[MOD] More Items/Buildings

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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Sat Mar 30, 2013 4:55 am

i made a mod!
DL link after the break
this mod adds items, buildings, and some aesthetics to the game and provides new research objects...

there are 2 custom buildings they can be seen here:
http://i.imgur.com/7SPfKH0.jpg

currently it adds this stuff:
  • buildings made/enabled:
    research table 3
    intermediate stone mine
    stool
    round table
    Metal Table
    Partition
    Medical Assembler
    Medical Assembler II
    Larger Item Storage
    three "new" houses
    oasis - custom mesh
    Fire Pit - custom mesh
    the two outposts
    water tower
    bag
    Fish - cooked and raw
Things planned:
  • transparency on the water in the oasis.... =/
    more new items
    --luxury items that rarely spawn in the shops
    --food objects
    pistols
    hatchets
    WEAPONS!
any suggestions comments or concerns can be posted here

if you have a good idea - post it - i might add it!

============
Break
============

DL LINK: http://www.mediafire.com/download.php?q51erwx6br7brsb
instructions:
1. unzip files
2. place in kenshi/data
3. open, in notepad, mods.cfg found in kenshi/data
4. on it's own line, type food.mod
5. play
Last edited by Beesafree on Tue Apr 09, 2013 3:13 am, edited 2 times in total.
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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Sun Mar 31, 2013 6:34 am

here's a pistol model i just finished!
http://i.imgur.com/E1kPwqD.png

EDIT 3/31/2013 4:19pm EST:
amidoinitrite?
http://i.imgur.com/EB4rCR5.jpg
#ModdingIsHard XD
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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Tue Apr 02, 2013 12:25 am

oh hmm....
now i am actually having troubles....

whenever i set the reach of a weapon to a ridiculous amount (100+) the character using the weapon will stop and freeze at the beginning of the attacking animation until the enemy is close enough to attack....

anyone know a work around? i would be willing to send my pistol mesh file if you need it, although it should be fairly testable with any existing weapon

:?
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Denninja
Posts: 30
Joined: Sat Mar 30, 2013 5:00 am

Tue Apr 02, 2013 2:06 pm

That seems to be within Combat Techniques.
Image
You're looking for "attack distance" and "attack distance min vs static".
The settings here have descriptions.
Tweaking the frame lengths here might help, as well as changing "attack direction" to "thrust".
No idea how to add a new weapon type to assign this to, not sure it's possible with FSC.
Maybe you could borrow one of the currently unused types.
Image

lavagninogm
Posts: 38
Joined: Sun Mar 24, 2013 7:29 pm

Tue Apr 02, 2013 4:46 pm

This mod looks legit :) I'm gonna try it out. What program do you use to make your models?

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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Tue Apr 02, 2013 8:54 pm

@denninja
yeah i was borrowing blunt since that has no weapons attached to it yet....
i edited the attack distance, along with the length and it produced the result i stated....

from how i understand it:
attack distance in the combat techniques is the distance at which the person will consider using the skill, but it is limited by the length in the weapon mesh file
and.....
length in the weapon mesh file effects how far the weapon will reach, including how many targets are hit (based on arc and direction)

so the idea with the gun would be to make it's length far, and the attack distance far, and the direction of the attack thrust/forward, so it doesn't do a shotgun like spray.....

@lavagninogm
milkshape 3d, it's pretty neat - my first time actually modelling - but i have a crap ton of autocadd experience, so this is coming pretty naturally

EDIT:
here's a flintlock pistol, a little more "handmade" than the magnum
http://i.imgur.com/KshqbUs.png
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kujal
Posts: 6
Joined: Wed Apr 03, 2013 1:19 am

Wed Apr 03, 2013 1:20 am

Excellent mod!

kujal
Posts: 6
Joined: Wed Apr 03, 2013 1:19 am

Wed Apr 03, 2013 5:46 pm

None of the buildings are available to be built, nor the outposts. The interior items also are unavailable to be built. On the upside the water tower looks good and the oasis/fire pit is a nice addition. Is there another mod that needs to be installed so those items will be available?

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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Wed Apr 03, 2013 10:24 pm

oh - your right
i know what happened, the gamedata overwrote my changes....

so....
there's now a new link in the OP
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kujal
Posts: 6
Joined: Wed Apr 03, 2013 1:19 am

Thu Apr 04, 2013 1:40 am

Tried the download link above, is that what you meant?

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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Thu Apr 04, 2013 2:02 am

yeah i updated it, none of the core files changed, just replace your food.mod file

it should also keep your progress on your techs - so.... that's cool

EDIT:
a hunting rifle:
http://i.imgur.com/3SKUWUp.png

the trigger trim may be too stylized
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kujal
Posts: 6
Joined: Wed Apr 03, 2013 1:19 am

Thu Apr 04, 2013 7:46 pm

I got it to work! Awesome new features :) You need to download the building unlock mod by elmonodara to have things show up in your build menu :) http://www.filedropper.com/buildingsunlocked_4

Koalaratte
Posts: 3
Joined: Mon Mar 25, 2013 2:30 am

Thu Apr 04, 2013 9:07 pm

I would like to see some kind of glaive or stick for fighting, like a scythe and a long wooden rod :D

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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Thu Apr 04, 2013 9:26 pm

kujal wrote:I got it to work! Awesome new features :) You need to download the building unlock mod by elmonodara to have things show up in your build menu :) http://www.filedropper.com/buildingsunlocked_4
you shouldn't need that.....
in the updated mod it'll fix it, i made it so they show up

@koal
those are good ideas
i'll work on it
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kujal
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Joined: Wed Apr 03, 2013 1:19 am

Fri Apr 05, 2013 12:57 am

It would be nice to see some nun-chucks--probably spelled that wrong---and throwing stars for ranged combat!

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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Fri Apr 05, 2013 1:29 am

kujal wrote:It would be nice to see some nun-chucks--probably spelled that wrong---and throwing stars for ranged combat!
that'd be cool - although i dunno how to apply physics so the nun chucks would look real, and at this point - the throwing stars would have the same problem as the gun =/

here's a glaive!
http://i.imgur.com/ACkfkhp.png

i have a bo staff too, but.... its far less interesting
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Koalaratte
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Joined: Mon Mar 25, 2013 2:30 am

Fri Apr 05, 2013 4:48 pm

That glaive looks quite nice, but you shouldnt make it look so "good" i mean its a post-apocalyptic world and most persons would use somekind of scythe instead of that professional weapon.

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Beesafree
Posts: 26
Joined: Fri Mar 22, 2013 2:39 am

Fri Apr 05, 2013 11:43 pm

i think with proper texturing it'll look more worn
im really happy with how it turned out model wise - it was a really good idea, it needs a little bit more refining, but it is really cool XD
i don't have my desktop for the weekend+ so i won't be implementing it till i get it back - its in repair =./
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Koalaratte
Posts: 3
Joined: Mon Mar 25, 2013 2:30 am

Sat Apr 06, 2013 5:46 am

Take your time :) And i have another idea: if the staff looks too boring you should make a spear. :D

Slaineify
Posts: 19
Joined: Sun Sep 16, 2012 11:24 am

Mon Apr 08, 2013 2:05 pm

Any chance we could get some fallout-esqe spears up in this? :D

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