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).