Kenshi
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City Architecture Total Overhaul
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24.097 MB
Oct 5, 2024 @ 4:00pm
Apr 29 @ 11:08pm
16 Change Notes ( view )

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City Architecture Total Overhaul

In 3 collections by crunk aint dead
Vanilla Remastered (for my WIFE)
218 items
Crunk's Best Mods Hub
18 items
CATO Patch Hub
10 items
Description
⚠️Please read installation instructions!⚠️

CATO V3 is finally here! Reworks 97 locations in the game to be more realistic and beautiful! Does not expand locations in any way and is 100% vanilla friendly <3

-----Installation-----
1. Check the Troubleshooting thread before installing! If you experience floating buildings, clipping buildings, or any other issues you are most likely using an incompatible mod.

2. To prevent CATO from automatically updating I recommend manually installing the Nexus Version[www.nexusmods.com]. This will prevent CATO from updating and creating clipping issues for users who do not import their save often.

3. Make sure CATO is at the bottom of your load order at all times! This is essential to prevent bugs. Do not use CATO alongside other mods which edit the same locations.

4. *Import with "Import Buildings" un-checked is required on any existing save!* This will delete any player owned outposts or buildings. This is also recommended any time an update has been made to CATO.

-----Features-----
-Remastered visuals in nearly every location in the whole game, improving the realism of cities.
-Does not add or modify any characters, squads, interiors, building swaps, or world states. This should make it compatible with any mod which consists solely of FCS tweaks.
-Added small amenities to fix bugs in cities, such as corpse furnaces and additional power sources.
-Remastered road network for all cities and many zones, improving pathfinding.

-----Credits:-----
CATO is a labor of love and the result of hundreds of hours of hard work between myself and these other authors! Endless thanks to those who laid the groundwork for CATO <3

Sheriff for the Cities Rebalanced Series.
Hoser for Vanilla Plus Architecture.
Kasumizake for the Vanilla Construction Series.
Jager for the Bastion Rebuild.
Atlas for help finding solution to building shuffling bugs.
Mykomark, Laughing Forest, Crux, and more for being MVP bug reporters.
Popular Discussions View All (2)
57
Jul 15 @ 6:46pm
PINNED: Troubleshooting
crunk aint dead
2
Oct 6, 2024 @ 12:09pm
PINNED: Full List of Changes
crunk aint dead
285 Comments
Lil O' Jul 17 @ 6:25pm 
That's amazing!
crunk aint dead  [author] Jul 17 @ 5:25pm 
@Lil O' everything is pretty much ready, might post before bed
Lil O' Jul 17 @ 5:23pm 
How goes the update, Crunk?
Mitsurugi Jul 13 @ 2:20pm 
Thank you very much for the response. I tried looking up the zones Bark uses and removing those, but I think I missed 1 and that's why I still had a wall through the town. I should have occurred to me to cross check it against the other mod, tho...lol
crunk aint dead  [author] Jul 13 @ 1:54pm 
@Mitsurugi it is pretty simple, look in the leveldata folder for each mod and delete the conlicting level data from CATO.
Mitsurugi Jul 13 @ 11:34am 
Would you be willing to give any insight on how to remove Bark from your mod so it doesn't place on top of the Bark Expanded mod I use? I looked in the FCS and didn't see Bark named in there, so wasn't sure how to remove it. I really like the idea of this mod, but have 2 or 3 of MasterSteve343's expanded city mods, and I'd like to keep them.
Shela Monster Jul 6 @ 5:22pm 
Ah, I understand! And I never thought about the manual update of Nexus... I'm just always giddy for updates on Steam. Thanks for all you do though! :steamhearteyes:
crunk aint dead  [author] Jul 6 @ 4:47pm 
@Shela Monster it wouldnt be a standalone roads only mod, but a different version of CATO. A seperate version for vanilla Architecture would need to be made, which i dont think is worth the time. I recommend using the nexus version so you wont have to worry about updates
Shela Monster Jul 6 @ 4:31pm 
I would be interested in a standalone road-fix mod if that's applicable! :steamhappy: I hesitate on a lot of city mods only because of having to import and redo everything if there's a major update, but roads like around the Hub, or as Crux mentioned, that rock at The Swamp/Burning Forest have always been a pain point. :steamdeadpan:
crunk aint dead  [author] Jul 6 @ 11:42am 
I am considering releasing the new version as a separate mod, as the way I have found to get roads to update in-game requires an extra installation step. If I find a better way to do it however I will simply update this steam post and the old version will be available on the nexus