Search found 122 matches
- Sun Aug 26, 2018 3:04 pm
- Forum: Bug reports
- Topic: [0.98.54] Towns without bars no longer spawning bar squads
- Replies: 1
- Views: 663
Re: [0.98.54] Towns without bars no longer spawning bar squads
This has been resolved... The faction I had setup used the town listings in the faction tab to decide town ownership... This was removed I suppose? Anyways... sorry for the false report!
- Sat Aug 25, 2018 12:27 pm
- Forum: Bug reports
- Topic: [0.98.54] Towns without bars no longer spawning bar squads
- Replies: 1
- Views: 663
[0.98.54] Towns without bars no longer spawning bar squads
As the title says, towns in my mod without bars are no longer spawning their bar squads. Would it be possible to add a homeless resident value to replace the bar squads or is this just a temporary thing?
- Wed Aug 22, 2018 3:49 pm
- Forum: Bug reports
- Topic: [FCS .9] War Campaign trigger issues
- Replies: 0
- Views: 544
[FCS .9] War Campaign trigger issues
so... after testing, I'm almost absolutely sure that "allied with" world state variables don't work with hostile faction campaigns. Example: Faction A is allied with the player Faction B is an enemy of the player Faction B's war campaign won't trigger if one of the conditions is being alli...
- Thu Jun 21, 2018 8:57 am
- Forum: Feature Requests
- Topic: Add the "Unique" tag to squads
- Replies: 0
- Views: 665
Add the "Unique" tag to squads
This is basically what the title says, add the unique tag to squads so they only spawn once.
I know this is probably what "Special Squads" are for, but if I can't select my special squad to be a roaming one, then I don't see much point in making a "special" squad.
I know this is probably what "Special Squads" are for, but if I can't select my special squad to be a roaming one, then I don't see much point in making a "special" squad.
- Tue Jun 19, 2018 3:34 am
- Forum: Feature Requests
- Topic: Limiting faction Assaults
- Replies: 0
- Views: 617
Limiting faction Assaults
Basically, this would be coded option of how many times a faction will attack you before you are deemed too strong for them to deal with. I'd figure the value would be different depending on the town location, but that's just me. Plus this should probably be a slider in the game options with the max...
- Tue Jun 19, 2018 3:25 am
- Forum: Feature Requests
- Topic: World Mapping Tools
- Replies: 0
- Views: 495
World Mapping Tools
Clearly, this will be on the backlog untill after 1.0, but it would be nice to add to the world of Kenshi through modding.
I'd like to get enemies+ back up and running but I'm having trouble finding where to spawn in units. XD
I'd like to get enemies+ back up and running but I'm having trouble finding where to spawn in units. XD
- Sun Jun 17, 2018 2:03 am
- Forum: Bug reports
- Topic: Crash at Character reation (while the character looks like an cactus)
- Replies: 2
- Views: 674
Re: Crash at Character reation (while the character looks like an cactus)
Looks like you're using an old or outdated item mesh. If you're using a mod I'd suggest deleting it or going into the editor, finding out what item is outdated, then changing its mesh file to whatever the item it's based on is now using. Then again, this is just based off of my experience in modding...
- Sat Jun 16, 2018 12:17 am
- Forum: Modding
- Topic: Dialogue - How to reuse lines in dialogue?
- Replies: 2
- Views: 2491
Re: Dialogue - How to reuse lines in dialogue?
This issue has been resolved. In order to link dialogue together where editing one line will edit a whole bunch. You must shift drag the dialogue.
- Fri Jun 15, 2018 8:48 pm
- Forum: Feature Requests
- Topic: Artifact Seller
- Replies: 5
- Views: 1235
Re: Artifact Seller
Eh, sounds like an easily modifiable thing to do in the FCS to me.
- Fri Jun 15, 2018 8:45 pm
- Forum: Modding
- Topic: Dialogue - How to reuse lines in dialogue?
- Replies: 2
- Views: 2491
Dialogue - How to reuse lines in dialogue?
As the title states, I would like to know how to reuse lines in dialogue... or how to link a line from one part of the dialogue to another. I saw this was used in a few newer dialogue bits like -Empire Emperor Tengu- so I would like to know how it was done using the editor.
- Thu Feb 25, 2016 6:17 am
- Forum: Bug reports
- Topic: Characters stuck walking/Weird AI actions.
- Replies: 5
- Views: 1386
Re: Characters stuck walking/Weird AI actions.
It's the little person below the sneak button on the lower right. Having "sneak" checked also seems to do it too.Zeal wrote:No. I do not. Because those boxes do not exist.
- Thu Feb 25, 2016 2:20 am
- Forum: Modding
- Topic: Import squad as NPCs
- Replies: 1
- Views: 1075
Re: Import squad as NPCs
It's possible, but a bit trickier to do than you'd think. The gist of it is to basically save the body file of your characters using the plastic surgeon guys in the saloons (they still exist right?). Afterwards, you'd need to write down the stats of your characters so you can create a custom stat fi...
- Thu Feb 25, 2016 2:10 am
- Forum: Modding
- Topic: How to retexture weapons/armour?
- Replies: 1
- Views: 892
Re: How to retexture weapons/armour?
You use a different material (materials are basically texture meshes) in the forgotten construction set then choose a color for the texture to be shaded.
- Thu Feb 25, 2016 2:06 am
- Forum: Bug reports
- Topic: Enemies+ Mod Crash Report
- Replies: 2
- Views: 844
Re: Enemies+ Mod Crash Report
try the experimental branch on Steam if you have access to it. it's actually more stable for the 64bit version. ( least for me it is ) That doesn't help, unfortunately. So far it seems a few of the errors were caused by removed meshes from the base game that were referenced in old edited base entri...
- Wed Feb 24, 2016 3:19 pm
- Forum: Modding
- Topic: Complete Mod Index (Last update: 12-30-14)
- Replies: 19
- Views: 102615
Re: Complete Mod Index (Last update: 12-30-14)
So, anyone know what needs to be changed on this list? It's been over a year since I last looked at it.
- Wed Feb 24, 2016 3:18 pm
- Forum: Bug reports
- Topic: Enemies+ Mod Crash Report
- Replies: 2
- Views: 844
Enemies+ Mod Crash Report
It's been awhile since I've been back here hasn't it? ~ Anyways; I thought I might try getting this old mod back up in working order. Unfortunately, I haven't the slightest idea what I'd need to change to get everything back up and running in working order. The crash report is posted in this thread,...
- Mon Dec 15, 2014 8:05 am
- Forum: Modding
- Topic: [Mod] Enemies+ 0.69.0/0.70.2
- Replies: 7
- Views: 9180
Re: [Mod] Enemies+ 0.69.0/0.70.2
Bump for updated content.
Bug fixes for various things that deal with the mod have been fixed.
Keep an eye out for more and post it back here please!
Bug fixes for various things that deal with the mod have been fixed.
Keep an eye out for more and post it back here please!
- Mon Dec 15, 2014 6:45 am
- Forum: General
- Topic: If you could have a NPC in game, how would he/she be?
- Replies: 14
- Views: 4447
Re: If you could have a NPC in game, how would he/she be?
Lone wanderer with the stats of an immortal, who is neutral with all the factions, that wanders the wastes indefinitely.
If you do manage to find him however, he'd give you a cool sword.
If you do manage to find him however, he'd give you a cool sword.
- Fri Dec 05, 2014 10:30 am
- Forum: General
- Topic: New Stream !!
- Replies: 3
- Views: 1794
Re: New Stream !!
I would strongly suggest mods if you haven't installed some already. 
- Wed Oct 29, 2014 8:33 am
- Forum: Feature Requests
- Topic: Kenshi Weapon Concepts
- Replies: 60
- Views: 23235
Re: Kenshi Weapon Concepts
Say... you wouldn't happen to know what necroing an old thread is would you?leziel wrote:Blunt weapons are supposed to work that way, they are blunt to avoid lethal damage so to say, tho i did not knew the fragment axe had that large amount of blunt damage, thought was most cutting.