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GE0DZ

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  1. GE0DZ
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    Hey everyone,

    Just wanted to give a brief update since the last was a while ago.

    This mod is still active in case anyone's wondering, I'm just a bit burned out on Kenshi. The EN module looks like it needs more work, and it took me nearly half a year to get it working the first time due to having to restart more than once. In the past my burnout has affected even deadlines I set myself for simple updates, so I'm not doing that anymore. Klami3sz1 and a few others have been really helpful in giving me some suggestions at what to look at troubleshooting next, and I am extremely grateful to them. I will try to push something out soon I hope everyone will enjoy.

    Til next time.
  2. LucliferTuring
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    Hi GE0DZ,
    Just wanted to say a massive thank you for all the incredible work you’ve poured into this mod. The fixes and improvements you’ve made have been a game-changer for so many of us in the Kenshi community. It’s clear how much dedication and passion you’ve put into it, even through the burnout and challenges.
    Please know that your well-being always comes first — taking breaks and moving at your own pace is not just okay, but absolutely necessary. The fact that you’re open about your process (and even collaborating with folks like Klami3sz1) is already a gift to the community. Whatever you decide to tackle next, whenever you’re ready, we’ll be here cheering you on — no deadlines, no pressure, just genuine excitement for whatever you create in the future.
    Thanks again for everything you’ve done. Kenshi’s world is brighter because of you.
    Take care and enjoy the journey!
    1. GE0DZ
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      Thank you for the kind words, always appreciated!
  3. crasher1000
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    Just posting a little update on the shinobis getting intro trouble with everyone, even after the UC is dismantled. I have finally figured out what the problem is - tech hunters. Shinobis, when defending you, will aggro tech hunters, and this little spat will last even after the UC is dismantled. The second these two groups start fighting - the "authorities", whoever that may be, will start fighting shinobis too, causing them to become persona non grata in all the cities tech hunters have shops in. This *might* extend to towns with trade ninjas too, if tech hunters are in those towns, but the thieves arent fighting them in the Hub. Might be due to distance between the tower and the bar, or just plain luck.

    Maybe make tech hunters allied to the thieves too? Though, that might cause everyone to fight the UC the moment you get in trouble there... hmm.

    Another request for a fix that... just makes sense... are animals and factions they belong to. For once reason or another, all carnivorous animals are neutral towards the players faction (and other factions, i guess?) until they spot you, at which point the critters aggro onto you. Why not make these factions outright hostile towards everyone, so they can be targetted, rather than forcing the player to "right click - attack target" every single time? Also - great white gorillo belongs to the wildlife faction, rather than the gorillo faction. Switching this around, while making the faction hostile towards everyone, makes sense (IMHO).
    1. GE0DZ
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      Interesting. I can't remember whether I've made any changes between those two factions, but I'll double check. I can probably add checks to make them about as neutral to each other as possible if I haven't already, otherwise I'll experiment with setting them up as allies.

      I'll double check the great white gorillo, that definitely sounds like something that needs to be adjusted. As for the other animals I'll need to check their default states in Kenshi. Some factions automatically are considered hostile by default, so while adjusting the hostility settings does make sense, it may not have much of an effect depending on which faction and creature I'm looking at. There's also the risk of accidentally aggroing when maybe a conflict can be avoided, I'll do some testing and see what I can come up with.

      Thanks for the feedback on what to look into next, always appreciate it! Feel free to mention anything else if you notice something.
    2. crasher1000
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      I dont think making (carnivorous) animals hostile to everyone will make a blind bit of difference. The only critter currently hostile towards everyone is the beak thing. Do you, or anyone else for that matter, have issues avoiding conflict with those? Stay out of their line of sight, and they will leave you alone. On multiple occasions, i would literally pass by a patrol of beak things without aggroing them. Like, beak things move top right to bottom left, my guys moving from bottom right to top left, and as long as the beak things pass in front of you - they wont aggro onto your group. This is best represented in the Gut. You can go through that place from one end to the next, while losing beak things that spot you (due to elevation and other sight obstructions) or avoiding them altogether (take a different path than the beak thing patrol). Easy.

      It would also fix a really strange situation, where you get into a fight with some bandits, and a group of critters (whatever they might be) aggro onto the bandits, but not your guys. The result is a 2vs1 against bandits (or you, if the critters choose to target you), that ends with one faction destroyed in the skirmish, and then animals magically turning on you in turn, even if you were fighting the same enemy just a moment ago. Seen it happen in Vain, where i was training my guys on gorillos - a beak thing came out of nowhere, so ive sent two guys to tackle it, while the rest stood by and watched (no point getting AoE'd). As im watching my guys wrangle the beak thing, i spot a gorillo charging in, and think to myself "Aw hell, now im in trouble!", but the gorillo just shoulder checked my idle guys and went after the beak thing. I chose to bow out of this mess, since the rillo taking a hit would mean my guys taking a hit, but im sure the rillo would turn on me after the beak thing fell.

      Kenshi, with its "beta-ness" never ceases to amuse!
  4. SaintinChief
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    From your changelog:
    - 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.

    The point of the duplicated line is to add an -s to the word "belong" if you're only one character. This isn't handled by wordswaps.
    1. SaintinChief
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      Also, I'm not sure this necessary. It doesn't seem as it was intended for you to give any money at all in this line, just a promise of future money.

      - 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
    2. SaintinChief
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      - 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.

      This *is* covered by the wordswap, it doesn't need any extra condition or duplicate lines. The /S/ after /INSULT/ makes an s appear or not as necessary.
    3. GE0DZ
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      I'll double check those changes in the EN module. If I need to I should be able to easily revert most of the changes made. Thanks for the feedback!
  5. proj36t
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    Hellow, may i ask, what happens if you have the same mods in the folder as the ones that are in the UPK, would UPK override and run the latest version of those mods or would it just run the UPK version of the mod?
    1. GE0DZ
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      It depends on the mod, I have an article covering what may or may not conflict that should help explain things a bit https://www.nexusmods.com/kenshi/articles/161

      Generally speaking, aside from a few mods that mostly edit existing FCS values or change meshes, using mods that could do things like add a squad to a bar or a building to the world will conflict.
    2. proj36t
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      yay thank you for replying GE0DZ sir! me and my friend just started our journey in kenshi and we are loving the modding community so much, your mod should be part of the essential lists as it has a lot of the needed fixes! I have read through half of your "Change Logs" and was very impressed with your meticulous effort. We appreciate the immense work and dedication that you have put into your project. Thank you so much!!
    3. GE0DZ
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      Happy to help, glad you're enjoying Kenshi!
  6. demon1982
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    The short range of access is buggy not only in ToA. I set it to 15-17 to fix it.
    1. GE0DZ
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      I'll see if I can replicate the issue on my end. Where did you find the range to be buggy?
    2. demon1982
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      With General Storage {use range} = 10 or15
      - in Tower of Abuse on floor 3 there are locked chests.
      - in Floodlands Leaning Tower on floor 2 or 3 the baskets are only
      accessible from the top of the stairs. And in all similar places with
      debris.
      - Defensive Gate IV engineers do not reach the attachment points of the spotlights.
      I returned the value to 25
    3. GE0DZ
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      General Storage use range was reverted to 25 in the last update.
  7. crasher1000
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    So... i have two suggestions that need fixing.

    1. Beak thing AoE. Way too many times have my guys been hit by it, when they shouldnt - if i put one guy to attack the beak thing from the front, and another to hit it in the back, then the attack on the guy in front should NOT let the beak thing hit the guy behind it with AoE. Lower it slightly (whatever "slightly" means - have to test it, so that nobody in the back gets hit by the AoE).

    2. Is there ANY chance to fix smuggling? Currently it (obviously) doesnt work, and theres plenty of ways to circumvent it. For one, only one person in the squad is chosen for a pat down, while the rest arent - making it, so that everyone in the squad is patted down would make this more intuitive. Then, mutes and animals never get checked - this needs a fix (somehow). Finally... you can just put the backpack with some illegal stuff in your inventory, and it also wont get checked - a fix to that would remove a lot of abuse from the game (like having filthy hobos loot your food, instead of finding a backpack in your inventory, getting terrified of what might be in it, and running away). Its all, however, related to smuggling (i think). Oh... almost forgot - bodies carried over your shoulder also dont get checked.

    I guess dropping the backpack on the ground will never get fixed...

    Thanks for the patience with reading this!

    EDIT:

    Forgot one: the Shinobi Thieves - they get into trouble with the UC the moment the player gets into a fight within a UC town. I can get that - they come to defend you (your ally) and get bounties on their heads + they lose relations with the Empire... but the problem persists beyond this point. Even after the UC is dismantled, the Empire Peasants continue to hammer on the thieves - especially visible in Clownsteady, where the peasants take over police duties. They instantly start fighting the thieves the moment you enter the town. Maybe give them some relations boost after the UC is dismantled, so it doesnt happen?
    1. surg23
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      Beak thing AoE. Way too many times have my guys been hit by it, when they shouldnt - if i put one guy to attack the beak thing from the front, and another to hit it in the back, then the attack on the guy in front should NOT let the beak thing hit the guy behind it with AoE. Lower it slightly (whatever "slightly" means - have to test it, so that nobody in the back gets hit by the AoE).

      Wouldn't that be a circumvention of the very definition of an AOE attack? 

      The way I thought it was intended to be perceived is that the AOE itself cannot be blocked/mitigated on principle of it emanating from a direct attack, in which case it really shouldn't be avoidable by anyone unless out of proximity of AOE radius. I think the mechanic is already quite favourable for attackers in that conceptually, even if you were to block a direct hit you would still have to contend with the resulting AOE effect. 

      In this instance, as it is depicted, a force wave of energy which cannot be realistically blocked from all sides, not to mention plausible implication of internal rupturing, stun or disorientation concordant with properties of massive force delivery. In that sense it is quite miraculous that it can be mitigated fully in any circumstance. 
    2. crasher1000
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      Im fine with beak things AoE. Or any other source of AoE and how it works. Im not fine, when my guy standing BEHIND the beak thing gets hit by its AoE, when its the guy in front that was attacked. It needs a tiny nerf. I never bothered with the editor, but im guessing half a meter less radius on the AoE would solve this issue.
    3. GE0DZ
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      I believe AoE is something hardcoded into the FCS, usually based on the attack type that was originally set up. I can try to find ways to mitigate it, but I can't guarentee that's possible.

      As for smuggling, I'll have to look more into the mechanic. From what I remember, the way it's implemented varies quite a bit based on faction, dialogue, etc. Not sure how much was intended and how much was just testing things that never got cleaned up. If it requires changing too much I probably won't add it here, though maybe I can throw something together as a separate mod (starting to lose count of the projects I need to keep up on XD).

      I think one of the fixes implemented should help mitigate fighting between the Shinobi Thieves and UC already, pretty sure there was an AI package I modified to restrict them somewhat. Could be something I was looking at separately though as a possible addon, again will need to check.
  8. Avorsor
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    Rebel Farmers have a -100 relations with the Anti-Slavers in the mod is this intentional?
    1. crasher1000
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      Not the mods dev, but Its a non-issue. Rebel farmers are basically dust/hungry bandits of the east - everyone is hostile towards them. More importantly, though, anti-slavers will never run into them, since for anti-slavers to start spawning in the Great Desert, you would basically have to dismantle the Traders Guild and the UC.

      Finally, rebel farmers "transform" into rebel swordsmen, and those are, at least, neutral with anti-slavers. So theres that.
    2. Avorsor
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      Ik that they attack most other factions anyway and that it mostly is a non-issue since nobody noticed before, but in vanilla they have neutral relations (rebel swordsmen have a 100?) and, lorewise, it doesn't make any sense for them being hostile to the anti-slavers. As for the rebel swordsmen, I think it only changes the patrols so if the antislavers wander into towns controlled by the rebel farmers fights will breakout.
    3. crasher1000
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      Well, its a good thing rebel farmers dont control s#*! outside of their little HQ (by the way, i always take down their leader to reduce their presence, and release Yabuto, so he takes residence in that shithole of theirs).

      Really wish i could get rid of a number of factions this way. Those that flat out offend me - starving bandits being the first, rebel farmers second, and manhunters/slave hunters 3rd - annoying fucks, the lot of them!
    4. GE0DZ
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      I'll double check the relationship info. Usually I don't adjust things unless there's a chance the factions will interact in vanilla gameplay, though I may in this case as it is possible to "form an alliance" between the two factions.
  9. andyatcrux
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    Noble houses were meant to have banners. They don't show because of a typo for the exterior layouts. Change the noble squads exterior layouts from "Banners" to "banners" (no quotes) and they will now have the intended banners. 
    1. GE0DZ
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      Thank you for the info! Tested it on my end, looks like it depends on the building type. Will need to figure out where the banners are missing and go from there.
    2. andyatcrux
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      Outpost S-III is the type. The only one I think that isn't in that building is in Sho-Battai if I recall correctly. And that is likely due to bad priorities in the FCS. There is an empty S-III there. Changing the "UC big Bar" priority to 4 there works to put Nagata in the S-III but for compatibility reasons you might not  want to change that for this mod since it will shift assignments a bit. Though the empty S-III is a pretty good indication that they intended him to be there but didn't set the priorities for the town correctly. Similar to Okran's Fist and the empty Stephouse and no hospital being assigned. That's because the Stephouse at Okran's Fist should have been a Weapon Shop as indicated by the "half destroyed override" and the Y-house should have been a hospital. 
    3. GE0DZ
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      Forgot to reply, thanks for the info! I believe I've gotten the banners working now, much appreciated with the feedback and suggestions!
  10. ord1narygamer
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    Can I ask a question? Why are there two mods? Can I use them both at the same time? What does each of them do?
    1. GE0DZ
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      The Unofficial Patches for Kenshi is the base mod, it fixes a number of bugs in-game that otherwise aren't fixed. The Unofficial Patches for Kenshi EN is mostly grammatical fixes for dialogue, names, etc.
  11. romkill
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    I think the mod is amazing but could you put it in Spanish too please?
    1. GE0DZ
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      I would love to, unfortunately I don't speak Spanish. Anyone who wants to translate the mod is more than welcome to try, I would be happy to link it!