Quick mod guide

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Captain Deathbeard
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Tue Nov 01, 2011 11:34 am

  • Open the "forgotten construction set.exe"
  • Create a new mod with the 'new mod' button, or select an existing mod to edit.
    The mod you will be editing will be tagged as ACTIVE.
    Mods to inherit from also need to be checked.
    The active mod does not necessarily have to be the last in the list.
  • Edit stuff. Modified items will show as blue, new items will be green.
  • Save your mod.
  • Select the mod to load in the mods tab of the Kenshi launcher.
Note: Mods will not load in the demo version.

The mods in the top section of the load mods window are Kenshi base data. You can edit these directly, but don't because 1- the auto-updater will replace it when you update the game, and 2- you cant share mods with others that way.

UPDATE:
If you want to make meshes for armour, clothing, hair, weapons etc, here are the skinned character templates:
Blender templates
3DSMax templates

If you are looking for the OgreMax exporter plugin, it appears that the developer has discontinued it. I couldn't get in contact with him so I've uploaded the free version of the plugin for you guys here (works with all Max versions):
http://www.lofigames.com/wp-content/upl ... mercial.7z

Also here is a link to the Blender plugin.
Attachments
kenshi_modpack.zip
3DSMax Modding Templates
(3.28 MiB) Downloaded 4524 times
Last edited by someone on Wed Sep 07, 2016 3:56 pm, edited 2 times in total.

hasaosan
Posts: 34
Joined: Wed Sep 07, 2011 1:01 am

Tue Nov 01, 2011 11:46 am

thank you for opening the mods thread :D

VariousArtist
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Joined: Mon Oct 31, 2011 6:14 pm

Tue Nov 01, 2011 1:13 pm

.... and so it began...

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ArcaneSaint
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Location: Belgium

Tue Nov 01, 2011 2:02 pm

Ooh, I can't wait to get started on this. Though I'll have to wait until my bank finishes processing my money transfer to PayPal so I can purchase the game.
They may take our bees, but they'll never take our piе!
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Kenshi Modding Tutorial
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conte
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Tue Nov 01, 2011 3:28 pm

Yaaaaaay :D

Graeywulf
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Location: Kent, England

Tue Nov 01, 2011 3:41 pm

Chris, I'm having a problem after trying to edit certain things, more detailed; If I'm trying to edit a character and add certain things, such as dialogue, they don't seem to change when i save, close, and re-open the construction set and load the mod.

The only way I can make it work is by creating a new character or dialogue etc, from scratch, and adding the same details with new IDs. However, when I go to add this character in a squad for instance - same problem, I can't edit and add the character to an existing squad, without having to make a whole new squad again.

Does that make any sense, am I doing something wrong? The changes are there before I close the construction set, I am definately saving, but when I open the construction set and load my mod again, the changes are gone, only the newly-created things I have made are there.

The thing is, I'm able to change other things, such as stats of the default character, for example :/

Other than that, this interface is very user-friendly :)

Graeywulf.



EDIT: I think I found the problem - If anyone has this problem, I had a workaround of duplicating then editing what I wanted to edit, and doing the same to everything that referenced it. Although this didn't work either, because it appeared even after deleting the previous entity, the original would appear again upon loading in the construction set.

I believed the gamebase.data original files were overriding changes made by the mod.

So I did normal changes directly to the gamebase.data, and bam, it works like a charm. So, any way to prevent gamebase.data overiding the mod edits with the original entries? I already tried adding it to the CFG.

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ArcaneSaint
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Tue Nov 01, 2011 5:24 pm

Were you using the demo version or the full version? Did you add the new file to the bottom of the CFG (as the lower files override the upper ones)?

If so, I can't really help you, as I'm still waiting for PayPal to put my money into my account.
They may take our bees, but they'll never take our piе!
[spoiler]Do spoiler tags work yet?[/spoiler]
[s]what about strike-trough?[/s]
Kenshi Modding Tutorial
This link kills spam

Graeywulf
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Location: Kent, England

Tue Nov 01, 2011 5:39 pm

ArcaneSaint wrote:Were you using the demo version or the full version? Did you add the new file to the bottom of the CFG (as the lower files override the upper ones)?

If so, I can't really help you, as I'm still waiting for PayPal to put my money into my account.
Yup, full version, bought it today and received my key, the game is unlocked. :)
It's in the CFG and at the bottom, just seems to be overidden.

Anyway, I decided since simply editing the gamedata.base files gives no problems, I'm using that :) When I upload my little mod here, it will include a backed up file with all of the default data :)

SynysterOne
Posts: 297
Joined: Wed Oct 12, 2011 10:04 pm

Thu Nov 03, 2011 12:13 am

There's an easier fix than that.

Just change the StringID to your mod as opposed to the basedata or w.e it is currently.

EXAMPLE:
136-Wanderer.gamedata.quack

Replace with:
136-Wanderer.YourModHere.mod



When you reload the mod into the editor it we re-create the old one. This is not a problem as the one you modified has changed ID's and will override the old one as it is part of your mod.
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
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Thu Nov 03, 2011 10:26 am

SynysterOne wrote:There's an easier fix than that.

Just change the StringID to your mod as opposed to the basedata or w.e it is currently.

EXAMPLE:
136-Wanderer.gamedata.quack

Replace with:
136-Wanderer.YourModHere.mod



When you reload the mod into the editor it we re-create the old one. This is not a problem as the one you modified has changed ID's and will override the old one as it is part of your mod.
Thank you Synyster, but this method just doesn't work for me, and I was trying to for hours through the night. :/

The only time it did work was when editing the starting Character (Wanderer) like in your example, my only guess, is because it's not referenced anywhere else, but I'm not sure why that works but other things don't.

Here's what I'm doing, under what you're saying:

Example:
I want to make the Empire Soldiers that stand on guard outside Brink have absolutely no clothes on, have a dialogue that says 'test', and give them 'maxxxed' stats (100 everything).

Step 1:
So, first thing I do is open the 'Empire Soldier' (1158) in the CS under Characters, I change the string ID from 1158-gamedata.base to 1158-test.mod, then I remove all instances under clothing, replace the dialogue with the 'test' dialogue I made, and replace the stats with 'maxxxed'. Save and reopen, the duplicate appears, okay, as you said, this is just a backup, correct? Because the original files were never modified, the mod just adds it in.

Step 2:
Then I go on to modify where else 'Empire soldier' is referenced, namely under 'Divisions', 'Faction', and 'Town'.
Under Empire Gate Guard (1196) inside Divisions, I change the ID from 1196-gamedata.base to 1196-test.mod, I then replace the 'Empire soldier' instance under squad with the newly-given ID empire soldeir (the duplicate that was made, which has the 'test.mod' ID with it, because it was still referencing the original empire soldier.

I repeat the same step under Faction for 'United Cities', then I repeat it under Town for 'Brink'.

(These all get dup'd too).

Step 3:
So, everything (That I know of) That references the empire soldiers that stand on guard outside Brink links to the very first empire soldier character that was duplicated, and have no clothing, use the test dialogue, and have maxxxed out stats, going by what you said, the game will override them yes?

I add my 'test.mod' to the CFG, load up Kenshi, I spawn, look outside the town walls, and the empire gate guard are there as usual, they have their armour, they have their usual stats, and they say 'Get lost' - their default dialogue.

I know that was a lengthy post, but to sum it all up - I don't think it's allowing me to change thigns that are referenced, like I said, I had no problems changing the ID of wanderer and giving HIM no clothes and a straw hat, worked fine.

Edit: By the way, that wasn't the only test I tried, I attmpted to do the exact same thing to dust bandits, to no avail, as well as regular (empire soldiers, the ones found in armies etc).

SynysterOne
Posts: 297
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Thu Nov 03, 2011 5:42 pm

Hmm, weird....I derp'd, I was doing all this in the mod that I had created from the basedata.....duhhhh.
So yeah. My apologies. I will continue to find a workaround.



On another note, I tried to add a trader today. I created him, created some awesome dialogue. Set him up properly as a bad ass weapon vendor. And then I don't know how to get him to spawn in a town.


I also created a town, gave it the meshes and everything......but alas there was no way to say, spawn this town here, yada yada.



Edit: Forgot to mention that I did some poking around....I made the main character into a female....Alas, there's no such thing as clothes for the model...So you just run around in your white skin-tight undies.....Did I mention she can be quite ample chested?
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I've been here waiting.

Graeywulf
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Location: Kent, England

Thu Nov 03, 2011 7:38 pm

SynysterOne wrote:Hmm, weird....I derp'd, I was doing all this in the mod that I had created from the basedata.....duhhhh.
So yeah. My apologies. I will continue to find a workaround.



On another note, I tried to add a trader today. I created him, created some awesome dialogue. Set him up properly as a bad ass weapon vendor. And then I don't know how to get him to spawn in a town.


I also created a town, gave it the meshes and everything......but alas there was no way to say, spawn this town here, yada yada.



Edit: Forgot to mention that I did some poking around....I made the main character into a female....Alas, there's no such thing as clothes for the model...So you just run around in your white skin-tight undies.....Did I mention she can be quite ample chested?

Well, I've looked around a bit, the closest I could come to even editing the map was viewing it with an Ogre editing tool that Kenshi uses (AdVantage SDK).

But I don't think I'm prepared to install gigs worth of data installing visual studio, then compiling the SDK from ogre into an application that will simply open the applications to edit things in Kenshi (do I have that right?).

Anyway, I'm beginning to reckon the data that regards towns, spawn points etc and things are all in the .zone files inside the leveldata folder, or maybe it's buried in the gamebase.data somewhere that we can't directly edit it in the CS. Feel free to prove me wrong :) and please let us know if you find anything.

But yeah, I've looked through the things that Kenshi uses from here http://www.ogre3d.org/forums/viewtopic.php?f=11&t=42488 (The OP is old) although right now I think I'm just trying to find out where everything is and what it is.

About the 'ample' chests for the lady model, saw that a couple days ago when I was scrolling through the different meshes, haha :lol:

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Captain Deathbeard
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Thu Nov 03, 2011 8:06 pm

I need to tweek the mod system to fix those bugs.

To spawn a trader you need to associate him with a shop sign. Signs are technically buildings, and can have characters associated with them. So you open up the weapon shop sign, and add your vendor character to the group under "spawns", then he will spawn in every building that has that weapon sign outside.

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Captain Deathbeard
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Thu Nov 03, 2011 8:13 pm

I will activate the level editor in the a6 update for you. Then you can create towns, but not edit the terrain. Even I have to jump hoops to edit the terrain.

SynysterOne
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Joined: Wed Oct 12, 2011 10:04 pm

Thu Nov 03, 2011 8:23 pm

You are a god!

Btw, lot's of love to the 'Har Har' patch!
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Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
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Location: Kent, England

Thu Nov 03, 2011 10:10 pm

Thanks for clearing all that up :mrgreen: :mrgreen: :mrgreen: :mrgreen:

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Blackrain
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Joined: Tue Jan 10, 2012 1:59 pm

Tue Jan 17, 2012 2:03 pm

What is the best website to host mods for this game?

Mount&Blade has the mbrepository, Eldar Scrolls has the Nexus, does Kenshi have something like this? if so where? please post a link.
I always tell the truth, even when i lie!

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Blxz
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Thu Jan 19, 2012 5:34 am

Blackrain wrote:What is the best website to host mods for this game?

Mount&Blade has the mbrepository, Eldar Scrolls has the Nexus, does Kenshi have something like this? if so where? please post a link.
Heh, its still only an alpha. I don't think there is a need for a whole new website just yet. But check out this subforum for some of the mods. Zombie is fun, albeit laggy and I think there is a medieval one also.
p­ie

Blaccy
Posts: 20
Joined: Thu Nov 03, 2011 9:25 pm

Fri Feb 17, 2012 2:20 pm

Got a quick question that I hope might be answered here: Where does one go to put new anims into the mod? I'm trying to mess with the combat techniques and animations, but I can't find where any of the bits link to the source animation itself.

Prezo
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Mon Mar 19, 2012 3:30 am

I'd like to know if Chris would be able to give us an example of the skeleton he used that's in a readable format and if he could outline the requirements for armor and weapons to work in the game (any nodes that are needed to indicate which end goes in the hand, if it has to be oriented onto a certain axis or not, and so on) because at least for people who have never worked with this engine we have no idea where to start and I'd love to start work on adding new equipment even though its still in alpha

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