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UCTM - Less Factions and Tweaks
   
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544.645 KB
Dec 9, 2024 @ 6:04pm
Apr 10 @ 9:34am
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UCTM - Less Factions and Tweaks

Description
A mod that removes some extra factions from the 'Ultimate Cities Towns Merge', fixes clipping buildings, assign interiors to some empty buildings and more.

Check the Discussion tab for more info about the changes and fixes.
14 Comments
MikaBoy Apr 16 @ 12:00pm 
¡Gracias por revisarlo! Sí, uso también. En ese caso, veré si puedo encontrar ese problema tal y como me lo sugieres, y hacerle algún parche :CryingGhost:

P.D: Gracias por todos tus mods!
Anrhaa  [author] Apr 10 @ 9:31am 
@MikaBoy. No hay torretas flotantes en Gatun, Clownsteady y The Drifter's Last. Puede que sea un problema de la version de UWE.
Anrhaa  [author] Apr 8 @ 3:38pm 
@MikaBoy. Gracias por el aviso y por indicarme con tanto detalle en dónde están los errores. Más tarde o mañana reviso esos lugares para arreglarlo :D
MikaBoy Apr 8 @ 12:05pm 
Olvidé responder. ¡Muchas gracias! Funcionó tal y como dijiste. :GhostFlowerHappy:
No sé si vale la pena mencionar, ya que no estoy seguro si es por el UCTM, pero he visto algunas torretas flotantes en Gatun (y una escalera subiendo la colina), Clownsteady y The Drifter's Last. Y una casa y un poste de luz urbano flotando un poco en Sho-Battai.

¡De todas formas, muchas gracias!
Anrhaa  [author] Mar 23 @ 5:00am 
@MikaBoy. Si, es un problema que ocurre cada vez que uno carga la partida. La forma de arreglarlo es usar el comando ctrl + shift + f11 para regenerar el navmesh y así los personajes puedan moverse normalmente
MikaBoy Mar 22 @ 11:51pm 
¡Hola! Parece que el edificio del trono de Tengu, en Heft, es inaccesible. Ni el jugador ni los npc pueden entrar, como si hubiera un muro invisible. No sé si solo sea yo, pero creo que es un error del mod original :(
MGJ Sakazaki Feb 12 @ 7:49am 
Well, for what I have collected of comments so far about ppl subscribing to south hub and hub overalls were positively about how chaotic it became after these mods. The same reason why UCTM came to happen. The hub being chaotic it's like a lovely breeze of kenshi feelings coming onto us. <3 Well, but ppl can disagree with it. Still, lorewise I think being chaotic reflects how the hub in the original came to be so much destroyed, not only because of HN actions, but due to how chaotic it was. So, it makes sense. =) One way or the other, nice mod. =)
Anrhaa  [author] Feb 12 @ 7:40am 
@MGJ Sakazaki. All those 'unnecessary' changes were done to stop the constant in-fighting that happens at the Hub, and Shek's because the great amount of new factions.

Canyonlands Killer was from a swamp gang and the Hub residents end up killing him pretty fast. Now he at least last a day or two.

Try staying at the Hub without this patch for a while without getting all the merchant and yourself killed.
MGJ Sakazaki Feb 12 @ 7:25am 
Unnecessary changes:
1. * 'The Fallen Gang' replaced entirely by the 'Holy Nation Outlaws' faction. (That a totally different faction with its lore.)
2. * Fallen Paladins are now named and removed their dialogue package to make them peaceful. (See above)
3. * 'South Hub Ninjas' replaced entirely by the 'Trade Ninjas'. (Entirely new faction showing the power struggles inside Trade Ninjas Faction.)
4. * Hub's 'Outlaws' replaced entirely by the 'Holy Nation Outlaws' faction. (Outlaws are a faction by itself since the beginning of Kenshi)
5. * 'Shek Civilian' replaced entirely by the 'Shek Kingdom'. (They most likely are Sheks without ties to Shek Kingdom. Any Shek that flees from the duty are exiles and traitors to the Shek Kingdom.)
MGJ Sakazaki Feb 12 @ 7:25am 
6. * The Canyonlands Killer is now a 'No Faction'. (I don't know.)
7. * Removed 'Nomads' and 'Flotsan Refugee' from potential vagrants that spawn there. (The more the merrier)
8. * Removed 'Tech Hunters', 'Stone Rats', 'Grayflayers', 'White Eyebrow Clan' and 'Dust Bandits' from the bar. (The more the merrier. The Hub got bigger, it makes sense for more kinds of people to show up there.)
Nonetheless, great work, mate! ^^