Also thank you
Search found 43 matches
- Sun Mar 01, 2020 4:32 am
- Forum: Bug reports
- Topic: Fishing village in Outlands Owned by Wrong Faction
- Replies: 6
- Views: 1711
Re: Fishing village in Outlands Owned by Wrong Faction
Yeah they definitely look here, I've reported numerous things here that have all been fixed. They're busy folk though, they don't always respond and their work load is large.
Also thank you
Any feedback is appreciated on the mod page!
Also thank you
- Tue Feb 25, 2020 11:34 am
- Forum: Bug reports
- Topic: Fishing village in Outlands Owned by Wrong Faction
- Replies: 6
- Views: 1711
Re: Fishing village in Outlands Owned by Wrong Faction
I already reported this here https://www.lofigames.com/phpBB3/viewto ... =9&t=15578
But good to see it getting extra attention
But good to see it getting extra attention
- Fri Feb 07, 2020 6:40 pm
- Forum: Modding
- Topic: Creating a mount
- Replies: 13
- Views: 9317
Re: Creating a mount
Their progress is probably nothing at all because they aren't the first one to attempt this and it's well known in the modding community that this isn't really something that can be done with our current tools.
- Fri Feb 07, 2020 12:54 pm
- Forum: Bug reports
- Topic: NPC Settlement Survey Bug Report
- Replies: 1
- Views: 706
NPC Settlement Survey Bug Report
So I noticed a few bugs here and there in Vanilla Kenshi for certain settlements so I decided to go through them all to see any potential issues. While I've checked all villages/towns I have yet to check all ruins, though one particular ruin issue is reported below. I'm sorry if it's a bit of a mess...
- Sun Jan 26, 2020 7:22 pm
- Forum: Gameplay
- Topic: House Purchase in Brink or Black Scratch
- Replies: 4
- Views: 8021
Re: House Purchase in Brink or Black Scratch
There is a step house in Brink that is usually for sale. You could also mod the game to make the houses able to be bought.
- Sun Jan 26, 2020 6:59 pm
- Forum: Bug reports
- Topic: Fishing Village in Outlands
- Replies: 1
- Views: 2598
Re: Fishing Village in Outlands
I will note that the United Cities Fishing Village file only includes 1 squad of gate guards, meaning only one gate will be opened. I don't know if this is intentional due to the danger of the area, only keeping the seaward gate open (unless they choose randomly). Here's a picture after I modded sho...
- Sun Jan 26, 2020 6:48 pm
- Forum: Bug reports
- Topic: Fishing Village in Outlands
- Replies: 1
- Views: 2598
Fishing Village in Outlands
The fishing village in Vanilla in the Outlands Zone is for some reason Deadcat, despite being the other side of the map to where the Deadcat are located. Looking into the files the Town Placement that is placed there is Fishing Village with string ID 1222-gamedata.base. There is an identically named...
- Sat Jan 25, 2020 1:41 pm
- Forum: Bug reports
- Topic: Minor dialogue bugs
- Replies: 4
- Views: 3286
Re: Minor dialogue bugs
I'm reviving ye olde minor dialogue bugs.
Found a typo mistake in Yamdu's dialogue

Says "Seems like pretty blood hands to me". Which I believe should be "Seems like pretty bloody hands to me"?
Found a typo mistake in Yamdu's dialogue

Says "Seems like pretty blood hands to me". Which I believe should be "Seems like pretty bloody hands to me"?
- Wed Nov 20, 2019 9:35 pm
- Forum: Bug reports
- Topic: Raid Announce Dialogue Bug
- Replies: 0
- Views: 477
Raid Announce Dialogue Bug
For raids where you want the player to talk to the leader using an interrupt, it is incompatible with using an injector in the same dialogue. The dialogue bubble will still appear above the character but as soon as an interjector joins in it cannot be triggered, even if I try to re-set the interrupt...
- Wed Nov 06, 2019 10:12 pm
- Forum: Feature Requests
- Topic: Changing relations pop up
- Replies: 1
- Views: 2278
Changing relations pop up
When a faction is set as "not real" change it so relations pop ups (relations with <insert not real faction here> has improved X amount) or (you are now allies with <insert not real faction here>etc.) do not appear in game. If this is what is supposed to happen then feel free to move this ...
- Mon Oct 21, 2019 6:06 pm
- Forum: Feature Requests
- Topic: NPCs pretending to use workbenches
- Replies: 2
- Views: 2461
Re: NPCs pretending to use workbenches
I must be dumber than I think. I could just use a building swap so all npc factions change rather than redoing interiors.
- Fri Oct 18, 2019 9:53 pm
- Forum: Bug reports
- Topic: Minor dialogue bugs
- Replies: 4
- Views: 3286
Re: Minor dialogue bugs
Hey, I don't know if this is a bug or not as I'm unsure if it was ever intended to be used in this way. I am unable to get animals to use crowd triggers. For say, a pack of wolves all howling at the same time. If this isn't a bug I guess this is a request for this to be possible? or if it is possibl...
- Thu Oct 17, 2019 12:20 pm
- Forum: Feature Requests
- Topic: Dialogue Effect: Neutralise relations
- Replies: 0
- Views: 1859
Dialogue Effect: Neutralise relations
So a big issue is that two factions that inhabit the same location can often end up fighting, having relations worsen and end up completely hostile. I've tried to see if I can rectify this via dialogue where every so often if they've fought their relations will improve via certain methods (defeat sq...
- Wed Oct 16, 2019 6:45 pm
- Forum: Feature Requests
- Topic: NPCs pretending to use workbenches
- Replies: 2
- Views: 2461
Re: NPCs pretending to use workbenches
Thinking about it further I could make dummy crafting benches to use in NPC shops and rework all the interiors.
It's a lot of work which means I'm putting the idea on hold because I don't have the time or experience with interiors right now to do so well.
Sorry if I wasted your time.
It's a lot of work which means I'm putting the idea on hold because I don't have the time or experience with interiors right now to do so well.
Sorry if I wasted your time.
- Wed Oct 16, 2019 4:56 pm
- Forum: Feature Requests
- Topic: NPCs pretending to use workbenches
- Replies: 2
- Views: 2461
NPCs pretending to use workbenches
Hey there, I was hoping if an AI Goal could be added that allows NPCs to use machines in their building. I would imagine it would work much like the already existing AUTO_LABOURING_MINE_PRETEND or PRETEND_TO_OPERATE_MACHINERY except it would work on things like Heavy Armour Smithy, Weapon Smith, Clo...
- Wed Oct 16, 2019 4:13 pm
- Forum: Bug reports
- Topic: Minor dialogue bugs
- Replies: 4
- Views: 3286
Re: Minor dialogue bugs
Incredibly minor typo bug. So minor I almost didn't report it but I figured what the hell. In the Empire Noble dialogue package the TALK_TO_ME dialogue "Bow before me!". The third line into the dialogue, highlighted in attached picture, text 2. The /BOY2/ is missing the closing / meaning i...
- Thu Oct 10, 2019 7:46 pm
- Forum: Bug reports
- Topic: Minor dialogue bugs
- Replies: 4
- Views: 3286
Re: Minor dialogue bugs
Thanks for the speedy fix!
- Wed Oct 09, 2019 1:45 pm
- Forum: Bug reports
- Topic: Minor dialogue bugs
- Replies: 4
- Views: 3286
Minor dialogue bugs
Very minor dialogue bug in the Holy Inquisitor dialogue package. Dialogue: Inquisitor heretic bounty Issue: Line for bringing Eyegore to the Inquisitor has a TA_TARGET DC_IS_SAME_RACE_AS_ME = 0 check. This should =1 as it requires a human to fit in with the rest of the dialogue. See picture attached...
- Fri Oct 04, 2019 5:39 pm
- Forum: Bug reports
- Topic: Dialogue system bugs
- Replies: 6
- Views: 1614
Re: Dialogue system bugs
Thanks to the devs for fixing DC_IS_ENEMY, DC_IS_NEARLY_KO and DC_STRONGER_THAN_ME!
- Sun Sep 29, 2019 6:38 am
- Forum: Bug reports
- Topic: Dialogue system bugs
- Replies: 6
- Views: 1614
Re: Dialogue system bugs
Hi, could I get confirmation on whether or not T_INJECTOR checks work? I built a little test dialogue for this. https://i.imgur.com/1AepgE8.png As you can see it checks on whether Injector 1 is a female, which they are as the original injection node has a DC_IS_FEMALE=1 check. However this dialogue ...