Search found 57 matches
- Mon May 28, 2018 7:51 pm
- Forum: Gameplay
- Topic: Your feedback: Base Attacks & Campaigns
- Replies: 49
- Views: 41246
Re: Your feedback: Base Attacks & Campaigns
Most of the raids are very easy to fend off with a well placed gate and harpoons, the only one that tramples me every time is the Inquisitor campaign from the holy nation, but its understandable. As for the others, i believe that just adding some more ranged units to the raid squads would fix the is...
- Fri Apr 08, 2016 2:42 pm
- Forum: Modding
- Topic: Complete Mod Index (Last update: 12-30-14)
- Replies: 19
- Views: 102572
Re: Complete Mod Index (Last update: 12-30-14)
Beards!!! and reshade still working.
- Sat Mar 12, 2016 2:14 am
- Forum: Modding
- Topic: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
- Replies: 13
- Views: 11337
Re: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
If it is GPU lag, yes.
If it is CPU lag, no.
If it is CPU lag, no.
- Sun Feb 14, 2016 6:31 pm
- Forum: Modding
- Topic: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
- Replies: 13
- Views: 11337
Re: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
Updated to v4:
Switched from the old files system to the new Reshade Framework, and added some more high quality effects.
Switched from the old files system to the new Reshade Framework, and added some more high quality effects.
- Mon Jul 06, 2015 6:33 pm
- Forum: Modding
- Topic: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
- Replies: 13
- Views: 11337
Re: [MOD] Reshade (SweetFX) for Kenshi v3
No problem mate, be sure to give feedback if you think anything is out of balance.
- Mon Jul 06, 2015 4:25 pm
- Forum: Modding
- Topic: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
- Replies: 13
- Views: 11337
Re: [MOD] SweetFX for Kenshi v2
Updated to the Reshade injector, tried to keep the same effects and fidelity.
Be aware that there are new installation instructions.
Be aware that there are new installation instructions.
- Sat Jul 04, 2015 8:52 pm
- Forum: Modding
- Topic: [MOD] Beards !!! [v2.0][Kenshi 0.74.xx+]
- Replies: 11
- Views: 10437
Re: [MOD] Beards !!! [v2.0][Kenshi 0.74.xx+]
Was planning on updating it, but it still works, so ... yay! I know my plan was to expand on the beards options but since kenshi is still under heavy development it would be quite stressing for me to have to redo all my work for each major update, especially since it seems the characters are still b...
- Thu Jul 03, 2014 4:39 am
- Forum: Modding
- Topic: Complete Mod Index (Last update: 12-30-14)
- Replies: 19
- Views: 102572
Re: Complete Mod Index
"Beards!!!" was updated and is working on the latest release btw.
Good job on the list, cheers.
Good job on the list, cheers.
Re: help
You can't , you can only change the body parts endurance for a whole race (i.e.: Human or Cannibal), a possibility is to create a new race with the modified hit points and set the wanderer to be that race, and don't forget when you are editing vanilla start-offs you have to modify them directly on t...
- Sat Apr 12, 2014 8:39 pm
- Forum: Modding
- Topic: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
- Replies: 13
- Views: 11337
Re: [MOD] SweetFX for Kenshi v2
Good idea.
- Sat Apr 12, 2014 6:46 am
- Forum: Modding
- Topic: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
- Replies: 13
- Views: 11337
Re: [MOD] SweetFX for Kenshi v2
V2 Released:
Added:
-DPX
-Lift gamma gain
-Curves
-Dither
Balanced Gamma and contrast, also made the sharpen FX a little bit stronger.
Added:
-DPX
-Lift gamma gain
-Curves
-Dither
Balanced Gamma and contrast, also made the sharpen FX a little bit stronger.
- Fri Apr 11, 2014 3:42 am
- Forum: Modding
- Topic: [MOD]Two Handed sword
- Replies: 15
- Views: 10044
Re: [MOD]Two Handed sword
I think there was some issues with the V2, i was crashin every time i loaded the game up, i had to go into the FCS and redo the path to the meshes on the claymore file but now its working, i also added the sword to some weapon traders, if you want i can send you the files.
- Tue Apr 08, 2014 10:47 am
- Forum: Modding
- Topic: RE: Hiding Core settings
- Replies: 5
- Views: 2776
Re: RE: Hiding Core settings
I think i figured out what is troubling you here; So, when you create a mod, you load gamedata.base on the background and yourmod.mod above it, so all the alterations are saved on the yourmod.mod and since its a secondary file it cannot remove something from the .base one, only add or change, becaus...
- Tue Apr 08, 2014 5:27 am
- Forum: Modding
- Topic: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
- Replies: 13
- Views: 11337
Re: [MOD] SweetFX for Kenshi
Yeah i just needed it for some eye candy, but you should tweak around in the presets file, maybe you'll come up with a better combination here, i think im still missing something but cant quite put my finger on it.
- Tue Apr 08, 2014 2:10 am
- Forum: Modding
- Topic: RE: Hiding Core settings
- Replies: 5
- Views: 2776
Re: RE: Hiding Core settings
you can just go to "starts" in the CS and right click the starts and delete them, that should get rid of them.
- Mon Apr 07, 2014 7:13 pm
- Forum: Modding
- Topic: [MOD] Beards !!! [v2.0][Kenshi 0.74.xx+]
- Replies: 11
- Views: 10437
Re: [MOD] Beards !!! [v2.0][Kenshi 0.66.0]
New Version, catch it while its hot!
- Mon Apr 07, 2014 9:51 am
- Forum: Modding
- Topic: [MOD] Reshade (Framework) for Kenshi dx11 (v4)
- Replies: 13
- Views: 11337
[MOD] Reshade (Framework) for Kenshi dx11 (v4)
Hello there chaps! Update using the new Reshade Framework for the one and only Kenshi 10/10 goty, mlg pro game. Effects: -SSAO -SMAA -FXAA -Dithering -LumaSharpen -AL -DynamicBloom V4: VANILA http://s8.postimg.org/w7jrdbi3l/kenshi_x64_2016_02_14_15_01_37.jpg http://s8.postimg.org/c44qf0fhd/kenshi_x...
- Mon Apr 07, 2014 2:28 am
- Forum: Modding
- Topic: Need some info on Modding buildings
- Replies: 0
- Views: 760
Need some info on Modding buildings
I wanted to modify how buildings get placed, so they would not tilt depending on the slope, that is really annoying in my opinion. I want to mod it so when you place a building it stays leveled no matter the slope its being built on. I found a way to make buildings stick to the surface no matter how...
Re: Slavery?
What I'm trying to say is that (in my opinion) this discussion has been blown way out of proportion. I agree and i am sorry for my part in it. But, like I'd stated before somwhere, I do think a simple Morale system could take care of slaves, combat and a number of other things. If in a battle a par...
- Thu Oct 11, 2012 9:38 pm
- Forum: Feature Requests
- Topic: Auto Save
- Replies: 18
- Views: 6468
Re: Auto Save
there aint no autosave on M&B you can choose between: "Allow me to save at anytime" or "No quiting whitout saving (and no quicksave)" M&B does have autosave. On the "Realistic! No quitting without saving!" option, it doesn't let you save manually unless you qui...