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Careful Surgeon
[Name] is a pretty good surgeon, but THEY TAKES a bit more time to complete a surgery.
They takes? whose "They"? why not change this to He/she takes a bit more time to complete a surgery?.
Athletic
[Name] has honed HIM mind and body for most of HIM life? ..what?
It seems normal if you add this perk to a female however.
[Name] has honed her mind and body for most of her life.
Avid artist
[Name] is an avid artist, THEIR sculpting speed is greatly increased, but THEY have a weaker constitution and mind.
O_o? wth does that mean? how does being proficient in the arts make you more likely to get sick, or make you more susceptible to psychic phenomena? :/
Suggestion
Being a popular and professional artist and sculptor for the upper echelons of his/her home Glitterworld his/Her sculpting speed is second to none. his/her art can and often does fetch quite a price.
Efficient Builder
[Name] doesn't like to waste materials. THEY take care in THERE work.
Suggestion
[Name] doesn't like to waste materials. He/she takes care in his/her work.
Fast Miner
No issues besides [Name] knows how to exploit the cleavage of rocks?. Cleavage? uhm, not sure that's the word that's most appropriate for the sentence. Knows how to dig a mine? Is an expert miner? knows how to properly exploit ore deposits? you know something like that.
Genius Inventor
its sound, up until the end of the description where it says THEY always seem distracted.
You're not describing the trait itself, you're describing the person with the trait. so He/She always seems distracted would be more appropriate.
Goddess of the Hunt
[Name]'s natural instinct to protect and nurture the people led HER / HE to champion the hunt.
the name of the perk doesn't change if you try and add this perk to a male pawn, its still Goddess it should be God if selecting a male Pawn.
Invulnerable
Its the River Styx actually in Greek mythology.
Professional Butcher/tailor
You're describing the trait, not the person with the trait leave that to the stats section below the description.
Shooting amateur/inthusiast
The gender pronouns are mixed up "him" instead of "his" for example.
Spirit of Nature
The male version of this perk has a "Him instead of "His" its fine on the female side.
Tucker??
i don't get it. :l
Uncouth
I think you mixed up the actual word name and the code version of Name for the characters name because it says
"Subtle is the Joey of the game of diplomacy, and subtle Joey is not." as example.
Very diplomatic
Gender pronoun mix up
And that's about it i think, any chance you could sort these issues out? Please and thank you.
Final note, as I have been saying in the comments I don't have a whole lot of time right now, so don't expect any changes/updates any time super soon.
Edit: Solved issues by putting mod lower in list than previously affected mods.
I just loaded with Prepare Carefully (I loaded it above Additional Traits)- so without any extra information the most I can do to help you is curse profusely.
Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for Gewen_AdditionalTraits.AdditionalTraits ---> System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[System.String,Gewen_AdditionalTraits.GAT_FileInfo].get_Item (System.String key) [0x00000] in <filename unknown>:0
at Gewen_AdditionalTraits.GAT_TraitSettings.HandleChanges () [0x00000] in <filename unknown>:0
at Gewen_AdditionalTraits.AdditionalTraits..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (intptr) <0x00065>
at (wrapper dynamic-method) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor_Patch1 (System.RuntimeTypeHandle) <0x00073>
at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.CallAll_Patch1 () <0x000ce>
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () <0x00032>
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () <0x001c3>
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
I'm gonna experiment with load orders and other such to see what happens, and I'll get back to you.
EDIT 1: I can confirm that this mod is breaking Prepare Carefully. May or may not be related to breaking other things, but the Hypothesis is that due to it not initializing it accidentally stops everything else placed after it in the mod load order from loading.
EDIT 2: Confirmed to be breaking any mod loaded after it due to the initialization error. Temporary remedy is to have it placed at the end of the load order. Unclear if this makes the mod work at all or not. Due to several mods having end-of-list dependency though, its best to just go without it.
Hugslib Output: https://gist.github.com/HugsLibRecordKeeper/452bab88278e43391fa09c12091f53ed
Also, did you manually delete any files from the mod?
Here is the contents of mod_1621571024: https://pastebin.com/gb7qH69Q
I'll try to have a hotfix out as soon as I can, but changing defNames is a surefire way to screw up saves (if the game can't find the trait when it loads the save it assigns another random trait in it's place), so I'll need to figure out a way to not do that.
Was that a recent change? Prior to the update I didn't run into any conflict like that myself. Depending on the scenario you could just reload into the old version until the new versions conflict is fixed, seeing as how the previous iteration runs fine.
The conflict has always been there (at least as long as Psychology has had a Heavy Sleeper trait), but the game just handled it quietly in the background so no one knew about it. The reason it's popping up now is because I added settings to the mod in the last update (among many other things (see any of the change logs for specifics)), those settings are dynamically built from on the traits the game has loaded from my mod (so that I can add, modify, and remove traits without ever needing to update the C# code), but when the defNames conflict like that the game isn't guaranteed to have the def loaded (or at least the def that my mod is expecting).
In the end you'll probably have to bite the bullet I guess, cause doing something roundabout like publishing it separately to avoid being bombarded with "THIS BROKE MY SAVE????" would likely be troublesome.