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They're so secure that way, the the only way an update could get applied is if you replace the specific folder with the updated version.
So just subscribing to the mod makes my save vulnerable to the mod makers deleting or changing their mod. placing and renaming all steam mods into my kenshi mods folder "locks it" in place?
That step of copying and renaming folders is something some users (myself included) do to make sure the mod downloaded is always available. Useful to avoid issues of deleted mods and to make patches.
Regular users may not need to do so, since they have to constantly replace the mod folder everytime they update.
Tl;DR: Delete old MCA Extended mod folder from your mod folder. No need to do the same step for the regular MCA mod.
One thing I need further clarification on regarding installation... there is no mention of the additional installation needed for MCA to work. I am assuming this was resolved in the MEGA animation patch. i'm wondering because i currently have MCA extended and ill be going back to just regular MCA in the future. do i have to move those workshop files over again. thank you so much!
Several mod removed. No import needed.
Removed mods:
- Random Joiners: They end up being annoying and we already have several way to recruit mid-strong characters.
- Wiser Hungry People: They didn't shine enough and there are other mods already at the collection that let you interact with them.
- Mobile Energy Cell !!!: UWE already adds a battery.
- Robotic Legs with Boots: There is realistically no situation where you want to use them instead of the several available prosthetic limbs at the collection.
- Bleeder's Needle: We have another similar item already available at the collection.
- Equipment - Hi-Kers Backpck: They look a bit out of place. Too clean.
- Hospital AI Fix: Already done by Crunk's Tweak Compilation.
- UWE - Grazing and Animal Fodder: Fully merged at the main Integration Patch.
Don't forget to remove your items from the Hi-Kers Backpacks before unsubscribing from the removed mods.
Did you downloaded and installed all the optimization mods pointed at the description?
Do you copy and pasted the Load Order that is at the discussion tab?
Do you play at mid, high or ultra? It's recommended playing at mid with shadow turned off.
If you removed the armor mods pointed at the changelog, did you import your game after that?
What action were your characters doing when the CTD happen? Did an error message appeared?
Since always the mining speed depends on the labouring skill
Small update. No import needed.
Removed mods:
- UWE - Item Integration Patch - Addon: All relevant features moved to the main patch. Undone all no redundant changes.
- Lockpick Anyway: Already integrated at Crunk's patch.
Don't forget to unsubscribe from these removed mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=3025609241
https://steamcommunity.com/sharedfiles/filedetails/?id=2862682582
Small update. No import needed.
Removed mod:
Overhaul
- Long Range Radio
- Nomad Squads Move On Simple Fix: It break nomad vendors
Don't forget to unsubscribe from this removed mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2994349516
https://steamcommunity.com/sharedfiles/filedetails/?id=3528282928
Error: Model for Shek (Alt) not found
and couple others how to solve this
lol finally Fort Mirage will now be actually a challenge to take
the world states also a cool addition
Big update. An import is needed. Check the changelog.
And I have a notebloc with all bugs people had encounter, so I can work on then at my pase
Several mod removed. To decrease armor bloat. An Import is needed so characters reset.
Removed Mods:
- Bounty Hunter Armor: I don't like the BH at their names and they look like some of other mods available at the Collection.
- Cat's Dust Bandit Overhaul: They don't offer enough protection, often mismatch and I no longer like the look.
- Rogue Armor Remake: No more rag armors.
- Armor | Swamper Plate: No more rag armors.
- Armor | Hooligan Rags: No more rag armors.
- Armor | Rag Plate: No more rag armors.
- Armor | Armored Mercenary Rags: No more rag armors.
Don't forget to unequip your characters from armors from these mods before unsubscribing from them.
Removed a mod and added other. No import needed.
Added mod:
+ Weapon & Armour Smith Recruits - Fix and Game Start: Finally, a Smith game start.
Remove mod:
+ Compressed Meat! I stopped liking the fact that it needs more than 1 ingredient to craft. Why would I need to farm a vegetable to get rip of ton of meat?
Don't forget to unsubscribe from these removed mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=3282441800
And your English is good!
Sorry to bother you with maybe a stupid question but i just want to be sure without doing something stupid.
It's about the optional mod : " Nice Textures Collection (without map and ui) ", i may have missed if it was writen somewhere but i'm not sure where to put it in the load order ?
At the bottom before Kenshi CTD fix patch ?
Thank you. (sorry for my bad english)
Removed some mods for balance purposes. An Import is needed only if you were around Leviathan Coast.
Removed mods:
+ Leviathan Coast - Mecha Invasion: Way too OP, which normally is fair for the zone, but they kill everything else around the zone.
+ Avitus Rei - Region Enemy Indicator: Since we have several new faction and animals, it becomes pretty useless.
+ Royal's Recruits - John Kenshi: I liked the guy, but he's not funny enough and he's to cheap for a so powerful recruit.
Don't forget to unsubscribe from these removed mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2851454343
https://steamcommunity.com/sharedfiles/filedetails/?id=2998549688
https://steamcommunity.com/sharedfiles/filedetails/?id=3372620506