Is it not compatible with CATO mod? Can't enter the longhouse building after buying in squin. Fixing the navmesh or importing dosent help. Can enter the building after disabling this mod.
Is this unnecessary if using your other mod Better Building System? If not, should this mod be placed after Better Building System? Or would it go before it?
Loving your fixes for this game, btw. Awesome work!
this is different mod, it affect buildings you can place - aka collision files it affect buildings already in the game and ones you might wanna build as such it kind of needs his own mod, i can't just gobble all changes into 1 mod and expect people to chew it without questions, i wanna respect the idea for the mod and people willing to try it
Having the mod installed prevents me from entering the Bughouse weapon shop at Blister Hill. CTRL+SHIFT+F11, F12 Fix, Navmesh regenerate and using the Engine Mesh Updater does not fix it.
So that building is not a weapon's shop but a barracks in the base game. It seems that it is Reactive World that changes it into a weapon's shop.
Anyways, I did some testing using only this mod, the Nobodies Blister Hill start from Steam Workshop and the KCF Patch from RE_Kenshi. In this testing I've found that the ability to enter the barracks is random. Some starts I can enter, some starts I can't.
Running the game with only the Blister Hill start and the KCF Patch it seems I can enter and leave the barracks every start.
Running the game with all my mods, including this one, the chances to be able to enter the barracks is random.
I am running version 1.0.55 of Kenshi with Performance Fix, PSO, Kenshi CTD Fix and Engine Mesh Updater.
The mods I'm running are Unofficial Patches for Kenshi.mod Basic UI.mod Calm Ambient Sound.mod Distant Towns.mod Thicc_Foliage.mod Let's Talk.mod Immersive non-combat animations.mod AnimationOverhaul.mod Fog Hunt.mod Better Building System.mod Metal Framework.mod Dropped Models Deluxe.mod Reactive World.mod RW Distant Towns.mod Windy World's End.mod Naming Fixes Project.mod SCAR's Better ai for NPCes.mod SCAR's pathfinding fix.mod king AI fix.mod PersonalityFIx.mod FogHuntBalance.mod Foodcube_is_a_Lie.mod Scraphouse Fixes.mod Building Collision Fix.mod More Names.mod -KCF autogenerated patch-.mod
I've checked the UPK changelog and can't find another fix like Less Buggy Bughouse or anything related to bughouses though if there is one there's a possibility it wasn't added to the changelog.
The Unofficial Patches for Kenshi don't do anything to buildings aside from incorporating Slopeless (Nexus version), removing a broken mesh in the Swamp Dome, and editing the meshes used in a bridge to fix some incomplete modeling.
I do know that when I was just playing Kenshi on my own and using Cities Rebalanced - Shek Kingdoms, I couldn't get into the Bughouse next to the main entrance with certain characters that were too big/tall. In the end I ended up using Less Buggy Bughouse at that time because it was the only fix I could find to my issue (this mod didn't exist yet, and Kindrad does some pretty good work). Best guess is maybe it might have something to do with that? There were a few characters I was able to get into the building prior to that by crouching.
hey, no worries i redo the collision like 7 times until it clicked... its problematic because for me every single time i did it it passed the playtests so i got no idea if people just install mod in wrong order or if i did something wrong you can literally see even in my oldest video i go casually to 4 different bughouses and all of them works
I've had an issue with the Longhouse - twice now, characters have been unable to get past the doorway. Once in Mongrel and a 2nd time in a ruined outpost occupied by dust bandits. Ctrl-shift-f11 couldn't fix it
Hi I have an issue with the Bughouse building where characters enter and exit it through the sides (not the door), just when the curvature of the entrance ends. Thanks for your hard work and sorry for the inconveniences.
Bughouse base use the original mesh for its base, sadly i don't know how to make this mesh perfect, but i will try to cook something later for now just deactivate mod, sorry for the troubles, its kind of hard for me to invent the solution mostly because when i playtest things on my end everything works and i m trying to break it and travel to different cities to ensure s#*! will work, just not the world ends for now, location is only good for thieving and remote in any of my saves i would like the mod to break on playtests so i could immediately detect issues
Your mod is too good to be removed from my playlist just for a little hiccup. Yeah for some reason I only tend to see this on World's End. No worries, sorry for troubling you. Cheers and thanks!
I know it sounds funny but my internet broke Isp error Router denny every request from every device... I will have to work this out but it takes a lot of waiting for responces
I can do with hotspots and stuffs but i cant properly research at home and trial and error lead me to where mod is now...since issue is related to knowledge of how to do better colllisions im very delayed
Thank you very much for the new version of the mod. Kenshi can wait, you have made a sizable contribution to the game so no worries. Cheers. P.D. Hope your internet has been fixed.
after wprking on this mod i hit even harder wall so honestly where mood is alltime low i had no idea s#*! can get worse xD so for now i just trying to improve what i can there
Not trying to rush you or anything but would it be ok to load eg Less Buggy Bughouse after this mod until the bughouse issues can be resolved? Would that overwrite correctly or just cause more problems?
Hi SCARaw as always you surprise us with a great mod. A small inconvenience however, characters inside a Longhouse have their feet inside the floor, sticking out only the knees; and they cannot exit the building by themselves, only if you select a character outside to walk to the stairs and right-click to pick up a character inside. Cheers, sorry for troubling you. EDIT: I did the CTRL+SHIFT+F11 with no avail, and also CTRL+SHIFT+F12 plus fix stuff but nothing to fix.
so issue was quite complex My collision was cursed bcs i added the base needlessly which made interior collision being lower than it should After the fix collision did not worked at 1st because apparently bin files are big deal and i had to delete old and generate new now it works tested on 3 longhouses 2 in stoat and one player-made
AAAAAAAAaaaaaaaaaaaaaa so 3.1 fixed being trapped in the building but i just know why people are drowning in the floor xD THERE IS NO FLOOR this game never had any floor collision ever! im currently working on the fix for all 3 buildings that i wishfully believed to have floor collision handled by floor
Thank you very much! Sorry for bringing you more problems and headaches, I'm truly sorry, but you are the only one who can solve this issue. Thanks, Kenshi Wizard SCARaw.
its not your fault, i should have made s#*! right the first time if anything i appreciate the feedback and pointing out flaws to improve in the project, im about to drop version 3.3 with floors fixed
30 comments
Loving your fixes for this game, btw. Awesome work!
it affect buildings already in the game and ones you might wanna build
as such it kind of needs his own mod, i can't just gobble all changes into 1 mod
and expect people to chew it without questions, i wanna respect the idea for the mod
and people willing to try it
Character just gets stuck at the entrance and cannot go in and cannot leave if pushed inside.
problem is with my staircase collision
characters in kenshi seems to really dislike stairs
Anyways, I did some testing using only this mod, the Nobodies Blister Hill start from Steam Workshop and the KCF Patch from RE_Kenshi. In this testing I've found that the ability to enter the barracks is random. Some starts I can enter, some starts I can't.
Running the game with only the Blister Hill start and the KCF Patch it seems I can enter and leave the barracks every start.
Running the game with all my mods, including this one, the chances to be able to enter the barracks is random.
I am running version 1.0.55 of Kenshi with Performance Fix, PSO, Kenshi CTD Fix and Engine Mesh Updater.
The mods I'm running are
Unofficial Patches for Kenshi.mod
Basic UI.mod
Calm Ambient Sound.mod
Distant Towns.mod
Thicc_Foliage.mod
Let's Talk.mod
Immersive non-combat animations.mod
AnimationOverhaul.mod
Fog Hunt.mod
Better Building System.mod
Metal Framework.mod
Dropped Models Deluxe.mod
Reactive World.mod
RW Distant Towns.mod
Windy World's End.mod
Naming Fixes Project.mod
SCAR's Better ai for NPCes.mod
SCAR's pathfinding fix.mod
king AI fix.mod
PersonalityFIx.mod
FogHuntBalance.mod
Foodcube_is_a_Lie.mod
Scraphouse Fixes.mod
Building Collision Fix.mod
More Names.mod
-KCF autogenerated patch-.mod
im not sure
The Unofficial Patches for Kenshi don't do anything to buildings aside from incorporating Slopeless (Nexus version), removing a broken mesh in the Swamp Dome, and editing the meshes used in a bridge to fix some incomplete modeling.
I do know that when I was just playing Kenshi on my own and using Cities Rebalanced - Shek Kingdoms, I couldn't get into the Bughouse next to the main entrance with certain characters that were too big/tall. In the end I ended up using Less Buggy Bughouse at that time because it was the only fix I could find to my issue (this mod didn't exist yet, and Kindrad does some pretty good work). Best guess is maybe it might have something to do with that? There were a few characters I was able to get into the building prior to that by crouching.
its problematic because for me every single time i did it it passed the playtests so i got no idea if people just install mod in wrong order or if i did something wrong
you can literally see even in my oldest video i go casually to 4 different bughouses and all of them works
for now just deactivate mod, sorry for the troubles, its kind of hard for me to invent the solution mostly because when i playtest things on my end everything works and i m trying to break it and travel to different cities to ensure s#*! will work, just not the world ends for now, location is only good for thieving and remote in any of my saves
i would like the mod to break on playtests so i could immediately detect issues
Isp error
Router denny every request from every device...
I will have to work this out but it takes a lot of waiting for responces
I can do with hotspots and stuffs but i cant properly research at home and trial and error lead me to where mod is now...since issue is related to knowledge of how to do better colllisions im very delayed
P.D. Hope your internet has been fixed.
i will improve the mod page
after wprking on this mod i hit even harder wall so honestly where mood is alltime low
i had no idea s#*! can get worse xD
so for now i just trying to improve what i can there
Would that overwrite correctly or just cause more problems?
Appreciate all the work you do, really amazing stuff.
EDIT: I did the CTRL+SHIFT+F11 with no avail, and also CTRL+SHIFT+F12 plus fix stuff but nothing to fix.
so issue was quite complex
My collision was cursed bcs i added the base needlessly which made interior collision being lower than it should
After the fix
collision did not worked at 1st because apparently bin files are big deal and i had to delete old and generate new
now it works tested on 3 longhouses 2 in stoat and one player-made
so 3.1 fixed being trapped in the building
but i just know why people are drowning in the floor xD
THERE IS NO FLOOR
this game never had any floor collision ever!
im currently working on the fix for all 3 buildings that i wishfully believed to have floor collision handled by floor
if anything i appreciate the feedback and pointing out flaws to improve in the project, im about to drop version 3.3 with floors fixed