Search found 49 matches
- Tue Jun 02, 2015 5:04 pm
- Forum: Bug reports
- Topic: [0.74.4] Construction Set Missing Armour Materials
- Replies: 2
- Views: 679
Re: [0.74.4] Construction Set Missing Armour Materials
Oh, I know that there are materials already assigned to the armours, if that's what you mean? I meant that there's no way of assigning one via the drop down menu. Or were you talking about 'material' under 'stats' on the left? Because afaik, that just affects stats and sfx and stuff, not the appeara...
- Fri May 29, 2015 9:33 pm
- Forum: Modding
- Topic: [MOD] Expanded Bandits (ver 0.51)
- Replies: 12
- Views: 12157
Re: [MOD] Expanded Bandits (ver 0.51)
Hi guys. I'm vaguely working on a new update to match 0.74.4, but I'm getting crashes every time I boot the game with the mod running. I've started redeveloping the mod, but I've hit a bit of a hitch in the fgs, so hang tight! It's still alive, I promise!
- Thu May 28, 2015 12:24 pm
- Forum: Bug reports
- Topic: [0.74.4] Construction Set Missing Armour Materials
- Replies: 2
- Views: 679
[0.74.4] Construction Set Missing Armour Materials
Okay, this is a small one, but in the fgs, I seem to be unable to assign a material to an armour. I hope I'm not just being an idiot, but the option just doesn't seem to be there in the drop-down. Stuff like backpacks, nest items etc work fine as far as I can tell.
- Thu May 28, 2015 11:55 am
- Forum: Bug reports
- Topic: [0.74.4] Character creation ctds, with crashdumps
- Replies: 4
- Views: 1004
Re: [0.74.4] Character creation ctds, with crashdumps
Have you tried verifying the integrity of the game cache? Could be worth a go...
- Wed May 27, 2015 6:53 pm
- Forum: Bug reports
- Topic: [0.74.4] Character creation ctds, with crashdumps
- Replies: 4
- Views: 1004
Re: [0.74.4] Character creation ctds, with crashdumps
Actually, turns out the issue I was having was caused by a mod. Verifying game cache and uninstalling the mod fixed it.
- Tue May 26, 2015 12:02 am
- Forum: Bug reports
- Topic: [0.74.4] Character creation ctds, with crashdumps
- Replies: 4
- Views: 1004
[0.74.4] Character creation ctds, with crashdumps
I haven't been able to get past character creation without the game crashing. I've tried running in dx9, dx11, fullscreen/windowed and I seem to pretty consistently get crashes within the first few seconds. I imported a game, and the plastic surgeon seems to work okay. Attached are the crashdumps fr...
- Wed Dec 03, 2014 11:36 pm
- Forum: General
- Topic: Kenshi Audio Updates
- Replies: 107
- Views: 50795
Re: Kenshi Audio Updates
I just found this video of a Turkish guy who's invented a new (completely acoustic) instrument- it reminded me of kenshi a bit. It's really weird. Check it out! http://vimeo.com/110633932
- Sat Oct 25, 2014 11:34 pm
- Forum: Modding
- Topic: [MOD][0.74.25] Naginata
- Replies: 45
- Views: 22097
Re: [MOD] Naginata
I like the look of the model :) Nice stuff! Have you had a look at adding any custom animations for it? About the inventory bug, when I've made weapons I think it's because the game generates the icon from the wrong angle, so the weapon appears straight on rather than from the side. I haven't looked...
- Thu Oct 23, 2014 2:22 pm
- Forum: Modding
- Topic: Adding a squad to a town.
- Replies: 3
- Views: 1574
Re: Adding a squad to a town.
Cool stuff! I'll try it out.
- Sat Oct 18, 2014 4:45 pm
- Forum: Modding
- Topic: Adding a squad to a town.
- Replies: 3
- Views: 1574
Adding a squad to a town.
Hi guys, at the moment I'm trying to add specific squads to specific towns. I know that you can make a squad and add it to homeless spawns under biome, and that you can add it to the residents of a faction to make it appear in towns generally. But does anyone know if it's possible to add a squad to ...
- Fri Jun 27, 2014 11:37 am
- Forum: Gameplay
- Topic: Nito (dual swords) ?
- Replies: 4
- Views: 2017
Re: Nito (dual swords) ?
I'd doubt it, really, since the Baldur's gate chars will likely have a completely different setup with regards to skeleton, rigging and animation etc. And Kenshi is in a different engine. I think I remember the dev saying he mostly uses free libraries of mocap animations, and that he can't really ad...
- Wed Jun 18, 2014 5:49 pm
- Forum: Gameplay
- Topic: [0.68] Walls V exagerated
- Replies: 3
- Views: 1249
Re: [0.68] Walls V exagerated
Bear in mind that in this instance, the walls and the building have been quite literally made by different people. IIRC, Chris sourced the buildings online for free when he was starting to work on the game, whereas the walls, new character models and new armour are being made, I believe, by a dedica...
- Thu May 15, 2014 1:44 pm
- Forum: Modding
- Topic: I WANT MODS :D
- Replies: 11
- Views: 5230
Re: I WANT MODS :D
I've heard that 'expanded bandits' mod is really good. Apparently the guy who made it is a really hoopy frood, as well.
- Tue May 13, 2014 5:23 pm
- Forum: Modding
- Topic: [MOD] Expanded Bandits (ver 0.51)
- Replies: 12
- Views: 12157
Re: [MOD] Expanded Bandits (ver 0.5)
Ver0.51, a quick hotfix to replace a missing armour texture, and a broken mods.cfg. Unzip in kenshi/data, as normal. The hotfix requires version 0.5, so download that first if you want the whole mod.
https://www.dropbox.com/s/2e71xcqfvf4cp ... .51%29.zip
https://www.dropbox.com/s/2e71xcqfvf4cp ... .51%29.zip
- Mon May 12, 2014 10:33 pm
- Forum: Modding
- Topic: [MOD] Expanded Bandits (ver 0.51)
- Replies: 12
- Views: 12157
Re: [MOD] Expanded Bandits (ver 0.5)
Ver 0.5, hurrah! Just some fixes and stuff, blueprints should now appear. Added a new sword 'the whippet'.
https://www.dropbox.com/s/7qw6lhrxw2zbf ... 0.5%29.zip
https://www.dropbox.com/s/7qw6lhrxw2zbf ... 0.5%29.zip
- Mon Apr 14, 2014 6:50 pm
- Forum: Modding
- Topic: [MOD] Expanded Bandits (ver 0.51)
- Replies: 12
- Views: 12157
Re: [MOD] Expanded Bandits (ver 0.3)
Hi, nice mod i really like it :-D ...btw. how did you make the .xml files for weapons? did you make your own for each weapon or did you use existing for other weapons? Thanks :) I didn't make my own, since I think they are created scythe editor, and I didn't have the patience to make my own, so I u...
- Wed Apr 09, 2014 2:47 pm
- Forum: Modding
- Topic: [MOD] Expanded Bandits (ver 0.51)
- Replies: 12
- Views: 12157
Re: [MOD] Expanded Bandits (ver 0.4)
Ver 0.4 NEW STUFF -Added some new swords -Bastard sword -Longsword -Greatsword -Broadsword -Blueprints, vendors and production for these weapons is all set up. They are associated with the Holy Nation. -Added knights, with their own armour texture, who wander the desert killing bandits and being chi...
- Sat Apr 05, 2014 9:38 pm
- Forum: Modding
- Topic: [MOD] Expanded Bandits (ver 0.51)
- Replies: 12
- Views: 12157
Re: [MOD] Expanded Bandits (ver 0.2)
Ver 0.3, hurrah!
-Added some more bandits.
-Added some cool armour skins (I can't take all credit- some of them were already in the files).
-Tweaked Captain Deathbeard: he now has rum!
-Added some more bandits.
-Added some cool armour skins (I can't take all credit- some of them were already in the files).
-Tweaked Captain Deathbeard: he now has rum!
- Sun Mar 30, 2014 4:12 pm
- Forum: Gameplay
- Topic: Deleting objects or people
- Replies: 5
- Views: 1382
Re: Deleting objects or people
There should be a 'dismantle' option if you hold right click on the structure. People getting stuck inside stone processors has happened to me before as well- you can use another squad member to pick up the guy and put him down a safe distance away. As for deleting a character, you gotta do it the h...
- Sat Mar 29, 2014 6:50 pm
- Forum: Modding
- Topic: [MOD] Expanded Bandits (ver 0.51)
- Replies: 12
- Views: 12157
Re: [MOD] Expanded Bandits (ver 0.2)
Ver 0.2 is out! Make sure, before you install, that you backup leveldata.level in kenshi/data! To install, just unzip inside the kenshi/data directory. FEATURES: -I expanded Capan pretty significantly, there are a lot more shops and stuff now. Due to all the extra npcs, I did notice a bit of a frame...