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Relatar um problema com a tradução
1) The mesh is not parented to the vanilla skeleton (armature). You cannot use a skeleton someone else has made. You need to use the vanilla skeleton and then copy the animations to the skeleton. Assuming the source skeleton has literal exact same amount of bones and the bones are named identically (Bip01 etc). You cannot just port a skeleton sadly.
2) Link to the mesh in the race file is missing or spelled wrong.
Also, make sure the FCS is referring to the actual folder in your mod or vanilla mesh file. If it is referring to another mod it can also cause this.
3) You need to ALWAYS export both, the mesh and the skeleton together. Regardless if you are gonna use only the other.
1) Did you save OVER an existing mod in the ingame editor, or did you create a new mod in the Kenshi/mods folder where you saved the town change into?
2) If you saved over an existing mod, had you made a copy of the mod and pasted it in your Kenshi/mods folder?
Because if you just SAVED OVER an existing name mod in the game editor, FCS will create a new mod in your Kenshi/mods folder automatically. Because one cannot save over mods that are in the steamapps\workshop\content\233860 folder.
And the mod will be named identically to the original mod. And Kenshi is funny like that, one cannot load two identically named mods to the game. So the result is all the character models and content is in the original mod in the workshop folder and the game only loads the copy from the Kenshi/mods folder.
What you need to do, is rename the .mod file of the copy and its folder and then load BOTH to the game. Copy last.
played long after the release, I immediately threw a bunch of mods.
After playing for more than 70 hours, I finished a couple of collections and
then the same problem came out with the OKP models - it's a shame. a spark,
a storm, madness... google...
I hope that the following text will help someone. Or me, when I forget and
throw a bunch of mods again =)
I tried
link to this thread
unfortunately, it didn't work for me and I had to spend n-number of hours (600+ mods)
turning on mods one at a time (turn on 40 and see if it's broken or not,
if it's broken, turn off 10 at a time and so localize problematic mods)
using a third-party application of course, i'm not a insane
what i found
a) you disabled a mod that added that race, so now the model is missing
or b) you changed load orders or added a new mod that edits the same race another mod edited previously. And the earlier mod added a model to it (JRPG race) and this new mod reverses it.
JRPG race is notorious of this as they directly change the Greenlander and Scorchlander models, which means, if you want to add ANY other model, that edits Greenlanders, you must add those above the JRPG race and load JRPG race last.
This is not needed for Steam workshop items, nor usually even on Nexus mods. This maneuver is for those mods that include a bod2 file. And I am pretty sure this is unnecessary if the mod just had all their internal folder structure set up correctly. Which by the link path provided indeed is not on that mod. The correct folder structure would be: steamapps\workshopcontent\233860\1605171674\character\bodies\export
Yes animation mods change the skeleton, which means, in order for you to be able to use them, the skeleton needs to be added to each race. To prevent this tedious task, some animation mods directly swaps the vanilla animation skeletons. This results in various errors if the mod does not have the correct folder structure or the other mod has used a different skeleton for the race.
I have a fix for the community part map: https://steamcommunity.com/sharedfiles/filedetails/?id=2936262493