Search found 49 matches

by ChiefNinja
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...
by ChiefNinja
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!
by ChiefNinja
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.
by ChiefNinja
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...
by ChiefNinja
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.
by ChiefNinja
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...
by ChiefNinja
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
by ChiefNinja
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...
by ChiefNinja
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.
by ChiefNinja
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 ...
by ChiefNinja
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...
by ChiefNinja
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...
by ChiefNinja
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.
by ChiefNinja
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
by ChiefNinja
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
by ChiefNinja
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...
by ChiefNinja
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...
by ChiefNinja
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)

2014-04-05_00002.jpg
Some of the cool armour textures
2014-04-05_00002.jpg (535.54 KiB) Viewed 11907 times
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!
by ChiefNinja
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...
by ChiefNinja
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...