Quick mod guide

Wolin
Posts: 4
Joined: Sun Mar 25, 2012 12:53 am

Sun Mar 25, 2012 4:29 pm

Is there any way to use the editor as a mapeditor to make map ampliation mods ?

Prezo
Contributor
Posts: 48
Joined: Thu Mar 15, 2012 6:02 am
Location: Canberra Australia

Sun Mar 25, 2012 11:25 pm

Not yet

OmegaX123
Posts: 7
Joined: Sun Apr 01, 2012 8:28 am

Sun Apr 01, 2012 8:20 pm

SynysterOne wrote: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?
I would like to know how, and if it is still do-able, if you please. I'm rather curious.

wikked9
Posts: 15
Joined: Mon Jun 04, 2012 1:01 am

Tue Jun 05, 2012 4:29 am

sorry if this is a noob question, but is there a way to revert the game back to the original form after making a mod?, Because i want to take a wack at it, but i don't want to corrupt the original game. and for the record, i don't have much EXP with modding, or anything of the sort. just learning.

User avatar
1337
Posts: 944
Joined: Fri Oct 28, 2011 11:18 am
Location: Luxembourg

Tue Jun 05, 2012 1:51 pm

As long as you don't change the gamedata.base it's alright.
If you make your own .mod file and add the name to mods.cfg then your mod is activated and to revert back to vanilla kenshi you just have to erase the name of the mod in mods.cfg.

You should always proofread carefully to make sure you didn't any words out.

Need help? pm me or any other mod.

wikked9
Posts: 15
Joined: Mon Jun 04, 2012 1:01 am

Wed Jun 06, 2012 12:00 am

1337 wrote:As long as you don't change the gamedata.base it's alright.
If you make your own .mod file and add the name to mods.cfg then your mod is activated and to revert back to vanilla kenshi you just have to erase the name of the mod in mods.cfg.
Thank You :) ..\/,

Jin
Posts: 5
Joined: Tue Sep 18, 2012 4:16 pm

Tue Sep 18, 2012 4:35 pm

I might be very stupid but I can't find this mods.cfg file in /data.
Only file I can find is Levelmods.cfg which I tried to enable a mod with (the one with pastry by Scotterius if it makes any difference) but after spending an hour wandering in fastforward I'm confident the mod didn"t load.

User avatar
Scotterius
Posts: 311
Joined: Mon Jun 11, 2012 11:15 am
Location: North Carolina, USA

Tue Sep 18, 2012 7:58 pm

Jin wrote:I can't find this mods.cfg file in /data.
Try adding it. Make a text file in notepad and save it as 'mods.text'. Then right click and rename it as 'mods.cfg'.
Image Spread the buzz of Kenshi.

Jin
Posts: 5
Joined: Tue Sep 18, 2012 4:16 pm

Sat Sep 22, 2012 5:47 pm

It worked

Thanks a lot!

auz268
Posts: 2
Joined: Sat Sep 22, 2012 2:40 pm

Fri Oct 05, 2012 3:54 am

Graeywulf wrote: If I'm trying to edit ... 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.


I am having the same problem, changes to dialogue aren't being saved to my mod but are easily saved to the original game data; is there a way around this (or am I just making miserable N00B mistakes)?

Thanks,
A.

Horasm
Posts: 16
Joined: Sun Mar 31, 2013 1:33 pm

Mon Apr 01, 2013 10:47 pm

Probleme too :)
I will try to translate in french the starter menu, game crash even if i only translate character description. what wrong with this? dont like froggys hummmm??!! :p

User avatar
afrobro9000
Posts: 12
Joined: Thu Oct 03, 2013 5:23 am

Tue Oct 15, 2013 10:48 am

Chris_The_Great wrote: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.
not saying it's broken or anything but I think you should tweak that forgotten construction set tool.

as in, custom meshes for weapons appears ingame but textures aren't properly displayed, checked if it was the UV but it loads just fine with any 3D modeling program.

Custom meshes for armor doesn't appear at all, it vanishes, which I assume I might need to get a vanilla mesh successfully imported with all the data in it "skeleton, uv, etc etc." or I have to somehow skin wrap the custom armor to the vanilla mesh body which I have no idea how to do.

still though, if i'm wrong and all of this actually works and that i'm doing a terrible job at it, I need some clarification.

also the positioning of the weapon (possibly anything equipped) is quite tricky, you have to scale the model and position it in the right spot so that it won't look bad/weird ingame.

DatMerchant
Posts: 13
Joined: Tue Oct 29, 2013 4:28 pm

Thu Oct 31, 2013 12:05 am

Ser Chris, how do I add police NPCs who take bounties or standing quest npcs? I need to add extra bounty offices to my map and I dont know how.


I assume I add buildings, and ensure they are associated with the correct POLICE shop signs? and every npc I want? Do police bounty quest givers have their own scripts or dialogue attached to scripts or can I make my own? Thanks alot for the answers.

SlicedAndDiced
Posts: 5
Joined: Sun Jun 08, 2014 6:12 am

Tue Jun 24, 2014 8:23 pm

Is there any way to randomize factions relations at the start? i been try to this with the construction set and i have been failing to figure it out

Also is there an option to make someone start off with build on the construction set? right now i can make them spawn in a building however i cannot make them own the building without making the game crash D:

I spent two week ends trying to make this work anyone have any ideas?

Arthos
Posts: 2
Joined: Fri Apr 21, 2017 12:02 am

Tue Apr 25, 2017 8:14 pm

Can someone create a version of the models importable in Cinema 4D? That would be lovely :mrgreen:

crazydaze
Posts: 1
Joined: Thu Sep 21, 2017 4:41 pm

Thu Sep 21, 2017 4:49 pm

I tried to download the files for 3DS Max, unfortunately it gave me an Error 404 page :cry:

Dragonborn Operative
Posts: 7
Joined: Mon Nov 13, 2017 2:44 am

Mon Nov 13, 2017 3:36 am

Hey there.
I enjoyed Kenshi very much. Game is real nice.

Since i do 3D modelling, and understand a bit of game dev related stuff, i decided to make my own armor for my kenshi character.
Though, i encountered a problem.
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 game.

Im trying to make myself a custom euro style armor, and will make it look rusty - post apocalyptic with leather bags and all that,
modelling and texturing will be a piece of cake, though im worried about actually getting it in the game.

I have some questions regarding skinning
- Must the whole character be exported, together with body mesh and armor? Or just the armor with skin and bones.
and, If i sliced off the hands, Edited the mesh, and reskinned the character, will the game accept the armor / or how does this work?
- Would generally making any edits to the mesh, or weights, cause issues when importing into the game?
- If i could edit the character mesh, wouldnt it cause a texture conflict?
Or does this work by exporting the armor separate on its own?
- If i were to add cloth ( such as a tabard ), i would guess it needs bones also. I could skin a static version of the 'cloth' to hips, is it
possible to make it act like cloth with Havok physics?

Thanks

This is the armor im ( TRYING ) to make, its not done yet. Also, i added a small description of it belonging to some 'odd' looking foreigner
that washed ashore on the vain coast ( smiths at Okran tried copying it ).
Image
Last edited by Dragonborn Operative on Mon Nov 13, 2017 12:03 pm, edited 1 time in total.

pawnstorm
Posts: 23
Joined: Sat Jun 25, 2016 2:32 am

Mon Nov 13, 2017 10:11 am

Dragonborn Operative wrote:
Mon Nov 13, 2017 3:36 am
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 game.
I think the OgreMax scene exporter linked in this thread is pretty old. The last version before the site went offline should be "OgreMaxSceneExporter2.6.4-3DSMax-NonCommercial.7z", it should atleast work with max 2015. You can find it here.

Dragonborn Operative
Posts: 7
Joined: Mon Nov 13, 2017 2:44 am

Mon Nov 13, 2017 11:57 am

pawnstorm wrote:
Mon Nov 13, 2017 10:11 am
..........reply.........
I spent all night looking for a exporter or importer. Almost giving up.
Hope this link works, Its in chinese, but eh, ill try it. Thanks!.

Edit:
YES IT WORKS!!! yay. My wait is finally over, i can now continue doing stuff, half asleep.

Edit 2:
Exporting with OgreMax works, but, how do i import a base .mesh file to max?
Reason is, i need to know how the guys did their rigging with armor, so either i edit the armor directly,
or reskin this new one, with whatever knowledge i gained from - how these guys did it? ( The devs )

pawnstorm
Posts: 23
Joined: Sat Jun 25, 2016 2:32 am

Mon Nov 13, 2017 7:21 pm

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 there is hopelessly outdated though).

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