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Changelog (Version 2.9)
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- Attempted to fix Beak Things attacking the air in front of their opponents utilizing the same method as introduced in Bonedog Reduced Bite Range. This unfortunately resulted in a bug where they would often miss.
* Reverted all changes made to the weapon item '_giraffe type'.
- Fixed a dialogue condition I added previously to make sure race conditions were being taken into affect.
* Removed dialogue condition, 'T_ME DC_IS_SAME_RACE_AS_ME == 0' from the interjection node before line, 'BECAUSE YOU'RE A HUMAN!' in dialogue 'Biome entries Phoenix world state'.
* Added dialogue condition, 'T_TARGET DC_IS_SAME_RACE_AS_ME == 0' to the interjection node before line, 'BECAUSE YOU'RE A HUMAN!' in dialogue 'Biome entries Phoenix world state'.
- Read in the Kenshi Community Discord that OT_MILITARY can sometimes cause AI issues with characters in locations like bars if the AI is hang out in a bar ("check the leader's type of unit, if she is a military / diplomat / trader. Sometimes that causes issues with the AI. OT_Adventurer or OT_Citizen shouldn't have any problem to hang out in the bar"). OT_MILITARY can also make them act like law enforcement ("OT_MILITARY -Not recruitable for the DC_IS_RECRUITABLE check. -Counts as a cop for the DC_COPS_AROUND check. -Can free prisoners using the AI goal when their bounty expires. -Automatically assigns bounties if they witness a crime."). I decided to go back to the Bar Thugs faction and swap them to OT_ADVENTURER instead as that should still fit a lot of their dialogue.
* Modified the faction, 'Bar Thugs'. Any values not listed were not changed:
Modified fundamental type OT_MILITARY -> OT_ADVENTURER
- Corrected barman's inventory. Barman have two types of bandages stored on their characters, both bandage types are technically not set up to spawn. I decided to try tweaking things a bit by removing the really cheap bandages in favor of the Standard Banadge Kit. Ninja Guards also only had a basic first aid kit, so I made similar adjustmensts as well. Should help keep them alive, which will be useful for areas like Rebel Base or The Hub.
* Modified the character, 'Barman'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit
Modified inventory Standard first aid kit 0 -> 1
* Modified the character, 'Barman'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit
Modified inventory Standard first aid kit 0 -> 1
* Modified the character, 'Barman Lagoon'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit
Modified inventory Standard first aid kit 0 -> 1
* Modified the character, 'Barman waystation'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit
Modified inventory Standard first aid kit 0 -> 1
* Modified the character, 'Ninja Guard'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit
Added inventory Standard first aid kit 1
- Fixed a broken override condition that caused Port South, if destroyed, to stay destroyed even if the conditions are met to be turned into a farm town. In game, when Slave Master Wada is killed, Port South becomes a ruin. However, if Tenga and Longen are also killed, Port South has another override where it is supposed to become a farming town. Currently the destroyed override loops on itself even if the other conditions are met, so I simply replaced that override with the farming town one. Special thanks to Cody for noticing this issue and reporting it/proposing the fix!
* Modified the town, 'Port South (override) destroyed'. Any values not listed were not changed:
Removed override town Port South (override) destroyed
Added override town Port South (override) farm town
- Black Scratch had no no-foliage range set for the town, this meant that trees and debre would spawn everywhere inside the town and potentially mess with navmeshing for both players and NPCs, which wouldn't make sense as the defenders would want clear movement. After some testing, I determined roughly what should be a good value for the city to use. Please note this will not always fix the rocks blocking stairway paths up to the defensive walls, and therefore defensive AI can still break at points. Higher values did not seem to fix the issue, though I may try testing again with something ridiculous at a later date just to be sure.
* Increased the 'no-foliage range' general stat to 1200 at the 'Black Scratch' town.
- The Grayflayer Village no-foliage value for the Band of Bones occupation is too high, I don't see why it is set to what it is. Lowered the no-foliage range to match the same values I set up previously.
* Decreased the 'no-foliage range' general stat to 450 at the 'Grayflayer Village (override) takeover' town.
- The vendor lists for the Holy Nation's churches still had a few forbidden items listed, as well as at least one item that didn't make sense (see https://kenshi.fandom.com/wiki/Temple), so I went ahead and removed them.
* Removed the following items from the vendor list, 'holy church':
Book of Grace 100
Book of Sacrifice 100
Human Teeth 10
- The Letter From Bad Teeth, which spawns on the Holy Priest squad that is assigned at every temple in The Holy Nation seems to be something meant for Inquisitor Seta, as he is likely the governor of Bad Teeth and Stack (see https://kenshi.fandom.com/wiki/Letter_From_Bad_Teeth and https://kenshi.fandom.com/wiki/High_Inquisitor_Seta). The letter also spawns multiple times as it's set to a vendor. To fix this issue, I adjusted the letter spawn so it will show up in Seta's HQ instead. Please keep in mind that, should you not acquire this letter after defeating The Holy Nation it will be lost forever.
* Modified the squad, 'Holy Priest church'. Any values not listed were not changed:
Removed special items Letter From Bad Teeth
* Modified the vendor list, 'Lore: Holy Nation Official Notes For Churches'. Any values not listed were not changed:
Removed item Letter From Bad Teeth
* Modified the squad, 'inquisitor seta hq'. Any values not listed were not changed:
Added special items Letter From Bad Teeth
- The Letter To Darkbrow, which spawns in the Blackshifter Casino Bars and sometimes at the Blackshifter Hideout, appears to be something that was really only meant for Big Darkbrow, as he is the leader of the gang (see https://kenshi.fandom.com/wiki/Letter_To_Darkbrow and https://kenshi.fandom.com/wiki/Big_Darkbrow). The letter also spawns multiple times as it's set to a vendor. The Memo is also an item that seems to be something only for the HQ (see https://kenshi.fandom.com/wiki/Memo_From_Big_Grim). To fix this issue, I removed the letters as special items from the casinos, and set the Letter to Darkbrow to spawn in the Blackshifter HQ. I also unreferenced the vendor list as there was no reason to keep it since that was the only letter that could spawn. Please keep in mind that, should you not acquire this letter before the Blackshifter gang get wiped out the Letter to Darkbrow will be lost forever.
* Modified the squad, 'blsh casino guy'. Any values not listed were not changed:
Removed special items Letter To Darkbrow
Memo From Big Grim
* Modified the squad, 'Swamper Blackshifter'. Any values not listed were not changed:
Added special items Letter To Darkbrow
Removed vendor Lore: Swamper Letter Casino
- The vender list for the Hounds HQ that adds lore letters appears to be something left over. The letters are already listed as special items for the location, and the list is not referenced anywhere else in Kenshi even with other faction overrides. I went ahead and removed the vendor list so as not to create duplicates.
* Modified the squad, 'hound hq'. Any values not listed were not changed:
Removed vendor Lore: Swamper Letters Grim's house
- The Memo From Big Grim is supposed to be a letter sent to all the gang leaders, but only the Blackshifters have a copy that spawns at their HQ in Shark (see https://kenshi.fandom.com/wiki/Memo_From_Big_Grim). I went ahead and added the letter as a special item that spawns at all the other locations. I also went ahead and removed it as a vendor item from the random Swamp letters that can spawn.
* Modified the vendor list, 'Lore: Swamper Letters Random'. Any values not listed were not changed:
Removed item Memo From Big Grim
* Modified the squad, 'red sabre HQ'. Any values not listed were not changed:
Added special items Memo From Big Grim
* Modified the squad, 'swamp ninja base'. Any values not listed were not changed:
Added special items Memo From Big Grim
* Modified the squad, 'Swamper Grayflayer'. Any values not listed were not changed:
Added special items Memo From Big Grim
* Modified the squad, 'Swamper Stone Rat HQ'. Any values not listed were not changed:
Added special items Memo From Big Grim
* Modified the squad, 'Swamper Twinblade'. Any values not listed were not changed:
Added special items Memo From Big Grim
- The Note From Blue Eyes would randomly spawn as one of the random Swamp letters for lore, even though it seems it should be an item for the Stone Rats alone (see https://kenshi.fandom.com/wiki/Note_From_Blue_Eyes). The way it would spawn could cause multiple duplicates to show up, so I removed the letter from the vendor list and instead added it as an item to spawn at the Swamper Stone Rat HQ. Please keep in mind that, should you not acquire this letter after defeating Big Al it will be lost forever (see https://kenshi.fandom.com/wiki/Stone_Rat_Village#Town_Overrides).
* Modified the vendor list, 'Lore: Swamper Letters Random'. Any values not listed were not changed:
Removed item Note From Blue Eyes
* Modified the squad, 'Swamper Stone Rat HQ'. Any values not listed were not changed:
Added special items Note From Blue Eyes
- Several Swamp Villages were missing their unexplored names. I went ahead and filled these missing templates. This is to help make the Swamp more interesting to explore in the event players haven't been here often. I have also tried to take into account any override states that should matter, in case somehow you manage to wipe out a faction without going to the village beforehand.
* Modified the village, 'Rot'. Any values not listed were not changed:
Added unexplored name Village
* Modified the village, 'Rot (override)'. Any values not listed were not changed:
Added unexplored name Ruins
* Modified the town, 'Shark'. Any values not listed were not changed:
Added unexplored name Town
* Modified the village, 'Stone Rat Village'. Any values not listed were not changed:
Added unexplored name Village
* Modified the village, 'Swamp Village'. Any values not listed were not changed:
Added unexplored name Village
- Created a building swap for wells to rain collectors to be utilized in the swamp. Sometimes swamp villages would spawn with powered wells which couldn't be operated. This is also an asthetic change to help make the Swamp more unique in a way that makes sense.
Created the building swap, 'wells -> rain collectors', with the following parameters:
replace with Rain Collector
to replace Well
Well II
Well III
* Modified the faction, 'Grayflayers'. Any values not listed were not changed:
Added building replacement wells -> rain collectors
* Modified the faction, 'Hounds'. Any values not listed were not changed:
Added building replacement wells -> rain collectors
* Modified the faction, 'Swampers'. Any values not listed were not changed:
Added building replacement wells -> rain collectors
- Redid most of the relationship information for Swampers that was introduced in v3.3. Certain situations could occur, especially with player characters, where you may end up going to war with the Swampers if they remain allied to the various gangs. The gangs themselves will still continue to be allied, mostly to try and keep the peace with the Swampers, they just won't recieve support from the Swamp the way they may have previously. I went ahead and set relationship info to 0, in order to ensure they try to remain neutral as much as possible.
* Modified the faction, 'Swampers'. Any values not listed were not changed:
Added relations Blackshifters 0
Red Sabres 0
Stone Rats 0
Swamp Ninjas 0
Twinblades 0
Modified relations Grayflayers 100 -> 0
Hounds 100 -> 0
- Most Villages in the Swamp utilize a squad that is strictly for the Deadcat villages up north. From what I can gather, there was a Deadcat template created for Deadcat vendors that utilized Swamper dialogue, that's the only difference between the two. Grayflayer village is also missing a Deadcat Swamper vendor, which I believe may just be an oversight by the devs as the override state for the Swampers has this vendor. Since none of the villages were using the correct squad save for one, I went ahead and swapped them out and added one to the default Grayflayer Village. I also tweaked the shops a bit, including changing ownership to the Swampers faction to avoid unnecessary fighting.
* Modified the squad, 'deadcat mini travel shop swamp'. Any values not listed were not changed:
Added building Swamp Shack
Added faction Swampers
Removed leader Deadcat Vendor
Added leader Swamper Non-Gang 1
* Modified the town, 'Grayflayer Village'. Any values not listed were not changed:
Added residents deadcat mini travel shop swamp [1 2]
* Modified the town, 'Grayflayer Village (override)'. Any values not listed were not changed:
Removed residents deadcat mini travel shop [1 2]
Added residents deadcat mini travel shop swamp [1 2]
* Modified the town, 'Stone Rat Village'. Any values not listed were not changed:
Removed residents deadcat mini travel shop [1 2]
Added residents deadcat mini travel shop swamp [1 2]
* Modified the town, 'Stone Rat Village (override)'. Any values not listed were not changed:
Removed residents deadcat mini travel shop [1 2]
Added residents deadcat mini travel shop swamp [1 2]
* Modified the town, 'Swamp Village'. Any values not listed were not changed:
Removed residents deadcat mini travel shop [1 2]
Added residents deadcat mini travel shop swamp [1 2]
- Swamper Gate Guards have it rough, they are pretty much fighting non-stop against whatever gets thrown at them, from gangs to wildlife, which they are ill-equiped for. Now that they constantly attack Swamp Raptors whenever they get too close (my change added in a previous UPK version), I decided it would be a good idea to modify them slightly so they would have a better chance at survival. Since they utilize the AI introduced by Kindrad's "Guards Give a Shit", I went ahead and gave them better medical supplies. I also changed their weapons out for Naginata's, this frankly should have been their default loadout anyways given what's in the swamp, and should be very effective against all local wildlife and gangs. For the squad I adjusted their structure so that they'll always be considered Swampers to keep them out of faction warfare, and have a designated leader which should help the AI a bit.
* Modified the character, 'Swamper Gate Guard'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit 1
Added inventory Standard first aid kit 1
Removed weapons Holed Sabre
Short-Cleaver
Added weapons Naginata [1 1 100]
Naginata Katana [1 1 100]
* Modified the squad, 'swamp gate guards'. Any values not listed were not changed:
Added faction Swampers
Added leader Swamper Gate Guard 1
Modified squad Swamper Gate Guard [7 7] -> [6 0]
- There was a missing group of gate guards at Stone Rat Village, resulting in the gate facing towards Shark being locked up. I fixed this by adding another gate guard squad.
* Modified the town, 'Stone Rat Village'. Any values not listed were not changed:
Modified residents swamp gate guards [1 1] -> [2 1]
- The Swamper Fish and Drugs Seller didn't have any method of healing themselves. Since they utilize the AI introduced by Kindrad's "Guards Give a Shit", I went ahead and gave them better medical supplies. For the squad I adjusted their structure so that they'll always be considered Swampers to keep them out of faction warfare.
* Modified the character, 'Fish and Drugs Seller'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
* Modified the squad, 'swamper fish and drugs'. Any values not listed were not changed:
Added faction Swampers
- The Blackshifters were missing relationship information with the Swampers, which could come in handy when keeping towns and villages alive. Lore-wise this could make sense from the perspective of siding with other gangs and Swampers against outsiders trying to move in on their turf like the United Cities. They also were missing some building replacement info that other swamp factions have, likely because they weren't set up to be the owners of their village (see https://kenshi.fandom.com/wiki/Grayflayer_Village).
* Modified the faction, 'Blackshifters'. Any values not listed were not changed:
Added buildings replacements banner swamp
carpets metal sheet
stools -> cheap boxes
Added relations Swampers 100
- Big Darkbrow didn't have any method of healing themselves, and their crew's ability to take care of themselves is pretty poor. Since they utilize the AI introduced by Kindrad's "Guards Give a Shit", I went ahead and gave them better medical supplies.
* Modified the character, 'Big Darkbrow'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
* Modified the character, 'Blackshifter'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit
Added inventory Standard first aid kit 1
* Modified the character, 'Swamper Casino Dealer '. Any values not listed were not changed:
Added inventory Standard first aid kit 1
- The Blackshifter patrols at the Shark override are a bit small given the size of the town, and the importance of the area. I decided the best approach to resolve this issue was to increase the number of patrols.
* Modified the squad, 'blackshifter hq'. Any values not listed were not changed:
Modified housemates Blackshifter town patrol [2 0] -> [5 0]
- The Hounds were missing relationship information with the Swampers, which could come in handy when keeping towns and villages alive. Lore-wise this could make sense from the perspective of siding with other gangs and Swampers against outsiders trying to move in on their turf like the United Cities.
* Modified the faction, 'Hounds'. Any values not listed were not changed:
Added relations Swampers 100
- Big Grim didn't have any method of healing herself, and her crew's ability to take care of themselves is pretty poor. Since they utilize the AI introduced by Kindrad's "Guards Give a Shit", I went ahead and gave them better medical supplies.
* Modified the character, 'Big Grim'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
* Modified the character, 'Ears'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit 1
Added inventory Standard first aid kit 1
* Modified the character, 'Hound'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit 1
Added inventory Standard first aid kit 1
- Rot has several patrols of Hounds that are supposed to spawn but don't due to the way they are set up. Because of this and the way their bases are all using the same template, including the bigger building, I decided to try and restructure things slightly so as to make spawning the roaming squads possible. To do this, I utilized a squad which wasn't included in the vanilla game, but was in the FCS to replace the other hound building locations. Lastly, I did lower the number of patrols that would spawn from five to two, as I wanted to keep the numbers relatively low to try and not impact performance too much.
* Modified the squad, 'hounds town home'. Any values not listed were not changed:
Modified building designation BD_NONE -> BD_HQ
Added building Swamp House
Added housemates hounds town patrol [2 0]
Modified squad Hound [2 4] -> [3 6]
Removed squad2 Hound
* Modified the squad, 'Swamper Hounds-----'. Any values not listed were not changed:
Modified layout interior hq -> Hideout
Removed AI package wander town as a squad
Added AI package Guard building, residents 0
Added building Swamp Shack
Added dialogue leader Swamper Hound
Added dialogue squad Swamper Hound
Removed leader Big Grim
Added leader Hound 1
Removed squad Skeleton Outlaw
Added vendors crossbows swamp 10
Lore: Swamper Letters Random 100
swamp bar 100
weapons swamp 10
* Modified the town, 'Rot'. Any values not listed were not changed:
Modified resident hounds town home [3 3] -> [1 3]
Added residents Swamper Hounds----- [2 3]
Removed roaming squads hounds town patrol
- The patrol squad for the Hounds is massive, especially compared to other patrols the other Swamp gangs have. While this is likely due to the fact that the patrols are tied to several war campaigns, I suspect this is also set up incorrectly. The AI also doesn't seem to be correct for certain assaults. By default, the hound patrol is supposed to guard building's and residents even when it is meant to reinforce/assault a base. Lastly, various war campaigns appear to be structured rather oddly when compared to their counterparts for the Holy Nation, United Cities, etc. To try and fix these issues, I restructured the town patrol squad to be exactly just that, a town patrol squad. I based this off of the Blackshifter patrol that spawns during their overwrite state. From there I modified the hounds assault squad to match the same numbers as the patrol squad did previously, and created a secondary assault squad that will replace the assault squad's weakened state. These squads were then introduced to the existing, unused force squad for the Hounds, and an additional force squad to represent the Hounds at full strength. I then utilized these force squads in the various campaigns instead of spawning actual war squads. I also adjusted the Ally events for the hounds as they were using the same home squads found in Rot. When compared to other allied reinforcement campaign events the loadout didn't make much sense, so I attached the forces squads for the Hounds at full strength to the war campaigns. This means that the reinforcements should now number almost exactly 19 each time.
* Modified the squad, 'hounds town patrol'. Any values not listed were not changed:
Modified squad Hound [9 0] -> [5 8]
Removed squad2 Hound
* Created the squad, 'hounds assault weak', based off of the squad, 'hounds assault'.
* Modified the war campaign, 'FORCES- Hound weak'. Any values not listed were not changed:
Removed squads to use hounds assault
Added squads to use hounds assault weak 100
* Modified the war campaign, 'Hounds base visit'. Any values not listed were not changed:
Removed squads to use hounds assault
Added inherits from FORCES- Hound weak
* Modified the war campaign, 'Hound Visits Ally'. Any values not listed were not changed:
Removed squads to use hounds assault
Added inherits from FORCES- Hound weak
* Modified the war campaign, 'Hound Visits Ally 2nd Trigger'. Any values not listed were not changed:
Removed squads to use hounds assault
Added inherits from FORCES- Hound weak
* Modified the war campaign, 'Hound Visits Ally Last Trigger'. Any values not listed were not changed:
Removed squads to use hounds assault
Added inherits from FORCES- Hound weak
* Modified the squad, 'hounds assault'. Any values not listed were not changed:
Modified squad Hound [5 0] -> [9 0]
Added squad2 Hound [9 0]
* Created the war campaign, 'FORCES- Hound strong', based off of the war campaign, 'FORCES- Hound weak'. Any values not listed were not changed:
Removed squads to use hounds assault weak
Added squads to use hounds assault 100
* Modified the war campaign, 'Ally Hounds (trigger) 1'. Any values not listed were not changed:
Modified num forces 6 -> 10
Removed squads to use hounds town home
Added inherits from FORCES- Hound strong
* Modified the war campaign, 'Ally Hounds (trigger) 2'. Any values not listed were not changed:
Modified num forces 6 -> 10
Removed squads to use hounds town home
Added inherits from FORCES- Hound strong
* Modified the war campaign, 'Hound Assault'. Any values not listed were not changed:
Removed squads to use hounds town patrol
Added inherits from FORCES- Hound strong
* Modified the war campaign, 'Hound Assault Enemy'. Any values not listed were not changed:
Removed squads to use hounds town patrol
Added inherits from FORCES- Hound strong
* Modified the war campaign, 'Hound Assault Killed Grim'. Any values not listed were not changed:
Removed squads to use hounds town patrol
Added inherits from FORCES- Hound strong
- The Hound patrols at Shark are a bit small given the size of the town, and the importance of the area. I decided the best approach to resolve this issue was to increase the number of patrols.
* Modified the squad, 'hound hq'. Any values not listed were not changed:
Modified housemates hounds town patrol [2 0] -> [5 0]
- The Grayflayers were missing some building replacement info that other swamp factions have, likely because they weren't set up to be the owners of their village (see https://kenshi.fandom.com/wiki/Grayflayer_Village).
* Modified the faction, 'Grayflayers'. Any values not listed were not changed:
Added buildings replacements banner swamp
carpets metal sheet
stools -> cheap boxes
- The Grayflayers didn't have any method of healing themselves outside of the Smuggler characters, nor any method for repairing their Skeleton members. Since they utilize the AI introduced by Kindrad's "Guards Give a Shit", I went ahead and gave them better medical supplies.
* Modified the character, 'Big Gray'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
* Modified the character, 'Grayflayer'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
* Modified the character, 'Skeleton Grayflayer'. Any values not listed were not changed:
Added inventory Skeleton Repair Kit 1
* Modified the character, 'Smuggler'. Any values not listed were not changed:
Removed inventory Basic First Aid Kit 1
Added inventory Standard first aid kit 1
* Modified the character, 'Smuggler Barman'. Any values not listed were not changed:
Added inventory Skeleton Repair Kit 1
- Big Gray is too weak, he's even weaker than most of his gang (see https://kenshi.fandom.com/wiki/Big_Gray and https://kenshi.fandom.com/wiki/Grayflayer). From stats to gear, this is not someone who can run the Swamp. To fix this, I adjusted his armaments to better match the rest of his gang by giving him a Desert Sabre, and also gave him a stat boost to make him potentially on par with Big Darkbrow or the Skeleton Grayflayer (depending on his stat randomization).
* Modified the character, 'Big Gray'. Any values not listed were not changed:
Modified combat stats 28 -> 45
Removed weapons Ninja Blade
Added weapons Desert Sabre [1 1 100]
- The AI for the Grayflayers in Grayflayer Village was a different package from what the other gangs use. I don't think it was intentional as I didn't notice any major reason for this. The AI package tends to lead to the Grayflayers getting wiped out, so I swapped the AI package out for the one the other gangs use. Unfortunately, this also breaks the later patrols that are supposed to spawn in if they take control of Shark. To fix this, and also to provide better protection for Grayflayer Village by bringing them more in line with the Hounds and Stone Rats, I decided to create some roaming squads that they can utilize the same way several of the other gang factions do, which I based off of the Blackshifter town patrol. The Grayflayers that spawn at Shark also utilize their base squad for guard patrols, which does not have the correct AI packages or setup. This makes defending the location pretty challenging when going up against other gangs and wildlife. Therefore, I decided the best way to resolve this was to utilize the town patrol squad I created for their village by adding five squads. Lastly I lowered the number of Grayflayers at their HQ in Grayflayer Village so it would better fit the number of beds that they have. This is experimental, so feel free to provide feedback.
* Created the squad, 'Grayflayer Town Patrol', based off of the squad, 'Swamper Grayflayer'. Any values not listed were not changed:
Removed layout interior Hideout
Removed AI package Guard town
Added AI package Guard town - gangs 0
Added dialog leader Swamper Gang Member
Added dialog squad Swamper Gang Member
Removed leader Big Gray
Added leader Grayflayer 1
Modified squad Grayflayer [10 10] -> [5 8]
Removed squad Skeleton Grayflayer
* Modified the squad, 'Swamper Grayflayer'. Any values not listed were not changed:
Modified building designation BD_NONE -> BD_HQ
Removed AI packages Guard town
Added AI packages Guard Building, residents
Added housemates Grayflayer Town Patrol [2 0]
Modified squads Grayflayer [10 10] -> [2 5]
Skeleton Grayflayer [1 1] -> [1 0]
* Modified the squad, 'grayflayer hq'. Any values not listed were not changed:
Removed housemates Swamper Grayflayer
Added housemates Grayflayer Town Patrol [5 0]
- The Stone Rats were missing relationship information with the Swampers, which could come in handy when keeping towns and villages alive. Lore-wise this could make sense from the perspective of siding with other gangs and Swampers against outsiders trying to move in on their turf like the United Cities. They also were missing some building replacement info that other swamp factions have.
* Modified the faction, 'Stone Rats'. Any values not listed were not changed:
Added buildings replacements banner swamp
carpets metal sheet
stools -> cheap boxes
Added relations Swampers 100
- The Stone Rats didn't have any method of healing themselves. Since they utilize the AI introduced by Kindrad's "Guards Give a Shit", I went ahead and gave them better medical supplies, though I did limit the territorial thugs to just basic first aid kits. This is due to their naming which seems to imply they aren't full gang members, as well as their armor grade.
* Modified the character, 'Big Al'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
* Modified the character, 'Stone Rat'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
* Modified the character, 'Territorial Thug'. Any values not listed were not changed:
Added inventory Basic First Aid Kit 1
- The Stone Rats leader, Big Al, is located in the smaller of the two buildings their faction owns in their village, this doesn't really make sense given what their faction is like and Big Al's personality (see https://kenshi.fandom.com/wiki/Stone_Rats and https://kenshi.fandom.com/wiki/Big_Al). I decided to adjust a couple of things to make Big Al spawn in the larger building. I also attempted to fix the romaing patrols that wouldn't spawn in Stone Rat Village, and tweaked them a bit so they'll utilize the gang guard town AI package to be a reserve guard. There are a lot of patrols with the Stone Rats which I am concerned may cause performance issues, but considering how weak they are compared to other factions I decided to leave them as is so as to better protect the village. Lore-wise this could be a reason why Big Grim wants to eradicate them as they are building up a massive force she doesn't want to contend with. This changes a number of things with how the Stone Rats will work around their village and how they spawn both at Stone Rat Village and Shark, so feel free to provide feedback.
* Created the squad, 'Stone Rat Thugs', based off of the squad, 'Swamper Stone Rat'. Any values not listed were not changed:
Added dialog leader Swamper Gang Member
Added dialog squad Swamper Gang Member
Added leader Stone Rat 1
Modified squad Stone Rat [4 5] -> [3 4]
* Created the squad, 'Stone Rat Town Patrol', based off of the squad, 'Swamper Stone Rat'. Any values not listed were not changed:
Removed layout interior Hideout
Removed AI package hang out in a bar
Added AI package Guard town - gangs 0
Added dialog leader Swamper Gang Member
Added dialog squad Swamper Gang Member
Added leader Stone Rat 1
Modified squad Stone Rat [4 5] -> [3 4]
* Modified the squad, 'Swamper Stone Rat'. Any values not listed were not changed:
Removed AI package hang out in a bar
Added AI package Guard building, residents 0
Added building Swamp Shack
Added dialog leader Swamper Gang Member
Added dialog squad Swamper Gang Member
Added leader Stone Rat 1
Modified squad Stone Rat [4 5] -> [3 4]
Added vendors crossbows swamp 10
fish food swamp 100
swamp bar 100
weapons swamp 10
* Modified the squad, 'Swamper Stone Rat HQ'. Any values not listed were not changed:
Modified building designation BD_NONE -> BD_HQ
Added building Swamp House
Added dialog leader Swamper Gang Member
Added dialog squad Swamper Gang Member
Added housemates Stone Rat Town Patrol [10 0]
Modified squad Stone Rat [4 5] -> [3 4]
* Modified the town, 'Shark'. Any values not listed were not changed:
Removed bar squad Swamper Stone Rat
Added bar squad Stone Rat Thugs [1 100]
* Modified the town, 'Shark (override) blackshifter'. Any values not listed were not changed:
Removed bar squad Swamper Stone Rat
Added bar squad Stone Rat Thugs [1 100]
* Modified the town, 'Shark (override) Grayflayer'. Any values not listed were not changed:
Removed bar squad Swamper Stone Rat
Added bar squad Stone Rat Thugs [1 100]
* Modified the town, 'Shark (override) all ded'. Any values not listed were not changed:
Removed bar squad Swamper Stone Rat
Added bar squad Stone Rat Thugs [1 100]
* Modified the town, 'Stone Rat Village'. Any values not listed were not changed:
Modified resident Swamper Stone Rat HQ [2 3] -> [1 3]
Added resident Swamper Stone Rat [1 3]
Removed roaming squads Swamper Stone Rat
- The Twinblades were missing relationship information with the Swampers, which could come in handy when keeping towns and villages alive. Lore-wise this could make sense from the perspective of siding with other gangs and Swampers against outsiders trying to move in on their turf like the United Cities. They also were missing some building replacement info that other swamp factions have.
* Modified the faction, 'Twinblades'. Any values not listed were not changed:
Added buildings replacements banner swamp
carpets metal sheet
stools -> cheap boxes
Added relations Swampers 100
- The Twinblade squad Big Fang is assigned to has two leaders, Big Fang and a Twinblade. I went ahead and removed the unnecessary leader, and adjusted the squad spawn a bit to make up for the change.
* Modified the squad, 'Swamper Twinblade'. Any values not listed were not changed:
Removed leader Twinblade 1
Modified squad Twinblade [2 5] -> [3 6]
- The Twinblades didn't have any method of healing themselves. Since they utilize the AI introduced by Kindrad's "Guards Give a Shit", I went ahead and gave them better medical supplies.
* Modified the character, 'Big Fang'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
* Modified the character, 'Twinblade'. Any values not listed were not changed:
Added inventory Standard first aid kit 1
- Animals that spawn in Kenshi always spawn with their own weapon type. The Swamp Turtle is the only creature that does not spawn with a weapon type, which means it becomes randomly assigned (see https://kenshi.fandom.com/wiki/Swamp_Turtle). I decided to fix this issue by adding the same type of weapon that ties with the attack animation changes made with the addition of "Swamp Turtle FIX".
* Modified the animal, 'Swamp Turtle'. Any values not listed were not changed:
Added weapon _elephant type
- The Raptors faction is set up to be allied with the Spiders faction. This doesn't make much sense given how the only location both groups would interact is the Swamp, and blood spiders are carnivorous. Furthermore, this could theoretically lead to Swamp Raptors trying to defend Spiders in case of the latter faction being attacked. I decided to remove the allied status in favor of coexistence tags and complete neutral relations between the two groups instead. This may result in the two factions occasionally fighting based off of some spider squad's AI, so hopefully this makes things a bit more immersive.
* Modified the faction, 'Raptors'. Any values not listed were not changed:
Added coexistence Spiders
Modified relations Spiders 100 -> 0
* Modified the faction, 'Spiders'. Any values not listed were not changed:
Added coexistence Raptors
Added relations Raptors 0
- The Spider, and various Swamper factions are set up to coexist with each other. I suspect this was intended to try and cut down on warfare between these groups, but it doesn't really work as the spiders still end up going after people, and ultimately getting into fights. The coexistence tags may, in this specific situation, actually cause more issues due to the way it tries to make the AI not engage in fights. I decided to try and fix this issue by removing the coexistence tags completely to make the various swamp factions target spiders on sight.
* Modified the faction, 'Blackshifters'. Any values not listed were not changed:
Added relations Spiders -100
* Modified the faction, 'Grayflayers'. Any values not listed were not changed:
Added relations Spiders -100
* Modified the faction, 'Hounds'. Any values not listed were not changed:
Added relations Spiders -100
* Modified the faction, 'Red Sabres'. Any values not listed were not changed:
Added relations Spiders -100
* Modified the faction, 'Spiders'. Any values not listed were not changed:
Removed coexistence Hounds
Swampers
* Modified the faction, 'Stone Rats'. Any values not listed were not changed:
Added relations Spiders -100
* Modified the faction, 'Swampers'. Any values not listed were not changed:
Removed coexistence Spiders
Added relations Spiders -100
* Modified the faction, 'Swamp Ninjas'. Any values not listed were not changed:
Added relations Spiders -100
* Modified the faction, 'Twinblades'. Any values not listed were not changed:
Added relations Spiders -100
- I found some bugs in a few of the AI packages for squads that could cause them to stop functioning properly, either due to being incorrectly set up (see https://kenshi.fandom.com/wiki/AI_Goals) or not accounting for their inherited AI packages. To fix this, I went ahead and adjusted at what times those packages can run. There are already existing packages that are supposed to work together with the ones I've adjusted, so all values should line up correctly. No weights have been adjusted that weren't urgent tasks (see https://kenshi.fandom.com/wiki/AI_Goals#AI_Goals_and_their_Weights), this is to make sure the AI doesn't break when inheriting or competing with a different AI package.
* Modified the AI package, 'Guard building, capture and loot'. Any values not listed were not changed:
Modified Leader AI Goals Static guard- building [0 100 0] -> [8 23 0]
Modified Squad AI Goals Static guard- building [0 100 0] -> [10 22 0]
Patrol hometown [0 24 5] -> [10 22 5]
Investigate alarms- allies only [0 24 10] -> [0 24 0]
* Modified the AI package, 'Guard building, residents'. Any values not listed were not changed:
Modified Leader AI Goals Static guard- building [0 100 0] -> [8 23 0]
Modified Squad AI Goals Patrol hometown [0 24 5] -> [10 22 5]
Static guard- building [0 100 20] -> [10 22 20]
Investigate alarms- allies only [0 24 10] -> [0 24 0]
Stay home, sit around, use stuff INDOORS [0 24 100] -> [10 22 100]
- Adjusted the behavior of one of the AI packages to match with it's previously modified roaming feature. Should hopefully add some basic immersion and help with shopkeep's inventories not changing over time.
* Modified the AI package, 'hang out in a bar'. Any values not listed were not changed:
Modified Leader AI Goals Shopping [0 24 50] -> [6 23 50]
=================================================================
Changelog (Version 2.8)
=================================================================
Additional changes made by me:
- There were a couple of unused effects in 'hire me 700' that were attached to the dialogue 'Deal.' (see https://kenshi.fandom.com/wiki/Dialogue_Conditions_%26_Effects#Dialogue_Actions_AKA_Effects). Went ahead and removed these values in case they somehow conflict with the hiring option.
Removed Effects: DA_NONE 0
DA_NONE 700
- There was an incorrect financial amount listed in the dialogue 'Empire terrorist hunt' for the line(s) 'Fine, I'll take your gift. But if you betray the honor of the /MIGHTYPATRIARCH/ I'll hunt you down with my own sword...', corrected this value.
Edited Effects: DA_TAKE_MONEY 500 -> 2000
- There was a missing financial amount listed in the dialogue 'Empire terrorist hunt' for the line 'I'll give plenty more gifts, don't worry.', corrected this value.
Added Effects: DA_TAKE_MONEY 1000
- The line(s), 'Beat /HIM/ down to the /DIRT/, where /HE/ belongs!' for the dialogue 'Empire terrorist hunt' appear to have a dialogue condition and duplicate line that were intended for use with single/multiple characters depending on the encounter. Because this is handled via word swaps, it looks more like a leftover that was never cleaned up. I removed the squad number condition on the first dialogue, and the duplicate dialogue lines.
Removed Conditions: T_TARGET DC_SQUAD_SIZE == 1
Deleted Line(s): Beat /HIM/ down to the /DIRT/, where /HE/ belong
Show /HIM/ the meaning of respect
- The line(s), 'Shoulda just paid the Cats, /INSULT//S/!' for the dialogue 'stone rat base extortion negotiate' appears to have dialogue that was intended to be conditional on how many squad members were in the player's negotiating group, but no actual conditions to verify this. To fix this issue I added the missing condition, and created a near duplicate line for when there is only one squad member negotiating.
Added Conditions: T_TARGET DC_SQUAD_SIZE > 1
Added Line: /LAUGH/!
Shoulda just paid the Cats, /INSULT/!
- There were a couple of unused effects in 'hire me 2500' that were attached to the dialogue 'Ok, you're hired.' (see https://kenshi.fandom.com/wiki/Dialogue_Conditions_%26_Effects#Dialogue_Actions_AKA_Effects). Went ahead and removed these values in case they somehow conflict with the hiring option.
Removed Effects: DA_NONE 2500
DA_NONE 2500
- There were a couple of unused effects in 'hire me 5000' that were attached to the dialogue 'You have a deal.' (see https://kenshi.fandom.com/wiki/Dialogue_Conditions_%26_Effects#Dialogue_Actions_AKA_Effects). Went ahead and removed these values in case they somehow conflict with the hiring option.
Removed Effects: DA_NONE 0
DA_NONE 550
- There were a unused effects in 'Starving bandit announce 01' that were attached to every dialogue line (see https://kenshi.fandom.com/wiki/Dialogue_Conditions_%26_Effects#Dialogue_Actions_AKA_Effects). Went ahead and removed these values in case they somehow conflict with the hiring option.
Removed Effects: DA_NONE 20
DA_NONE 20
DA_NONE 0
- Moved a dialogue line under 'I'm sorry... [Back away]' in 'Thug3' to another line, as where it was wouldn't necessarily make sense for the reply.
Moved line: I should probably just go... (Back away)
- The dialogue line, 'I changed my mind. You're hired.', in, 'hire me 5000', has a lower monetary value than the other dialogue options that hire the character. Adjusted this to match the other monetary values.
Changed Effect: DA_TAKE_MONEY 5500 -> DA_TAKE_MONEY 7500
- The dialogue line, 'Don't kid yourself. Here's your cash. Title or no title, you work for me now, worm.', in, 'Sword for hire ex-slave', has a lower monetary value than the other dialogue options that hire the character, and doesn't match up with the dialogue condition. Adjusted this to match the other monetary values.
Changed Effect: DA_TAKE_MONEY 700 -> DA_TAKE_MONEY 3000
- The dialogue package, 'Okranite witch hunt', had an entire branch of dialogue filled with empty values. I removed this branch as it leads nowhere.
- Noticed a duplicate line of dialogue in the word swap package, 'MYFACTION', with the same conditions. Removed the duplicate line in case it caused a bug for the dialogue. This change has also been included in the 'MYFACTIONOPENER' word package created in this mod.
Removed branch: the Shek Kingdom
- Corrected several dialogue conditions so they don't count as monologuing.
* The dialogue 'Recruit --Unfinished--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'armour king talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Asking a guard for help' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Bag search (Shek)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Bandit hold up' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Bandit mugger' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'barman generic' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'bookshop guy' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'beep talk to recruit' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Black Dog extortion pt 3' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Black dog negotiate' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Blessings!' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'bodyguard for hire' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Bounty extortion pay' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Bow before me!' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Bully becomes bullied (pt5)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Bully becomes the bullied Defeated before (pt5)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Bust out of jail bandit' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Caged bandit' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Caged neighbour ninja talk to pt 2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'cannibal hunter talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Cannibal neighbour safe ninja pt 6 talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Cannibal neighbour safe pt 6 talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Catcrawlers game' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Doctor Chung' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'doctor shop' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Drug bust bribe' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Drunken myths' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Dust bandits negotiate' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Dust King's prisoner' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Empire good guard' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Empire terrorist hunt' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Enslaved hiver ronin' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Escape together shek' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Escaped thug' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Explorer (Recruit)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'fish and drugs talk to me' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'fish shop' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Fisher farmer recruit' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Flotsam recruit 4' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Give me your money (interrupt)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'goat buying' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Guard Gate Search' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Harassing Female' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Healed (Recruit)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Healed Bandit (Recruit)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Headshot' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hey chump. what're you lookin' at?' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire Cook' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'hire doctor 2500' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'hire engineer' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'hire me 700' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me 700 Holy Nation Female' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me 700 Shek Kingdom' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me 700 Tough' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire Me 1000 Holy Nation Female' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me 1500 Shek Kingdom hon' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'hire me 2500' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me 2500 Shek Kingdom crazy' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me 2500 Shek Kingdom trait' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'hire me 5000' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me 5000 Shek Kingdom br' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me 6000 Holy Nation Male' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me empire 700' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me Empire 2700' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me Farmer' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'hire me flotsam 700' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me gunner' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me medic shek' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me Outlaw 700 - non robot' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me Outlaw 800' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me Outlaw 2000' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me Outlaw 3000' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me Outlaw medic 2500' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hire me shek engineer' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hive merchant mist talisman' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hive robo shopkeep talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hiver town scammer' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'HN assault woman interrupt' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'holy farmer boss' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Holy Nation Beasts Talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Holy nation gate - Dark beasts in party' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'holy nation slave recruit talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Hunger arrest empire' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Imprisoned shek' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Imprisoned skeleton recruit' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Inquisitor base visit interrupt 1 --Unfinished--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Inquisitor heretic bounty' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Interrupt combat' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Interrupt guard bullying event' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Interrupt tax evasion campaign' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Junior doctor' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Mahhh' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'mechanical shopkeeper' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Merc healing other' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'military police talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Moll sees player carrying person' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Mongrel info' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Mugging (punish)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Mugging (recruit)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'My saviour' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'My saviour (recruit)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Noble slave farm boss' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'nomad animal town trader' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'nomad animal trader' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Okranite witch hunt' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Once rescued from prison (interrupt)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Pacifier bar diplomat talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'police chief bounty' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Partner In Crime, break up' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Pickles (Recruit)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Priest sees female, 1st time' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Racist attack Kral's chosen' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Raid --Unfinished--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Recruit holy nation skeleton healing' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Rescue Recruit' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Revenge! (Recruit)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Robotics shop black desert' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'robotics shopkeep' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Ronin for hire' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Shek barman Last Stand' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Shek fiery recruitable' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Shek law bounty' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Shek shopkeeper' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Shek rogue high rep talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Shek Warrior Talk to Info' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'shinobi guild plastic surgeon' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'shopkeep robo repair' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'shriek attack 2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Shryke' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'skeleton doc' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Skeleton for hire' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Skeleton for hire 700' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'slave trader' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'slaver clothing shop' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Slaver finds slave' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Starver interrupt' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Stone camp trader' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'stone rat base extortion negotiate' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Student apprentice' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Suspicious farmer' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Suspicious farmer pt2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'swamp hound vist ally talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Swamp Skeleton for hire 1 2500' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Swamp Skeleton for hire 2 2500' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Swamper cook' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Sword for hire 10 (Empire)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Sword for hire 10 (Swamper)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Sword for hire 15 swordslinger' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Sword for hire amateur' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Sword for hire bard' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Sword for hire ex-slave' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Sword for hire revenge' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Sword for hire wall man' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Taunting duel shek talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Talk to ally paladin' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Talk to hive queen' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Talk to shek guard' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'talk to ukon' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Taxman 3rd' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Tech hunter recruit 700' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Tech Hunter talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Tengu player talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Tengu vault prisoner' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Territorial thug (interrupt) (pt2)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Territorial thug (Dancemonkey pt4)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'TG taxman 2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'thief fence' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'thief fence membership' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'thief smuggler membership' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'thieves boss' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Thug2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Thug3' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Thug4' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Thug5' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Thug6' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Thug extorts bounty' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Tinfist talk to ally' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Tower skeleton floodlands' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'trade slaves' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Tribute --Unfinished--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'UC base visit talk to 2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'UC Drug bust base visit talk to --Unfinished--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'UC Extortion rogue base visit talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'UC rogue extortion i see neutral talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'UC Tax base 2nd visit talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'UC Tax base visit talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Underdog (recruit)' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Wandering slave trader' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Wearing a uniform ' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Worlds end barman' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Yamdu talk to -- town level bug--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'You saved me!' had 'monologue' value set to 'True', changed this value to 'False'.
- Added a coexistence properties between Holy Nation Outlaws and Nomads. This is to help cut down on faction warfare in regions where the two are likely to meet.
* Added the following references to the 'Holy Nation Outlaws' faction:
coexistence Nomads
* Added the following references to the 'Nomads' faction:
coexistence Holy Nation Outlaws
- Added negative relations modifiers for the residents of the swamp and Swamp Raptors, it doesn't make sense for towns/villages growing crops to let in herds of animals to eat their crops, only to then start fighting them instead of holding them off outside at the perimeter of their base. The changes made are based on what factions control towns with farms, and what town overrides can occur that will cause factions to take over a town.
* Added the following references to the 'Band of Bones' faction:
relations Raptors -100
* Added the following references to the 'Blackshifters' faction:
relations Raptors -100
* Added the following references to the 'Grayflayers' faction:
relations Raptors -100
* Added the following references to the 'Hounds' faction:
relations Raptors -100
* Added the following references to the 'Stone Rats' faction:
relations Raptors -100
* Added the following references to the 'Swamp Ninjas' faction:
relations Raptors -100
* Added the following references to the 'Swampers' faction:
relations Raptors -100
* Added the following references to the 'Twinblades' faction:
relations Raptors -100
- Fixed a bug that caused Greyflayer Village to spawn with almost no people or house furniture, and have it's gates always closed. Special thanks to ThePyre for catching this issue!
* Added the following references to the town, 'Grayflayer Village'. The changes made are based off of similar towns in The Swamp region such as Rot and Stone Rat Village:
default resident Swamper resident solo
residents swamp gate guards 1 1
swamper fish and drugs 1 1
- With the fix applied above, I also decided to make the Grayflayers and Swampers allies. This is mostly to help prevent war from breaking out between the two factions in Grayflayer Village, but also lore-wise it makes sense as the Grayflayers are the closest thing to "good guys" in The Swamp (see https://kenshi.fandom.com/wiki/Grayflayers for more info).
* Added the following references to the 'Grayflayers' faction:
relations Swampers 100
* Added the following references to the 'Swampers' faction:
relations Grayflayers 100
- Greyflayer Village had a couple pieces of foliage that were positioned really close to farms. Went ahead and adjusted this so that foliage shouldn't pop up in the village. I did not adjust the no-foliage range for the village state where the Band of Bones takes them over, as there is already a value there that was WAY higher than what I am using.
* Increased the 'no-foliage range' general stat to 450 at the 'Grayflayer Village' town.
* Increased the 'no-foliage range' general stat to 450 at the 'Grayflayer Village (override)' town.
- Fixed a few floating market stalls in Blister Hill.
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Y: 663.234 --> Y: 657.033
* Reset Market Stall B coordinate values to the following, any values not listed were not changed:
Y: 654.65 --> Y: 653.6
Pitch: -4.09284 --> Pitch: -1.61505
* Reset Market Stall B coordinate values to the following, any values not listed were not changed:
Y: 682.163 --> Y: 680.862
Pitch: 2.4508 --> Pitch: 6.08299
=================================================================
Changelog (Version 2.7)
=================================================================
- Made Grayflayer Village owned by the Grayflayers. Vanilla Kenshi gameplay has their faction being owned by the Swampers (see https://kenshi.fandom.com/wiki/Grayflayer_Village). This didn't really make sense, especially since one of the override world states has the Swampers take over after the Grayflayers are wiped out. No overrides should be affected by this change.
* Modified the town, 'Grayflayer Village', with the following parameters:
removed faction: Swampers
added faction: Grayflayers
=================================================================
Changelog (Version 2.6)
=================================================================
- There were a number of issues with the windmills that I repositioned at World's End, such as compatibility issues with mods that alter the landscape around the area such as Less Foliage and Rocks x2. Additionally, I discovered that at least one of the windmills I had been editing was not the original game asset I thought it was. Therefore, I decided the best course of action was to remove my few leveldata changes in the area and completely restart from scratch.
* Removed the following existing zones from the 'leveldata' folder:
zone.26.12.zone
zone.26.13.zone
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25438.3 -> -25765.2
Y: 5082.47 -> 5321.78
Z: -86800.9 -> -86114.3
Yaw: 189.127 -> -35.8114
Pitch: -1.76708 -> -0
Roll: -1.64354 -> -0
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -24835.7 -> -24640.2
Y: 5162.82 -> 5350.61
Z: -87451.9 -> -87849.6
Yaw: 189.113 -> -42.0994
Pitch: -0.243777 -> 7.4109
Roll: 4.0689 -> -0
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25307.7 -> -25609.6
Y: 5091.9 -> 5390.73
Z: -86905.9 -> -86308.3
Yaw: -58.1744 -> -26.7137
Pitch: -6.50555 -> 1.33402e-006
Roll: -2.29866 -3.18703
- Added an additional correction to a line of dialogue that plays with a non-human member in your group when discussing the death of the Phoenix. This is very experimental, so feel free to provide feedback.
* Added condition 'T_ME DC_IS_SAME_RACE_AS_ME == 0' to 'Biome entries Phoenix world state' dialogue.
- Corrected several dialogue conditions so they don't count as monologuing.
* The dialogue 'hive shop talk' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'raid bark --unfinished--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Caged neighbour talk to pt 2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Cannibal talk to diplomat --Unfinished-- --Needs Handover Action--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Depressed One Skeleton' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Flotsam interrogation' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Flotsam Talk To' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Forbidden/ drug check holy nation part 2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Harmothoe trade' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Imprisoned merc' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Imprisoned merc asking for help' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Junkyard skeleton talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Miu recruit' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Savant talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Starver interrupt 3 ally' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Wandering trader' had 'monologue' value set to 'True', changed this value to 'False'.
- Added a couple of books I previously ensured wouldn't spawn in the Holy Nation to the contraband list for the faction:
* Added the item 'Book of Grace' to 'illegal goods' in the Trade Culture 'holy'.
* Added the item 'Book of Sacrifice' to 'illegal goods' in the Trade Culture 'holy'.
- Corrected a town's faction listing (see https://kenshi.fandom.com/wiki/Fisher for more info).
* The town 'Dead Fishing Village' faction was listed as 'Fisher', replaced this faction with the 'Second Empire' faction.
=================================================================
Changelog (Version 2.5)
=================================================================
- Tinfist's wanted poster has his bounty listed as 50,000, but his actual bounty is 100,000. I went ahead and raised the amount on the wanted poster to 100,000, as I believe this is what the developers intended his bounty to be.
* The description for 'WANTED: Tinfist' reads as the following: "The Metal Brute's terror is soon to end! Will YOU be the hero of the innocent? REWARD: c.50,000", changed this to "The Metal Brute's terror is soon to end! Will YOU be the hero of the innocent? REWARD: c.100,000".
- The robotics shopkeep in Black City says that using the repair bed costs 1,000, but the actual cost is 2,000. I went ahead and corrected his dialogue to reflect this. Special thanks to DUCA for finding this bug!
* Changed the following line, "Sure. Standard charge is 1000 Cats..." in the 'robotics shopkeep' dialogue to "Sure. Standard charge is 2000 Cats..."
- Changed faction relations between the Skeleton Bandits and Skin Bandits so they are now actually hostile towards each other. Should now make more sense why allying with the Skin Bandits results in making enemies of the Skeleton Bandits (see https://kenshi.fandom.com/wiki/Skin_Bandits#Trivia). Also adjusted relations for both factions towards the Skeleton Legion, it makes no sense why either faction would view the Skeleton Legion positively since the Legion would likely attack both groups on sight (see https://kenshi.fandom.com/wiki/Skeleton_Legion?commentId=4400000000000011130).
* Modified the Faction 'Skeleton Bandits' with the following parameters:
coexistence: Skeleton Legion
removed relations: Skeleton Legion 100
relations: Skin Bandits -100
* Modified the Faction 'Skin Bandits' with the following parameters:
removed relations: Skeleton Legion 100
relations: Skeleton Bandits -100
- Changed faction relations between the Flotsam Ninjas and Raptors so they are now hostile towards each other. Since Raptors are a threat to farming efforts this makes sense and should stop them from wandering in to just eat all the crops in Flotsam Village.
* Modified the Faction 'Flotsam Ninjas' with the following parameters:
relations: Raptors -100
=================================================================
Changelog (Version 2.4)
=================================================================
This update has been cleaned with the stable version of the FCS, removing 1 property from 1 object.
- Repositioned windmills at World's End that last FCS cleaning reset (hopefully it stays this time).
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -24835.7 --> X: -24200.5
Y: 5162.82 --> Y: 5567.28
Z: -87451.9 --> Z: -87731.9
Yaw: 189.113 --> Yaw: 185.416
Pitch: -0.243777 --> Pitch: 2.34125
Roll: 4.0689 --> Roll: 0.786339
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25438.3 --> X: -25738.9
Y: 5082.47 --> Y: 5572
Z: -86800.9 --> Z: -87108.1
Pitch: -1.76708 --> Pitch: 2.00471
Roll: -1.64354 --> Roll: -0.947088
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25307.7 --> X: -25582.2
Y: 5091.9 --> Y: 5563.94
Z: -86905.9 --> Z: -86817.3
Pitch: -6.50555 --> Pitch: 1.21572
Roll: -2.29866 --> Roll: -2.14129
=================================================================
Changelog (Version 2.3)
=================================================================
- Fixed a few books in-game that would spawn within The Holy Nation that are forbidden, should hopefully fix them spawning in temples and being truly unique to the Flotsam Ninja's faction.
* Added the item 'Book of Grace' to the 'forbidden items' in the Trade Culture 'holy'.
* Added the item 'Book of Sacrifice' to the 'forbidden items' in the Trade Culture 'holy'.
* Added the item 'Forbidden Sympathy' to the 'forbidden items' in the Trade Culture 'holy'.
- There is an issue with the King where their inventory size is too small for the AI Core death item to sometimes spawn (see https://kenshi.fandom.com/wiki/King#Stats for more info). To try and fix this issue, I've doubled the inventory space available.
* The 'King' animal character had an 'inventory w' value of 4, changed this to 9.
- Corrected a few faction listings for Swamp Raptors and Megaraptors, and assigned them to the faction that seems to be the correct one (see https://kenshi.fandom.com/wiki/Megaraptor#Trivia and https://kenshi.fandom.com/wiki/Swamp_Raptor_Nest#Trivia for more info).
* The Megaraptor's 'megaraptor nest' squad's faction was listed as 'Swamp Creatures', replaced this faction with the 'Raptors' faction.
* The Swamp Raptor's 'swamp ducks small mob' squad's faction was listed as 'Swamp Creatures', replaced this faction with the 'Raptors' faction.
* The Swamp Raptor's 'swamp ducks small mob aggressive' squad faction was listed as 'Swamp Creatures', replaced this faction with the 'Raptors' faction.
* The Swamp Raptor's 'Swamp Raptor Nest' Town was listed as 'Swamp Creatures', replaced this faction with the 'Raptors' faction.
- Wells in the Holy Nation occasionally spawn at Level III, this doesn't make sense lore-wise as the Holy Nation is supposed to be a low-tech nation by design due to their history with the Second Empire (see https://kenshi.fandom.com/wiki/The_Holy_Nation#Trivia for reference to this issue). To try and fix this, I added a building swap to limit the Holy Nation to only use the basic Well. This is very experimental, so feel free to provide feedback.
* Created a new 'Buildings swaps' item called 'low level wells' with the following parameters:
replace with: Well 100
to replace: Well II
Well III
* Added 'low level wells' to the 'buildings replacements' listings for "The Holy Nation".
====================================================================
Changelog (Version 2.2.1)
====================================================================
This update only fixes an issue with one of the windmills at World's End, as there was a slight incompatibility with the mod, World's End Revamp, due to having two windmills overlapping the same location.
- Repositioned a windmill at World's End that was epositioined in the same location as one added by the mod, World's End Revamp.
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -24835.7 --> X: -24200.5
Y: 5162.82 --> Y: 5567.28
Z: -87451.9 --> Z: -87731.9
Yaw: 189.113 --> Yaw: 185.416
Pitch: -0.243777 --> Pitch: 2.34125
Roll: 4.0689 --> Roll: 0.786339
====================================================================
Changelog (Version 2.2)
====================================================================
- Fixed several windmills at World's End that were either inside or clipping the nearby rocks surrounding the town.
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -24835.7 --> X: -24743.9
Y: 5162.82 --> Y: 5597.7
Z: -87451.9 --> Z: -87563.9
Yaw: 189.113 --> Yaw: 189.114
Pitch: -0.243784 --> Pitch: -0.243777
Roll: 5.73183 --> Roll: 4.06889
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25438.3 --> X: -25738.9
Y: 5082.47 --> Y: 5572
Z: -86800.9 --> Z: -87108.1
Pitch: -1.76708 --> Pitch: 2.00471
Roll: -1.64354 --> Roll: -0.947088
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25307.7 --> X: -25582.2
Y: 5091.9 --> Y: 5563.94
Z: -86905.9 --> Z: -86817.3
Pitch: -6.50555 --> Pitch: 1.21572
Roll: -2.29866 --> Roll: -2.14129
====================================================================
Changelog (Version 2.1)
====================================================================
- Changed ownership of the Rebel Base outside of The Hub, as all inhabitants of the location belong to the Trade Ninja faction.
* Modified the Town 'Rebel Base' with the following parameters:
faction: Trade Ninjas
removed faction: Holy Nation Outlaws
- Adjusted The Holy Nation's relations for the Hivers and Skeletons racial factions, to better match their lore. Not entirely sure this is needed, but it might help with faction hostility inconsistencies.
* Modified the Faction package 'The Holy Nation' with the following parameters:
relations: Fogmen -100
Skeletons -100
Southern Hive -100
Western Hive -100
====================================================================
Changelog (Version 2.0)
====================================================================
- Per the comments in Bonedog Reduced Bite Range, attempted to correct all Beak Thing's attack range so they are not attacking the air in front of their opponents. The value can probably be reduced a bit lower as there are noticable attack range issues with varying terrain height, but I noticed Beak Things start clumping up weird during combat. This is experimental, so feel free to provide feedback.
* '_giraffe type' had a 'length' of 65, changed this to 55.
====================================================================
Changelog (Version 1.4)
====================================================================
- Corrected a dialogue condition when recruiting Crumblejon so it doesn't count as monologuing.
* The dialogue 'crumblejon' had 'monologue' value set to 'True', changed this value to 'False'.
- There is a rare bug with bar thugs being listed as Vagrants, where after recruiting them as mercenaries for your outpost/town, any guards stationed at your turrets may attempt to kill them due to recognizing them as bandits (see https://kenshi.fandom.com/wiki/Vagrants?commentId=4400000000000012374). To try and fix this issue, I replaced bar thug squads factions listings with the faction the Swamper Bar Thug uses. This also appears to be the correct faction for bar thugs. Both factions were also considered bandit factions, so I've adjusted the Bar Thug faction behavior to be considered militaristic, like mercenaries. This is very experimental, so feel free to provide feedback.
* The 'Bar Thug' squad had the 'Vagrants' faction assigned to them, replaced this with the 'Bar Thugs' faction.
* The 'Bar thugs Mourn' squad had the 'Vagrants' faction assigned to them, replaced this with the 'Bar Thugs' faction.
* The 'Crab bar patrons 2' squad had the 'Vagrants' faction assigned to them, replaced this with the 'Bar Thugs' faction.
* The 'Bar Thugs' faction had the 'fundamental type' stat set to 'OT_BANDIT', changed this to 'OT_MILITARY'.
- Corrected a naming issue with a bandit boss character, as their bounty had a different name listed.
* Renamed the character 'Red Sabre Boss' to 'The Red Bandit'.
- Fixed a few floating market stalls in Stack.
* Reset Market Stall B coordinate values to the following, any values not listed were not changed:
Y: 1077.75 --> Y: 1072.43
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Pitch: 2.13769 --> Pitch: 6.1858
Y: 1082.97 --> Y: 1081.1
* Reset Market Stall B coordinate values to the following, any values not listed were not changed:
Pitch: 0.00522221 --> Pitch: 0.00522104
Roll: 1.94199 --> Roll: 7
Y: 1069.68 --> Y: 1061.7
- Fixed a market stall in Stack that was buried and caused flickering when the camera passed over.
* Reset Market Stall C coordinate values to the following, any values not listed were not changed:
Y: 1047.27 --> Y: 1049.5
====================================================================
Changelog (Version 1.3.1)
====================================================================
Note: This update purely fixes multiple naming references that were broken with the FCS update. When I uploaded my last changes I saved my mods under the FCS update before they patched it.
- The building 'Market Stall A' was renamed by FCS to 'MarketStall Grouped01', reverted this change.
- The building 'Market Stall B' was renamed by FCS to 'MarketStall Grouped02', reverted this change.
- The building 'Market Stall C' was renamed by FCS to 'MarketStall Grouped03', reverted this change.
- The building 'Moor A' was renamed by FCS to 'moor03', reverted this change.
- The building 'Moor Tower' was renamed by FCS to 'moor05 tower', reverted this change.
- The building 'Moor B' was renamed by FCS to 'moor06', reverted this change.
- The building 'Moor C' was renamed by FCS to 'moor71', reverted this change.
- The item 'Ninja Mask' was renamed by FCS to 'Ninja Zukin', reverted this change.
====================================================================
Changelog (Version 1.3)
====================================================================
- Corrected other power-related issues with buildings.
* The building 'Moor A' had a 'power output' of -1, changed this to 0.
* The building 'Moor B' had a 'power output' of -1, changed this to 0.
* The building 'Moor C' had a 'power output' of -1, changed this to 0.
* The building 'Moor Tower' had a 'power output' of -1, changed this to 0.
* The building 'Oil Refinery' had a 'power output' of -1, changed this to 0.
- Corrected and added racial trigger conditions when for unused dialogue.
* Re-added 'Scorchlander' player race condition when playing 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue 'Bow before the Skele-tons!' (this had previously been removed by me, but I suspect it is needed for this dialogue to even possibly function when implemented).
* Added 'Greenlander' to 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue 'Bow before the Skele-tons!'.
====================================================================
Changelog (Version 1.2)
====================================================================
- Corrected trigger conditions for dialogue lines that had incorrect race listings.
* Added missing 'Hive Prince South Hive' dialogue condition to 'Racist meets player again' dialogue (I'm bringing this over from Shidan's Tweaks & Fixes, because otherwise the dialogue condition and test will not work).
* Added missing 'Hive Prince South Hive' dialogue condition to 'Skeleton town oneliners' dialogue (I'm bringing this over from Shidan's Tweaks & Fixes, because otherwise the dialogue condition and test will not work).
====================================================================
Changelog (Version 1.1)
====================================================================
- Corrected trigger conditions for dialogue that had incorrect race listings.
* Added missing 'Hive Soldier Drone' dialogue condition to 'more bar thugs (dancing skeleton)' dialogue that was overlooked last time.
* Added 'Hive Soldier Drone South Hive' to 'more bar thugs (dancing skeleton)' dialogue (previously this was listed in my notes as being changed by Shidan because I got my edits mixed up, but this is a change I made).
====================================================================
Changelog (Version 1.0)
====================================================================
- Corrected other power-related issues with buildings.
* The building 'Black Market' had a 'power output' of -1, changed this to 0.
* The building 'Dome Ruin' had a 'power output' of -1, changed this to 0.
* The building 'HIVE Door A' had a 'power output' of -1, changed this to 0.
* The building 'HIVE Door B' had a 'power output' of -1, changed this to 0.
* The building 'HIVE Door C' had a 'power output' of -1, changed this to 0.
* The building 'L-House Lagoon' had a 'power output' of -1, changed this to 0.
* The building 'Market Stall A' had a 'power output' of -1, changed this to 0.
* The building 'Market Stall B' had a 'power output' of -1, changed this to 0.
* The building 'Market Stall C' had a 'power output' of -1, changed this to 0.
- Corrected an issue with the ninja mask where the bonus stealth stat for the armor was not applied due to the armor category it was under. Special thanks to Rye Bread for noticing this issue.
* The armor, 'Ninja Mask' had 'class' value set to 'GEAR_MEDIUM', changed this value to 'GEAR_CLOTH'.
- Added missing dialogue conditions to keep dialogue from triggering when law enforcement for the United Cities or the Shek Kingdom weren't in their building. The Holy Nation already had this implemented in their dialogue.
* Added conditions 'T_ME DC_IN_MY_BUILDING == 1' to 'police chief bounty' dialogue.
* Added conditions 'T_ME DC_IN_MY_BUILDING == 1' to 'Shek law bounty' dialogue.
- Added missing dialogue conditions to keep dialogue from triggering when either a player character is imprisoned, or law enforcement from the United Cities/Shek Kingdom are imprisoned. The Holy Nation already had this implemented in their dialogue.
* Added conditions 'T_ME DC_IS_IMPRISONED == 0' and 'T_TARGET DC_IS_IMPRISONED == 0' to 'police chief bounty' dialogue.
* Added conditions 'T_ME DC_IS_IMPRISONED == 0' and 'T_TARGET DC_IS_IMPRISONED == 0' to 'Shek law bounty' dialogue.
- Added missing dialogue conditions to keep dialogue from triggering when law enforcement wasn't carrying bounties for the United Cities or the Shek Kingdom. The Holy Nation already had this implemented in their dialogue.
* Added conditions 'T_TARGET DC_CARRYING_BOUNTY_ALIVE == 0' and 'T_TARGET DC_CARRYING_BOUNTY_DEAD == 0' to 'police chief bounty' dialogue.
* Added conditions 'T_TARGET DC_CARRYING_BOUNTY_ALIVE == 0' and 'T_TARGET DC_CARRYING_BOUNTY_DEAD == 0' to 'Shek law bounty' dialogue.
- Corrected trigger conditions for a couple lines of dialogue when encountering acid rain.
* Removed 'Hive Prince' player race condition when playing 'Acid rain tough reaction' dialogue, replaced with 'Greenlander' player race.
* Added 'Scorchlander' player race condition when playing 'biome- deadlands' dialogue.
- Corrected a line of dialogue that plays with a human female member in your group when discussing the death of the Phoenix. The reason this fix has been implemented is to differentiate female shek player dialogue from female human dialogue in a way that makes sense in Kenshi lore. This is very experimental, so feel free to provide feedback.
* Changed line of text from 'BECAUSE YOU'RE A HUMAN!' to 'BECAUSE YOU'RE A MAN!' for 'Biome entries Phoenix world state' dialogue.
* Added 'Greenlander' and 'Scorchlander' player races as conditions when playing 'Biome entries Phoenix world state' dialogue.
- Corrected trigger conditions for dialogue that had incorrect race listings.
* Removed 'Hive Soldier Drone South Hive' from 'biome- howler maze' dialogue.'
* Removed 'Leviathan' player race condition when playing 'Cannibal talk to diplomat --Unfinished-- --Needs Handover Action--' dialogue.
* Removed 'Hive Worker Drone' from 'more bar thugs (dancing skeleton)' dialogue.'
* Added 'Hive Soldier Drone' to 'more bar thugs (dancing skeleton)' dialogue.'
- Corrected trigger conditions for a line of dialogue that didn't categorize scorchlanders as human.
* Removed 'Scorchlander' player race condition when playing 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue 'Bow before the Skele-tons!'.
* Added 'Scorchlander' player race condition when playing 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue 'We will own you, humans! You serve US now!'.
- Added missing dialogue condition for a line of dialogue when dealing with shek shopkeepers as a Scorchlander.
* Added 'Scorchlander' player race as a condition when playing 'Shek shopkeeper shoo' dialogue.
- Created a word swap dialogue package for different races of hivers when describing their skin color, this is to help fix a few issues with dialogue where the only reference was to 'green' hivers. This is very experimental, so feel free to provide feedback.
* Created 'RACEHIVECOLOR' word swap dialogue package with the following parameters:
gray, grey: 'Deadhive Prince', 'Deadhive Soldier', 'Deadhive Worker'
green: 'Hive Prince', 'Hive Soldier Drone', 'Hive Worker Drone'
pink: 'Hive Prince South Hive', 'Hive Soldier Drone South Hive', 'Hive Worker Drone South Hive'
* Changed 'Didn't you learn to stay the fuck out of my town after the last time I kicked your green butt?' to 'Didn't you learn to stay the fuck out of my town after the last time I kicked your /RACEHIVECOLOR/ butt?' for 'Racist meets player again' dialogue.
* Changed 'What.. is... that? A human? A green human?' to 'What.. is... that? A human? A /RACEHIVECOLOR/ human?' for 'Skeleton town oneliners' dialogue.
- Corrected a couple of squad's faction listings.
* Western Hive's 'Hiver Merchant caravan --Not in use--' squad's faction was listed as 'Traders Guild', replaced this faction with the 'Western Hive' faction.
* Drifters 'Recruits list Holy Nation 4' squad's faction had multiple factions listed, removed 'Tech Hunters' faction from squad.
- Fixed a few of the floating market stalls in the Outlands Fishing Village.
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Y: 143.306 --> Y: 135.141
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Y: 142.409 --> Y: 134.253
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Y: 141.587 --> Y: 132.773