[Mod] Kenshi Variety Mini Mod (Outdated)

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Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Tue Nov 01, 2011 7:41 pm

Hi there,

The goal of this mini-mod is to achieve a slightly higher variation in the first alpha release, including a feeling of a more 'populated' world and more variation in the numbers within squads.



KENSHI VARIETY v1.01
For Kenshi 0.2a3

Having any unusual problems? Please post!

Download here:
http://www.mediafire.com/?2wz3k540jwgn7t0


FIRSTLY, uninstall the previous version, (see bottom of post) then:

To install v1.01, copy and paste the 'data' folder to the Kenshi install directory, (Example: C:\Kenshi) and overwrite. Then run the game and enjoy. :)

To uninstall, copy and paste the 'data' folder inside the 'backup' folder to the Kenshi install directory and overwrite. Then delete the 'Kenshi_Variety_v1.01.mod' file inside the Kenshi/data directory.

Changelog:


v1.01:
  • -Updated to Alpha 0.2a3. Bug fixes reflect the fixes made in 0.2a3.
    - Slightly increased maximum size and of many squads, while lowering the minimum size slightly of a couple, too.
    - Northern Desert is more dangerous now.
    - Other changes to stats and equipment for Desert Raiders and Hungry Bandits stats set back to default.
    - More dialogue added to Empire Captain.
    - Should be more roaming squads now.
v1.0:
  • - There're new group of bandits known as 'Desert Raiders' who wander around the map.
    - Also, most of the squads you'll find have had their numbers altered, more explicitly, there is a greater variation in how many members there are in a squad. FOR EXAMPLE, dust bandits may walk around in small groups anywhere from 2 to 6, while mobs of desert raiders/empire armies and other squads may walk around with up to 30 men.
    - Empire armies and hungry bandits are more common, as are caravans. You'll find there are more wandering squads overall.
    - Some dialogue has been added/altered. (Empire Soldier/Caraven Trader/Guy that joins you in the tavern, etc)
    - Very slightly changed the stats of the 'larger' squads, (mobs) to reflect the shift of game balance.

SCREENSHOTS:


Image

Image

Image

Image

OLD VERSION:

TO INSTALL, place the contents of the 'Kenshi Variety' folder to your data folder and overwrite, located inside your Kenshi main install folder: (Example: C:\Kenshi\Data).

TO UNINSTALL, delete the Kenshi_Variety.mod file, then open the 'mods.cfg' file and remove the 'Kenshi_Variety.mod' line, save, and exit, you're done!

Thanks a lot ! Let me know what you think :)

Graeywulf
Last edited by Graeywulf on Fri Nov 04, 2011 2:01 am, edited 15 times in total.

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

Tue Nov 01, 2011 11:39 pm

works like a charm

great mod to start things off
have some bees

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

Need help? pm me or any other mod.

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Tue Nov 01, 2011 11:43 pm

1337 wrote:works like a charm

great mod to start things off
have some bees
Thank you 1337 :)
I'm waiting for any possible updates before I go into anything detailed :)

Edit: Thanks for the bees!

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

Wed Nov 02, 2011 12:23 am

I TOLD PEOPLE THAT MODS WOULD COME SOON BUT EVEN I DIDNT EXPECT A DAY AFTER RELEASE!!!!

sorry i had to rant Y-Y this is a nice mod i can't use just yet as i don't currently fully own the game but ill try it when i buy the game :D

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 12:34 am

hasaosan wrote:I TOLD PEOPLE THAT MODS WOULD COME SOON BUT EVEN I DIDNT EXPECT A DAY AFTER RELEASE!!!!

sorry i had to rant Y-Y this is a nice mod i can't use just yet as i don't currently fully own the game but ill try it when i buy the game :D

Hehe, thank you, like I said, I am hoping to make quite a few more varying things with this, only don't want to work too hard and lose it all at this early stage. :)

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Temper
Posts: 73
Joined: Mon Oct 31, 2011 11:33 am
Location: Australia

Wed Nov 02, 2011 12:58 am

Hi all !

Nice work graeywulf !

I'll hold off on using any mods for now,and just mess around with original alpha.

I havn't had much time to play or mess with the editor due to my wife having cancer treatment.So I got a quick question if you don't mind .......I don't suppose you spotted any female stuff at all ? meshes/textures and stuff ?

Temper
My Kenshi avatar is going to be a very,very naughty little man.

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

Wed Nov 02, 2011 1:10 am

Luls, I saw some female stuff. But it wasn't there to access for some reason. Guess all we have is a placeholder now.


But, yeah. Nice mod. Makes me want to go back to mine and add different level plateaus for people to start at instead of just the generic one I did.


I'll be doing a bunch more fun stuff soon as we can safely add terrain/towns/npc's without causing more trouble than it's worth.
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 1:22 am

Temper wrote:Hi all !

Nice work graeywulf !

I'll hold off on using any mods for now,and just mess around with original alpha.

I havn't had much time to play or mess with the editor due to my wife having cancer treatment.So I got a quick question if you don't mind .......I don't suppose you spotted any female stuff at all ? meshes/textures and stuff ?

Temper
Yep, Synyster is right :) I viewed the female mesh which the female human character is pathed to, and it looks wonderful, but I'm doubtful whether there are textures to make playing a female possible at this stage.

User avatar
conte
Posts: 51
Joined: Wed Oct 05, 2011 6:26 pm

Wed Nov 02, 2011 11:23 am

Nice mod ;)

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 2:05 pm

conte wrote:Nice mod ;)
Thanks :)


Updated to v1.01 for Kenshi 0.2a3. See first post.

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

Wed Nov 02, 2011 7:39 pm

Nice update.
I have a few suggestions though, and instead of making an entirely new mod myself, I thought I'd just tell you so you could possibly add it to yours.

Add caravans to the spawn list that way they don't eventually all die out.

When you are modding the map areas. On the left side if you change the spawns from:
Spawns:
Spawns max: 2
Spawns min: 2

It will allow for more units roaming at any given time. 20 is too high for a cap, it causes FPS drops. but 7-10 should be fine if you like enemies over the top of almost every dune.
5 fits my taste perfectly.
(To test this change the spawns + startup spawns to nothing. Then add just 1 caravan to spawn, not startup spawn. What this will do is spawn a bunch of caravans out in the desert that will head to the starting town.(I counted roughly 20) If you play with the max/min number of spawns then you'll be able to find the butter zone.)

Also, if you change the population on the left side from 100, to 10,000 it will prevent the eventual die out of all the mobs.

Just in case you weren't aware. On the right side of the zone map spawns. Where you add different squads to the spawn list. The number to the right of the type of squad, is the chance for that squad to spawn as opposed to another.

I thought of it this way, if you give a bandit mob 20 and a empire army 4. Then the game will roll a dice upon spawning a squad this dice will have 20(bandit mob) + 4(empire army) sides on it. so, it has 24 sides, if the dice lands on 1 of the 4 empire army sides, then the empire army will spawn as opposed to the bandit mob.
(best explanation I could come up with)

From what you were doing it looked like you thought this number was the amount of that squad that spawned. I apologize if that is not what you thought. I have done testing to confirm the way it works. If you know it works differently please tell me how it works.
What I did to test this was the caravan testing above. I set the number to 1, yet it spawn several caravan squads.
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 8:09 pm

SynysterOne wrote:Nice update.
I have a few suggestions though, and instead of making an entirely new mod myself, I thought I'd just tell you so you could possibly add it to yours.

Add caravans to the spawn list that way they don't eventually all die out.

When you are modding the map areas. On the left side if you change the spawns from:
Spawns:
Spawns max: 2
Spawns min: 2

It will allow for more units roaming at any given time. 20 is too high for a cap, it causes FPS drops. but 7-10 should be fine if you like enemies over the top of almost every dune.
5 fits my taste perfectly.
(To test this change the spawns + startup spawns to nothing. Then add just 1 caravan to spawn, not startup spawn. What this will do is spawn a bunch of caravans out in the desert that will head to the starting town.(I counted roughly 20) If you play with the max/min number of spawns then you'll be able to find the butter zone.)

Also, if you change the population on the left side from 100, to 10,000 it will prevent the eventual die out of all the mobs.

Just in case you weren't aware. On the right side of the zone map spawns. Where you add different squads to the spawn list. The number to the right of the type of squad, is the chance for that squad to spawn as opposed to another.

I thought of it this way, if you give a bandit mob 20 and a empire army 4. Then the game will roll a dice upon spawning a squad this dice will have 20(bandit mob) + 4(empire army) sides on it. so, it has 24 sides, if the dice lands on 1 of the 4 empire army sides, then the empire army will spawn as opposed to the bandit mob.
(best explanation I could come up with)

From what you were doing it looked like you thought this number was the amount of that squad that spawned. I apologize if that is not what you thought. I have done testing to confirm the way it works. If you know it works differently please tell me how it works.
What I did to test this was the caravan testing above. I set the number to 1, yet it spawn several caravan squads.
Alright, took a look, I'll do some testing of my own also :) Thanks for the post.
So, to sum up what you're saying, with an image, do I have that all right?

Unsure as how to the min/max squad modifiers work mainly.

Everything makes perfect sense though, and you were right about me thinking the numbers on the right linked to the quantity of squads, rather than the probability, doh. I should've seen that myself, when I was testing, and gave caravans 40, with everything else 0, of course, there were not really more squads, just only ones consisting of caravans. :)

The thing is, I'm not entirely sure how spawning works in Kenshi; it's common for squads and NPCs to disappear isn't it? Especially say, when moving a great distance and returning, or quitting the game and reloading, be that a bug, or just how the engine works? Either way, i'll try out a few things too, nice to see you've tested all this! :) Thanks again Syn. I'll put your suggestion into action in the next release after a few days time when the next patch is released.


EDIT: Okay, thanks for the info, I already have some more ideas to implement in the next release, as a modification that amies towards variety in this early stage, I'm going to aim to make the three different map 'sectors' more varied in terms of what spawns there and how populated they are.

Also, I thought about implementing a new area, but I saw that it seems only the colours blue, red, and green are locked into what the CS will read, as well as through the bitmap file, I'm not sure if it would work anyway.

More to come soon!

Graeywulf.

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

Wed Nov 02, 2011 9:08 pm

Yeah, the image sums it up.

I'm not sure what the startup spawns does honestly....It seemed to be the same thing as normal spawns, except they only spawn one time, at the start of the game. The number on that one may signify how many we get at the very start.

What I think prevents them all from dying out is the 'population amount' above the spawn max and min. It's set to 100, i change it to 10000. This prevents the thinning out of the squads you see as the game goes on.


As for the spawn min/max. Yeah, it seems like it's per zone. If you'll notice above the 'Map areas' is 'Zone Map'. I believe those zones are split up among the 'Map areas'. With that being said, with the spawn min/max set at 2, we should be getting 18-20 squads at any given time.(depending on whether 'TERRAIN SPLATS' counts as a zone)

Back to the startup spawn. It may be that the 40 total startup caravans are split amongst the 'Towns'.
otherwise they are the same as everything else, and spawn in the zones.
I dunno, I've been working at modding kenshi for the past 10 hours straight and I'm getting a little frazzled.

Doesn't help that I'm thinking about how to improve my God Mode mod while typing this.
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

Graeywulf
Posts: 67
Joined: Mon Oct 31, 2011 2:26 pm
Location: Kent, England

Wed Nov 02, 2011 9:21 pm

SynysterOne wrote:Yeah, the image sums it up.

I'm not sure what the startup spawns does honestly....It seemed to be the same thing as normal spawns, except they only spawn one time, at the start of the game. The number on that one may signify how many we get at the very start.

What I think prevents them all from dying out is the 'population amount' above the spawn max and min. It's set to 100, i change it to 10000. This prevents the thinning out of the squads you see as the game goes on.


As for the spawn min/max. Yeah, it seems like it's per zone. If you'll notice above the 'Map areas' is 'Zone Map'. I believe those zones are split up among the 'Map areas'. With that being said, with the spawn min/max set at 2, we should be getting 18-20 squads at any given time.(depending on whether 'TERRAIN SPLATS' counts as a zone)

Back to the startup spawn. It may be that the 40 total startup caravans are split amongst the 'Towns'.
otherwise they are the same as everything else, and spawn in the zones.
I dunno, I've been working at modding kenshi for the past 10 hours straight and I'm getting a little frazzled.

Doesn't help that I'm thinking about how to improve my God Mode mod while typing this.

Yeah, that makes sense.

About the population modifier, I'm wondering if it's related to the 'population=1.0' line found in the settings CFG, also.

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

Wed Nov 02, 2011 11:59 pm

Graeywulf wrote: Yeah, that makes sense.

About the population modifier, I'm wondering if it's related to the 'population=1.0' line found in the settings CFG, also.

Make a backup of your game and have at it!
Joined:
Wed Oct 12, 2011 5:04 pm

I've been here waiting.

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