Kenshi
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The Outbreak - Genesis Patch
   
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10 Jan, 2024 @ 2:36am
13 Jan, 2024 @ 2:48pm
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The Outbreak - Genesis Patch

Description
A small patch to make The Outbreak compatible with Genesis.


Load Order

* Genesis
* The Outbreak
* The Outbreak - Genesis Patch


Didn't check if everything is working as intended, if something is not working, please report and I will fix that.
Popular Discussions View All (1)
0
16 Oct, 2024 @ 11:25am
Genesis + Legendary of Kenshi + The Outbreak
OGTitan
23 Comments
MrGredy  [author] 21 Oct, 2024 @ 8:12am 
@Zack77 Last time I tried, and It worked.
Zack77 21 Oct, 2024 @ 12:56am 
so is this working?
MrGredy  [author] 1 Aug, 2024 @ 8:35am 
@127.0.0.1 wierd.. with the patch, it used to work fine, maybe they made an update to the genesis modpack causing a issue
< NA127:I2P {↑13%📈} > 1 Aug, 2024 @ 4:03am 
Unfortunately, after testing this patch multiple times while copying the exact same process on a previously stable build, I have concluded that this mod is causing instability on Genesis—the recent crash logs also prove my suspicion:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3136145962/4515506448139389936/
< NA127:I2P {↑13%📈} > 1 Aug, 2024 @ 3:21am 
No, sorry, I've made a mistake. It's called the 'Genesis unsubscribe list'; perhaps the Outbreak mod was added to the collection prior to you releasing this patch? I was getting a lot of crashes with the inclusion of your patch, but I suspect that it was because of something else as I was yet to test this properly prior to fixing my game.

I'll give this patch a shot and see if I'm still getting crashes because right now my game has been pretty stable. I apologise for the initial confusion; I had misread read it.
MrGredy  [author] 1 Aug, 2024 @ 2:42am 
@127.0.0.1 Oh.. I didn't knew they added the mod into the Genesis.
I made the patch after The Outbreak release, so maybe isn't necessary anymore, but I'm not 100% sure
Quint ¤ ς ¤ 16 Jan, 2024 @ 2:06pm 
yeah thats no problem just an idea just thought it would be cool if there was an actual zombification mechanic and how it might be doable with kenshi limitations, if you wanted to do another separate patch. if you do decide to try the idea you could always duplicate your original mod rename it and make the changes there, upload it as a separate mod "the last of us, part Kenshi" XD
tbh the main problems i think would be "slave" zombies getting attacked by their own due to janky slave.slaver a.i (but that could be interesting bit zombies fighting each other) and getting your zombified characters back after dismissing and then freeing them, think there's a mod that does just that re-recruiting dismissed characters but i cant remember what its called
MrGredy  [author] 16 Jan, 2024 @ 9:37am 
@Quint ¤ ς ¤ I mean.. it surely works for roleplay, but it's kinda mehh.
I changed the difficulty to the max, and it can be lockpicked when you have like 90-100 lookpicking skills..

Honestly, I don't know if I want to add this to the mod, since it works so bad.
Quint ¤ ς ¤ 16 Jan, 2024 @ 9:00am 
another option is just leave em in anyways npcs don't use em so if the person playing the mod wants to break immersion and remove the zombie with a hacksaw, let em

theres also the npc in the anti slavers village that can magically remove slave chains no matter the level toughness skill etc
Quint ¤ ς ¤ 16 Jan, 2024 @ 8:59am 
thought of that, how often does the average player use a lock pick item? not very its sort of cheat y when looting or escaping slaves cages anyways takes ages to use and the alternative of just picking by hand is easy enough to level, i'd just remove any lock picking items and stick with picking by hand and skill since theres limits to kenshi and you cant distinguish between the two items ,you'll have to pi.. choose one over the other XD
that's also why you have to set difficulty of the replacement "chains" to insane numbers so it can never be removed with strength or pick'd by hand