Search found 23 matches
- Mon Nov 13, 2017 7:21 pm
- Forum: Modding
- Topic: Quick mod guide
- Replies: 42
- Views: 174146
Re: Quick mod guide
I don't think there's any way to import ogre mesh files directly into 3ds max. OgreMax comes with a mesh viewer though, maybe you can use that to see what exactly is in the meshes. Alternatively, you can try Ogre Meshy or maybe you can find something useful on the ogre wiki (a lot of the stuff on th...
- Mon Nov 13, 2017 10:11 am
- Forum: Modding
- Topic: Quick mod guide
- Replies: 42
- Views: 174146
Re: Quick mod guide
The links posted here ( ogre ) are only for max 2011, and i understand the developer discontinued it. Ill try to get around this issue, though i find that its more time consuming to get around getting max 2011, and trying to find any documentation on how to actually get this thing working into the ...
- Fri Sep 02, 2016 12:26 pm
- Forum: Translation
- Topic: FCS crashes when building a .translation file
- Replies: 13
- Views: 8341
Re: FCS crashes when building a .translation file
The log file should be "Kenshi\forgotten construction set.log", can you post yours?
- Sun Aug 07, 2016 3:40 pm
- Forum: Modding
- Topic: [MOD REQUEST] More automation
- Replies: 6
- Views: 1689
Re: [MOD REQUEST] More automation
Did you hold SHIFT while clicking follow?Mr.YaRr wrote:I did try right mouse and follow. But it never produced desired behavior. (Too many ppl to micro all the time)
- Sun Aug 07, 2016 11:34 am
- Forum: Modding
- Topic: [MOD REQUEST] More automation
- Replies: 6
- Views: 1689
Re: [MOD REQUEST] More automation
Auto follow (and auto bodyguard) is already in the game, isn't it? Just select your squad and shift+click follow or bodyguard on the guy you want them to follow. About looting, don't forget that it's a crime (unless it's wildlife I think) and if certain NPCs see you do it, you get a bounty. It might...
- Thu Aug 04, 2016 5:06 pm
- Forum: Gameplay
- Topic: Clock sync issues
- Replies: 12
- Views: 2573
Re: Clock sync issues
Could it possibly be caused by some local time offset accidentally being applied to the game clock? I just started a new game to test, and the game clock was set to 11:00, sunset also seemed roughly an hour late. Which correlates to my local GMT+1h time offset. I just checked Shidan's steam location...
- Wed Aug 03, 2016 8:51 pm
- Forum: Modding
- Topic: Translation of kenshi
- Replies: 16
- Views: 3850
Re: Translation of kenshi
Merging these 2 threads might be a little messy though, maybe it's a better idea if somebody extracts the useful information out of these threads and creates a fresh FAQ style topic in the translation section?
- Mon Aug 01, 2016 7:36 pm
- Forum: Bug reports
- Topic: [0.93.7] Export button in Translation dialog crash (FCS)
- Replies: 4
- Views: 849
Re: [0.93.7] Export button in Translation dialog crash (FCS)
Awesome sauce! It's not fixed for me yet though, and I've been online this entire time. According to steam the update seems queued though, is there any way to force a Kenshi update?
- Mon Aug 01, 2016 11:39 am
- Forum: Modding
- Topic: Translation of kenshi
- Replies: 16
- Views: 3850
Re: Translation of kenshi
If you look at their trello page, you can see it's still labeled "In Progress" but everything on the checklist is done. I'm sure it'll be completed soon, probably next patch. My guess is they just have to finish integrating the boost locale stuff or something.
- Mon Aug 01, 2016 8:37 am
- Forum: Modding
- Topic: Translation of kenshi
- Replies: 16
- Views: 3850
Re: Translation of kenshi
I think the translation system is incomplete, they probably still need to add some things. If I understand the magic text correctly, the way it will work once the system is in place is roughly this: 1. In the next patch there'll probably be a main.pot file in locale/en/LC_MESSAGES. This file will co...
- Sun Jul 31, 2016 3:21 pm
- Forum: Modding
- Topic: FCS \ Game Fonts? [kind of SOLVED]
- Replies: 17
- Views: 4004
Re: FCS \ Game Fonts? [kind of SOLVED]
Here's a temporary fix for the Export crash. Just load it after the core game data and before your mod before you export.
It's just a little hack to get past the crash, so you shouldn't be using it for anything else.
It's just a little hack to get past the crash, so you shouldn't be using it for anything else.
- Sun Jul 31, 2016 2:42 pm
- Forum: Bug reports
- Topic: [0.93.7] Export button in Translation dialog crash (FCS)
- Replies: 4
- Views: 849
[0.93.7] Export button in Translation dialog crash (FCS)
Clicking on the Export button in the Forgotten Construction Set causes a crash. The source of this crash is 3 dialog lines in the rebirth.mod file: 50938-rebirth.mod "No really, I'm not a..." 50943-rebirth.mod "I'm not a Fogman. I'm just a normal Hiver...." 50962-rebirth.mod &quo...
- Sun Jul 31, 2016 11:17 am
- Forum: Modding
- Topic: FCS \ Game Fonts? [kind of SOLVED]
- Replies: 17
- Views: 4004
Re: FCS \ Game Fonts? [kind of SOLVED]
Yeah it does seem a bit complicated. Maybe in the next patch they'll include an example. It does look like a pretty neat solution though :). I get the same crash when clicking export, seems to be some kind of bug. There are some details about the crash in the "forgotten construction set.log&quo...
- Sun Jul 31, 2016 9:09 am
- Forum: Modding
- Topic: FCS \ Game Fonts? [kind of SOLVED]
- Replies: 17
- Views: 4004
Re: FCS \ Game Fonts? [SOLVED]
Awesome sauce, you got it to work! Only just now I noticed there's a new "locale" directory in my kenshi folder. Did you read the Kenshi_translations.txt file in there? If you look at the example folder structure at the end, it seems you can just put your custom kenshi_fonts.xml file in yo...
- Sun Jul 31, 2016 3:37 am
- Forum: Modding
- Topic: FCS \ Game Fonts? [kind of SOLVED]
- Replies: 17
- Views: 4004
Re: FCS \ Game Fonts?
Hmm, I was pretty confident the code range thing might be it. Did you edit it correctly? The whole file should look something like this (I only edited the Exo fonts): <?xml version="1.0" encoding="UTF-8"?> <MyGUI type="Resource" version="1.1"> <Resource type=&...
- Sat Jul 30, 2016 5:48 pm
- Forum: Modding
- Topic: FCS \ Game Fonts? [kind of SOLVED]
- Replies: 17
- Views: 4004
Re: FCS \ Game Fonts?
I assume that i should also put these new fonts in a same directory mods\mymod\fonts ? And then in kenshi_fonts.xml just replace old fonts names with new fonts names? Yes, that's the idea. Step 1 and 2 are optional I suppose. They're so you don't have to mess with the original game files. That way,...
- Sat Jul 30, 2016 12:21 pm
- Forum: Modding
- Topic: FCS \ Game Fonts? [kind of SOLVED]
- Replies: 17
- Views: 4004
Re: FCS \ Game Fonts?
The fonts that come with Kenshi don't seem to support cyrillic characters. I assume you're working on a russian translation mod? I took a quick glance at how fonts are loaded, and while it does seem possible to use custom fonts, I don't think it will work with the steam workshop. Maybe this works: 1...
- Mon Jul 11, 2016 12:13 pm
- Forum: Modding
- Topic: Skinned character templates now available
- Replies: 9
- Views: 5028
Re: Skinned character templates now available
Wow, finding this one was actually nice training for my Google Fu!
I found one working link for the latest version, but it's on some weird chinese site. The file you're looking for is OgreMaxSceneExporter2.6.4-3DSMax-NonCommercial.7z, right? Try here
I found one working link for the latest version, but it's on some weird chinese site. The file you're looking for is OgreMaxSceneExporter2.6.4-3DSMax-NonCommercial.7z, right? Try here
- Sat Jul 09, 2016 1:25 pm
- Forum: Modding
- Topic: AI changes in 93.2
- Replies: 3
- Views: 1202
Re: AI changes in 93.2
I have no idea what specifically changed, but I might have a nice idea how you can keep track of changes in the future. You could try copying the forgotten construction set and any files it depends on to a separate directory, and also copy gamedata.base and *.mod to a "data" subfolder. The...
- Sun Jun 26, 2016 6:47 am
- Forum: Modding
- Topic: [0.9x.x MOD] Making Kenshi look better! [updated 27-06-2016]
- Replies: 9
- Views: 3352
Re: [0.9x.x MOD] Making Kenshi look better!
Thanks for taking the time to make some screenshots! That's a nice squad you got there :). So, what do you think about it? Do you like how it looks? I fixed some bugs, the colours should now be even more crispy and punchy! But if it's too much, you can tweak some variables in "settings.h"....