Construction Set isn't saving Mod

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DrCrazyEights
Posts: 3
Joined: Fri Jul 05, 2013 4:31 pm

Sun Jul 07, 2013 5:20 am

Hey guys, I know you'll probably give me some flack because it's "cheating", but. I made a mod where I lowered the cost and time of construction for all the buildable structures in the game. So the mod will work once but when I quit Kenshi and go back into it the mod resets all of the values to their original state. Anyone know why this keeps happening? I was thinking maybe I'm changing too much because I also lowered the time it takes for researches to finish.

If anyone knows a way to stop the reset from happening please let me know. Otherwise I suppose I just have to man up and play the game the way it was meant to be played. Ha.

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f03n1x
Posts: 112
Joined: Fri Apr 05, 2013 11:46 am
Location: New Zealand

Sun Jul 07, 2013 5:31 pm

I had the same sorta problem with adding in items to one of the campaigns the holy sword campaign I changed it to a bow and because I didn't set up the item properly (forgot to add the actual mesh lol) It decided to return to default, I guess the only advice I can give you is just double check you're not forgetting something, not much for advice but yeah, hopefully you find out why it resets.
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Harpuea
Posts: 16
Joined: Tue Jan 08, 2013 9:49 pm

Tue Jul 09, 2013 10:51 pm

I have my own solutions, but it may cause more problems for you.

The construction set have a major flaw that if you edit the vanilla gamebase stuff, it will not save the next time you load the construction set. I suggest you make a duplicate of the item from the vanilla gamebase that you want to modify in your mod and then delete the item from gamedata.base itself. Otherwise, the gamedata.base will always overwrites your mod when you open the mod with the construction set again. Of course, this will make playing vanilla mode impossible without mods since you deleted stuff. For people who plans to play with mods, they should make a backup copy of the gamedata.base. And if you plan to release the mod, release the modified gamedata.base as well with the mod. In my own mod, I did that to make sure the gamedata.base don't screw up things. The fact that my mod don't cross over with many others also allowed me to do this without worrying too much. When the game updates, the gamedata.base will need to be reworked (As in deleting stuff that screws your mod up) if you plan to go this route.

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