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I always recommend everyone to play "Ironman" style where they don't roll back saves just because the emergent stories can lend themselves to informing what your next moves should be. If you end up captured and enslaved, the next goal should immediately be obvious, then once you escape you can decide to enact revenge on the Slavers, which leads to building up a small group (or an army) and going from there.
I'm glad you all enjoy the collection!
Most likely a lot of the armor mods were taken out and mixed with the UWE mod list.
Unfortunately that means all armor sets there are gone. You'll have to find them again.
So I havent played for a few months and updated my game to your latest update. I imported save and a tonne of my armor is missing, helms are missing and a lot of gear has a white box with an X in it.
What happened to my gear?
Found out that adding a few patches do work. Just be aware that an error occurs that says a race is missing when you try to add in patches for tame beasties. It should still be fine but i can't tell what Race is missing.
That probably needs a Tame Beasties patch, there is a comment on the Thrasher mod page which shows how to create a "Pick Up" patch to allow them to be picked up. Although, they'd probably still need a Recruit dialogue package created (ie. Tame Beasties's mod).
Thank you for helping others with their issues.
(deleted previous comment since I broke the formatting lol)
You might need to disable Each Person's Life and Persistent Friendship as these mods are meant to change Character NPCs (your faction) into random nearby factions after you dismiss them, although it seems to inherit this to random NPCs across the map (ie. the Dyer's shop in the HN territory). It could even be a UWE change for all I know, I'd need to look into it more.
Let me know if this works or not. You'll need to Import after disabling those mods.
Seems like im missing plate armor technology. Tier 4 and it's nowhere to be seen. Any fix for that?
2nd question is about No-face. the guy who was from the gutters faction allowing us to domesticate beak things. Seems that some mod changes him into the starving vagrant faction which i dont like. Any ideas which mod does that?
@Grim just talk to the dog and you can recruit it through dialogue
Oh and i did some testing on the missing npcs thing. Apparently leaving a pc near the npc location can keep that npc at that location. The issue comes she you are gone as the moment you leave the disappear into the ether. I found importing to help out, especially with big bounties but that can be inconsistent as bounties who stay in place often don't disappear like dust king. But Screamer the False and Ponk can just leave the tower and never return
Yeah I believe they carry a lot due to them also being vendors, so they carry their personal medkits (for mending) as well as inventory for sales. This makes them good targets if you wanna play as a Highway Bandit lol
@Fixer
Sometimes those NPCs might be off doing something and will eventually return (ie. Beep, Hamut, etc.
Good point about the Dyer, he might have some generic AI package that inherits the various "do XYZ" functions. I might end up making a specific patch to address this once i get a chance.
Also to anyone who had certain bounties and prisoners are missing, import the world with dead npcs off just in case. dunno why they keep leaving. Been wondering where agnu and the thrall brothers were when i visited but apparently the mod that lets people walk away like the dyer also applies to them. Dunno how.
Feel free to use the Dyers Guild which was the previous mod I used for the list. I swapped them out because the Guild buildings are kind of OP and there was an overlap I couldn't quite fix (worked on my end, but 50/50 reported it not working on their end).
@Lil_Z
It's probably with the Gate Guards AI mod , although they close the gate if they're getting raided. The AI in kenshi does weird things at times and even neutral/allied factions will attack things if it's in the way lol. Not much we can do about it, unfortunately. You can remove the mod if you'd like. Make sure to Import
I believe an Import would fix it, although give it a test try to make sure from outside their shop (make a save, exit fully to desktop, load the game again and Import save).
That's pretty interesting actually lol, you're the first to report it. Thank you for letting me know! I'm not sure *Why* he would do that, although it's probably from Persistent Friendship or something random that would dictate an NPC to attempt to join a nearby faction (typically the Tech Hunters or other vanilla factions). Highlanders are a UWE faction, so it's interesting that it they're joining them out of anyone else. It's probably an odd interaction with their AI / Dialogue package trying to make them do XYZ. I'll need to look at the mod and see what causes that.
Haha no problem bro, thank you for the kind words!
Yeah StillDoll's mods are quite intensive in terms of the amount of Dialogues they've added (look up their Assault Missions and Town Guard Job mods for examples). I'm surprised they work as well as they do, considering the wizardry involved with Dialogues in this game lol.
I didn’t realize about the density of stilldoll’s dialogue work. I’ll have to take a look at their mods! Been trying to nail down what is a really good one that doesn’t deviate too far or add extra stuff.
Dialogue modding is so tricky
Good question, really. I'd need to look at both mods in FCS to see where the overlap might be. I presumed it was originally just a Patch for Each Person's Life ( which is stated in the Persistent Friendship's Description ), but it could be fully merged together from the original mod. In either case, it would really depend on the Load Order which hopefully I have setup right lol. If PF is loaded *after* EPL, then PF would take priority.
Once I get a chance to play around in FCS, I could look more in depth. If it's simply merged from the original mod, then you can probably remove EPL to reduce potential conflicts.