My weapons mod
- RighteousSinner
- Posts: 122
- Joined: Fri Oct 11, 2013 7:56 am
- Location: Oregon, USA
I believe you would have to attach the texture to a new weapon model then add that model to a new or previously existing weapon manufacturer. (specifically, the texture that loads would be located under Item>Weapons (mesh)>Weapon Models (material)>"any opened weapon model">material>normal map.)
I would suggest creating a new manufacturer like f03nlx suggested though, otherwise your weapon will end up having a different texture every time a new instance of it is created in-game. (This is simply because of how weapons are set up in this game. Weapons aren't manually selected for characters, instead a random model is selected based off of it's manufacturers chance values. This chance being the 2nd value located under any model entry located in a manufacturer window. The first of course being the percentage of the base stat value that is added to weapon when that specific model is chosen.
...Oh yeah, don't forget to add your texture to the tex folder where all the other weapon models are located too. I'm pretty sure the game is only set to only load textures from there. Not to mention it would be really hard to release a mod if your mod files are scattered all over the place and have to positioned in that EXACT PLACE for someone else to use your mod without editing it for their file locations.
If you have any other trouble let me know.
I would suggest creating a new manufacturer like f03nlx suggested though, otherwise your weapon will end up having a different texture every time a new instance of it is created in-game. (This is simply because of how weapons are set up in this game. Weapons aren't manually selected for characters, instead a random model is selected based off of it's manufacturers chance values. This chance being the 2nd value located under any model entry located in a manufacturer window. The first of course being the percentage of the base stat value that is added to weapon when that specific model is chosen.
...Oh yeah, don't forget to add your texture to the tex folder where all the other weapon models are located too. I'm pretty sure the game is only set to only load textures from there. Not to mention it would be really hard to release a mod if your mod files are scattered all over the place and have to positioned in that EXACT PLACE for someone else to use your mod without editing it for their file locations.
If you have any other trouble let me know.
It's basically as I said before you need to make a new manufacturer and then a new type for the one specific weapon, this is because the all weapons made by one manufacturer use the same texture. But I wouldn't know where to start if I had to actually give you steps I haven't touched the forgotten construction kit in maybe a year.
Hopefully that helps and good job with the sword.
Hopefully that helps and good job with the sword.
Weapon Concepts
So far I'm working on Buster Sword, Auron's Masamune, Bows, Mace, Dark Knight Halbred, Zangetsu, Guts' Dragon Slayer, Zweihander, Baselard, Daedric Two handed axe, and more to follow.
So far I'm working on Buster Sword, Auron's Masamune, Bows, Mace, Dark Knight Halbred, Zangetsu, Guts' Dragon Slayer, Zweihander, Baselard, Daedric Two handed axe, and more to follow.
- Hatsune_Neko
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- Location: Columbus, OH
should add a complete how you did it to this topic http://www.lofigames.com/phpBB3/viewtop ... f=11&t=966 for the future benefit of Modders who also want to add in their own weapons and custom textures.
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Oh heavens no.
Then Men would become unmanageable
Current computer specs.
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- RighteousSinner
- Posts: 122
- Joined: Fri Oct 11, 2013 7:56 am
- Location: Oregon, USA
Most of this isn't up-to-date anymore. As the FCS has undergone significant changes within the last year. Most of the textures are now linked specifically to models instead of manufacturers. This was changed to make all weapon models more unique. You can actually determine what weapon someone has if you pay attention to the texture of his weapon.f03n1x wrote:It's basically as I said before you need to make a new manufacturer and then a new type for the one specific weapon, this is because the all weapons made by one manufacturer use the same texture. But I wouldn't know where to start if I had to actually give you steps I haven't touched the forgotten construction kit in maybe a year.
That actually makes a lot of sense when you think about it. Since the reflection is probably an entire different layer then the original weapon and then would overwrite the original. Amazing how something you might think is insignificant turns out to be the solution to your problem.Azquirath wrote:Until I disabled the reflection in the construction set ^^
You could probably just create a link in that topic that goes to this one under important links. I could probably just create an entry in the topic myself if that wouldn't work, but I ain't a moderator.Hatsune_Neko wrote:should add a complete how you did it to this topic viewtopic.php?f=11&t=966 for the future benefit of Modders who also want to add in their own weapons and custom textures.
- RighteousSinner
- Posts: 122
- Joined: Fri Oct 11, 2013 7:56 am
- Location: Oregon, USA
I would suggest simply having roaming vendors that you can add to the world via the character squads. (Don't forget to give the guy some guards if you do.) Otherwise you would have to go through the in-game editor and manually hit the Populate button at the top of the screen to add your vendors to the world. This would of course mean that your mod would then also be attached to your world data should you choose to release it. Hopefully you understand where I'm going with this.
Anyways, if you really want to add your own vendors into the world, here's a guide I made for someone who wanted to add a character to a town. It's the same principle for what you want to do except that you need to swap out the farmer for a vendor of your choice. It would probably make more sense if he sold similar items as the original vendor. I mean, I don't think you'd want to make a custom weapons vendor that sells his wares out of a hat shop.
Again, any other questions, feel free to ask.
Anyways, if you really want to add your own vendors into the world, here's a guide I made for someone who wanted to add a character to a town. It's the same principle for what you want to do except that you need to swap out the farmer for a vendor of your choice. It would probably make more sense if he sold similar items as the original vendor. I mean, I don't think you'd want to make a custom weapons vendor that sells his wares out of a hat shop.
Again, any other questions, feel free to ask.
- RighteousSinner
- Posts: 122
- Joined: Fri Oct 11, 2013 7:56 am
- Location: Oregon, USA
It's an FCS bug. The coding groups all the inputted items together without having a separation and sort function. (You'll notice that all existing weapon vendors have a specific manufacturer that they sell for, instead of two or three.)Azquirath wrote:I was checking some options yesterday and any time I add more than one weapon manufacturer to a vendor the game will mix around the materials, and the weapons most of times will use the wrong texture sets -.-
And if the vendor already sales weapons he/she will mix around vanilla materials with the custom models -.-
I haven't been able to get them to work properly ever since the 0.7.2 update. After that it seemed as if the weapon icons were hard coded into the game.Azquirath wrote:...the freaking icons are not showing up properly or not showing at all, I've made custom icons for the weapons but they don't show up -.-
Unless you design weapons that can all have the same texture, this is indeed the case. Kenshi isn't really designed to have unique weapons with their own custom textures.Azquirath wrote:1) I can only add one weapon to a non-weapon vendor to keep the custom weapon's integrity
2) If I spawn new vendors they can only sell one weapon type
If they all have to have a unique texture (which would mean you would have to make a different manufacturer for each of them), then yes, this is indeed the case.Azquirath wrote:3) I would need to spawn a new vendor for each custom weapon
Create a new faction of unique weapon users.Azquirath wrote:It can be fun trying to hunt down roaming vendors until you find the weapon model you want
I can also try to add a new faction and give them the weapons, then you would need to fight them and beat them to get the new weapons...
You can make squads only ever spawn once by ticking their "is unique?" option in the squad creation and edit window.Azquirath" wrote:...they can be unique and not re-spawn again (gotta figure it out how to do that) but the tutorial to add new factions doesn't seem to be working (-.-) , which option can be better for a mod?
- RighteousSinner
- Posts: 122
- Joined: Fri Oct 11, 2013 7:56 am
- Location: Oregon, USA
Did you set the weapon level? It's suppose to be the manufacturer the weapon came from.Azquirath wrote:After adding new character => faction => squad and adding the custom weapons for some reason the game was using vanilla textures on the new weapons
Most of them probably won't show at all, if you're lucky and get one of those really small distorted icons though... it will probably vanish when you try to edit it and load up the game again.Azquirath wrote:After that I will need to try out many new weapon models and see which of them are actually showing up inventory icons
Have you figured out why modeling is a completely different job compared to world design or coding yet?
- RighteousSinner
- Posts: 122
- Joined: Fri Oct 11, 2013 7:56 am
- Location: Oregon, USA
I'm a fan of Google Drive for anything that's more then 100mb.Azquirath wrote:Where can I upload the mod? (host)
otherwise there are numerous file hosting sites on the web that are usually free.
I would. Since this thread is mostly dealing with issues setting up your mod and documenting your actions, converting it into a thread dedicated solely to your mod seems a bit counterproductive. Once you post it I'll add it to the mod index.Azquirath wrote:Should I just create a new entry in the mods section and link it to my mod?
Probably, since it has to do with the original game. Chris should really talk them into opening up a Kenshi workshop page though. Then again, this game isn't exclusively based on steam so... eh.Azquirath wrote:Is steam gonna let me link my mod in Kenshi's forum page?
No problem. I'd rather answer questions then set up guide anyway.Azquirath wrote:Thanks for all the support, appreciate it ^^
Oh yeah, don't forget to pack your mod so it's easy to set up. You should be able to unzip it in your Kenshi data folder and have it ready to go. Otherwise people may not even bother with it because they'd have to take the time to set it up.
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