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Haha nice, glad it's all working and you're enjoying the collection!
For the worker issue, it's a part of two mods that you can dissble ( Longer Use Range and the Corpse Disposal Version ), it adds further "Use" ranges to all the various machineries and workbenches. This is really only needed for *Huge* bases with lots of workers, but can more than likely be disabled for anyone else who doesn't necessarily play that way.
This is why they can use it through walls and such, which can be immersion breaking, but is some what needed for mile long bases lol
One day I'll fix the Items Integration Patch , although I may end up just rebuilding it and going from there (it's not necessarily needed, but just cleans up menus, vendors, etc. with the additional armors and such).
Haha good luck bro
@Rob
I haven't been very active for the past 5-6 months or so, just busy irl with other things. I only just recently started uploading stuff to YouTube again and such, but I still wanted to help everyone set up and troubleshoot, gameplay tips, etc. for the collection so others can enjoy it too lol. Hopefully soon I can get back into everything again
Troubleshooting and such in This comments section isn't ideal, since there's a character limit and I can't edit my posts afterwards.
Yes you could probably do that, although there could be a lot of potential overlaps and such. Anrhaa (if that's the list you're referring to) is pretty good at making and maintaining their various patches and such, so it may actually play pretty well either way lol.
I suppose you could try it if you'd like, we share quite a few mods between both lists and we both use each other's mods we created
I mean they might work just fine right?
It's a relatively easy fix (last time I fixed this), although I'm curious as to *why* my fixes aren't working now. They might've even been a part of the Items Integration Patch (maybe?), but who knows lol. I'll need to take a look again and see what it is and such.
When I update the collection next time, hopefully relatively soon, I'll aim to include this fix again too.
Thank you for reminding me, I thought I had fixed that before. It's a mixture of a few mods, although I think it's Kaizo last time I checked? It's an additional AI package that are given to bonedogs, but I think it's a pretty broad application.
If they're a part of a caravan or something, they should follow the Faction Relationships between those groups (ie. don't attack if friendly), but Animals tend to not really follow those lol. If they're typically Drifters (most bounties and random people in cages), Relationships are kind of ambiguous due to the Drifters being *everyone* not belonging to a particular faction.
It should be, although you might need to look at the UWE Modified Research guide, as various Vanilla (and additional Modded, from UWE) Researches were altered to give it more of a logical path to unlock XYZ. Although, unfortunately we don't have something like RimWorld to show the *Full* research required to unlock XYZ, so it does get kinda confusing at times but it is what it is lol. Most Armors, such as Plate, Chain, etc. might have their own Production Chains and specialized machinery to make the item compared to Vanilla.
I'm not a Base Builder type Player, so I'm not too well versed in these particular things to be honest (I play mostly like Nomadic and Scavenging, etc.)
That's a good idea for Loading Screen Tips, as I tend to tell people all the time to do this method for safely reloading saves and such. I might have to borrow that idea lol
Glad everything is working though for you
I'm lucky that other modlist loading screen tooltips already warned me that I should NOT using the load feature in game at all and I should quit the game and load from main menu only.
So I always quit the game before reloading a save when I really want load a save.
And yeah, if I felt that something is "off", I will bring it up to you here.
This is somewhat normal behavior I've discussed in various discussion posts, etc. for this collection. It stems from UWE's increased population size overall, which you can further tailor yourself with the in-game settings ("Global Population", etc.).
I would personally not recommend reducing the Global Population size to anything below like ~0.5 unless your computer is really struggling, as it may cause towns to die out from raids and such.
Over time, the Population will reduce as wars, raids, etc. happen. On a New Game, or first time visiting an area, it's common for this "population explosion" to happen in the center of the town. This is unfortunately a game limitation, as things beyond 1+ zone away do not actively simulate (for good reason lol).
By the way, I would suggest *Not* actively save scumming in Kenshi. There's a vanilla bug that *will* occur if you continuously play on Save Scum saves, known as Corrupted Zone Data . I would recommend quitting out fully to Desktop and reloading that way to help avoid the issue.
I'm glad you're enjoying the collection so far!
Yes this modlist are pretty stable, no serious issues yet during my long session yesterday.
Even after adding more performance mod + heightmap left over from the Mega pack.
It still work fine.
And I appreciate a more "Lore Friendly" focus of this modlist even tho I do miss some of the mod from Mega pack, but that list make the world a bit too random and incohesive for my taste.
(Like the crossbow that have a very stark difference between one that is modded by the "crossbow are now fun" mod and the other crossbow + firearm that is balanced to the vanilla standard)
Tho I did get some visual bug with building mesh(?) in Stack when I got to savescum during my heist, making me unable to see what inside the build after loading the save back on unless in zoom in just right.
But leaving the town and come back to seem to fix it.
So it's all good.
Feel free to look through the sections of the Load Order (and Optional section at the bottom). Feel free to add/remove what you'd like, since it's mostly compatible with almost every mod you can find (you may still need patches though).
It was updated earlier this year (around March or so), although yes I have been somewhat busy IRL and working on various projects. Unfortunately, I just haven't had the time to update this recently. I'm still very active with helping troubleshoot issues and fixing what I can (my own mods), but I'll still need to sit down and fix various things that needs improvements.
Since it seem this one haven't been updated in a while.
Thank you for your comment, I'm glad you're enjoying the collection!
For sure I'd definitely recommend at least attempting to pick all the locks, even at a low lockpicking level you can eventually unlock it (it just might take multiple days lol). This is more obvious in Rebirth, since you *have* to escape but the locks are all 50+ (compared to ~25+ in vanilla).
Thanks on that, I agree that I think the risk is worth it. I'll just try to save more often! Appreciate it.
Although to fully determine it, I'd need your crash logs right after. The logs rebuild on next playthrough, so no big deal for now
I'm not sure entirely what's going on with the UC Slave Start, although it could be a combination of mods or UWE or whichever, but it seems to be the only Gamestart with issues (at least as far as people tell me lol). I do although need to delete a New Start, the Reptilian one, as I Removed them.
I normally just do the Rebirth starts, since thematically they're just a lot better than the UC camps (in my opinion).