encounters weighted higher
——开场遭遇权重更高
"ArtemisCombatIntro", “ArtemisCombatIntro”
"ArtemisCombatIntro", “ArtemisCombatIntro”
"ArtemisCombatIntro", “ArtemisCombatIntro”
"ArtemisCombatIntro", “ArtemisCombatIntro”
"ArtemisCombatIntro", “ArtemisCombatIntro”
"ArtemisCombatIntro", “ArtemisCombatIntro”
"ArtemisCombatIntro", “ArtemisCombatIntro”
"ArtemisCombatIntro", “ArtemisCombatIntro”
"NemesisCombatIntro", “NemesisCombatIntro”
"NemesisCombatIntro", “NemesisCombatIntro”
"NemesisCombatIntro", “NemesisCombatIntro”
"NemesisCombatIntro", “NemesisCombatIntro”
"NemesisCombatIntro", “NemesisCombatIntro”
"NemesisCombatIntro", “NemesisCombatIntro”
"NemesisCombatIntro", “NemesisCombatIntro”
"NemesisCombatIntro", “NemesisCombatIntro”
If you delete them - it will break first meeting with NPC.
如果你删除它们——它会破坏与 NPC 的第一次见面。
Want to see only Artemis, and minimize meetings with Nemesis? Just put, let say, 10 lines for first girl and only 1 for second.
只想看到阿尔忒弥斯,减少与 Nemesis 的会面?比如说,第一个女孩用 10 行,第二个只写 1 行。
Tired of waiting for a romance scene? Put 15 lines in every acceptable location (where this NPC already mentioned)
厌倦了等待恋爱场景?在每个可接受的位置(这个 NPC 已经提到的地方)放 15 行台词
Don't be afraid to put as many lines as you want - the game has its own restriction functions. You will not end up meeting NPC in every room or anything like that.
不要害怕设置任意多的线——游戏有自己的限制功能。你不会在每个房间都遇到 NPC 之类的。
Just don't delete major default lines (intro and one Generated for every location)
只要不要删除主要默认台词(每个地点的前言和生成的台词)
Follow these steps for every location (F / G / H ... etc)
每个地点都遵循以下步骤(F / G / H 等)等等
Room spawn 房间生成
File RoomSets.lua
文件 室设置.lua
Again, we have tonns of repetitive lines like
同样,我们有大量重复的台词,比如
- "F_Opening01", - “F_Opening01”,
- "F_Reprieve01", - “F_Reprieve01”,
- "F_Story01" - “F_Story01”
...
Story lines - our bros.
故事线——我们的兄弟们。
Logic is almost the same. Almost
逻辑几乎一样。几乎
As you can see, we have different numbers for rooms like "F_Combat13", "F_Combat14", "F_Combat15" etc
如你所见,我们房间有不同的编号,比如“F_Combat13”、“F_Combat14”、“F_Combat15”等
There are all different functions. Do not remove them. So, we have only one option:
有各种不同的功能。 不要移除它们 。所以,我们只有一个选择:
-Add more lines with your desired rooms.
-在你想要的房间上加更多线。
Here you are my settings:
这是我的设置:
Spoiler: Show
剧透:显示
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Story01", “F_Story01”,
"F_Combat01", “F_Combat01”
"F_Combat02", “F_Combat02”,
"F_Combat03", “F_Combat03”,
"F_Combat04", “F_Combat04”,
"F_Combat05", “F_Combat05”,
"F_Combat06", “F_Combat06”
"F_Combat07", “F_Combat07”,
"F_Combat08", “F_Combat08”
"F_Combat09", “F_Combat09”,
"F_Combat10", “F_Combat10”,
"F_Combat11", “F_Combat11”,
"F_Combat12", “F_Combat12”,
"F_Combat13", “F_Combat13”,
"F_Combat14", “F_Combat14”,
"F_Combat15", “F_Combat15”,
"F_Combat16", “F_Combat16”
"F_Combat17", “F_Combat17”
"F_Combat18", “F_Combat18”
"F_Combat19", “F_Combat19”,
"F_Combat20", “F_Combat20”
"F_Combat21", “F_Combat21”,
"F_Combat22", “F_Combat22”,
Yep, looks massive, but this way of editing is safe.
是的,看起来很大,但这种编辑方式是安全的。
Optionally you can also edit files with RoomData (RoomDataF.lua, RoomDataO.lua, RoomDataG.lua... etc)
你也可以选择 用 RoomData 编辑文件(RoomDataF.lua、 RoomDataO.lua、 RoomDataG.lua......等等)
We're interested only in one line:
我们只关心一句话:
ForceIfUnseenForRuns = 3
This line basically says: game, force the spawn of this room if player didn't see it due 3 runs.
这句话基本上是在说:游戏,如果玩家因为三次游戏没看到这个房间,就强制刷新。
Feel free to change it to:
欢迎更改为:
ForceIfUnseenForRuns = 1
So game will forcedly spawn it every second run. Do not put 0 value.
所以游戏会每隔两次强制生成它。 不要给 0 值。
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