Kenshi
Expanded Cities AI
44 Comments
EMPERADOR DILLI 19 Jun @ 2:08pm 
bip no me aparece alguien sabe por que
MGJ Sakazaki 24 Sep, 2024 @ 1:47pm 
Use the Ultimate Town Merge for an updated version.
Towelie 27 Oct, 2023 @ 8:20pm 
Does this mod conflict with the Populated Cities mod?
Kirathel 17 Aug, 2023 @ 6:23pm 
Are these compatible with UWE?
neidzwiedz 20 May, 2023 @ 5:48am 
at least the Hub still works i haven't gotten around to looking at others.
Baron-of-MaidenMen 10 Feb, 2023 @ 8:57pm 
wonder if this still works..
Butter4all 18 Jan, 2023 @ 1:07am 
This still work?
pyatr 2 Apr, 2020 @ 10:42pm 
I think ALL cities are missing Thieves Guild. Started a new game with this mod and all expanded cities, no UC cities in Great Desert have Thieves Guild any more.
Carpal Tunnel Warrior 20 Oct, 2019 @ 2:16pm 
Just so everyone is aware, I'm posting this in the bug reports and here.

Expanded Cities - The Hook (v. 10) changes all of the Shinobi Thieves tower's in the UC's to Tech Hunters traveling stores. I don't know which mod has the file, but make sure it's disabled in your mod list if you plan on joining the Shinobi Thieves.
WhiskeyBlack 8 Aug, 2019 @ 7:56am 
This mod or one of its subs turned the Shinobi Thieves tower in Heng into a general trading shop. I removed them all and reimported to get it back. Just a warning to anyone interested in using this mod.
Broseidon 26 Jun, 2019 @ 5:29pm 
v
Bruce Wayne 25 Jun, 2019 @ 7:31am 
can you update this so it works with latest kenshi?
Nope 15 Apr, 2019 @ 8:04pm 
Are the expanded city mods still being worked on?
Otalatita 13 Feb, 2019 @ 6:37am 
Does this AI, interfere with Enhanced Shopping Economy?
Bedelguese 25 Jan, 2019 @ 10:31pm 
I have added this mod to my collection "Komrad's Kenshi Kollection" for the great addition to gameplay it provides, thank you to your contribution to this community and for keeping this great game fresh and interesting.
ZarkXav  [author] 29 Dec, 2018 @ 9:08am 
@Tirien66, it could be awhile longer, but it's the next one on the list! I'm making sure to fix any bugs in the current towns.
Tirien66 18 Dec, 2018 @ 10:17pm 
Any idea if you will expand worlds end someday? I'd love to live there but vanilla has very little in the way of buildings you can buy.
Gutt3rSnipe 18 Dec, 2018 @ 7:12pm 
Great mod! Thanks for all your hard work on it!!!
ZarkXav  [author] 17 Dec, 2018 @ 12:59am 
@Sipper, I haven't tested yet. If Reactive World directly changes some towns or adds things to them, there may be issues.
Illegal Cage Fighting 17 Dec, 2018 @ 12:23am 
Are all the associated mods compatible with Reactive World?
ZarkXav  [author] 15 Dec, 2018 @ 8:12pm 
@Tovias, The mod itself won't conflict, but every Expanded Cities town of mine will use its on custom NPCs that have their own shopping AI and money.
Tovias 15 Dec, 2018 @ 6:25am 
Since the mod modifies citizens daily routine and money, does it conflict with the likes of Ehanced Shopping Economy?
ZarkXav  [author] 13 Dec, 2018 @ 12:48pm 
Everything still seems to be working properly with the release!
Batsy 22 Aug, 2018 @ 1:27am 
is this updated for the current version and is it save game compatible
Tristan 3 Apr, 2018 @ 2:53am 
@thelostsoul unforutnately not as the cities have files required that are in the AI file
thelostsoul 28 Mar, 2018 @ 6:32pm 
could i still use the cities if i dotn use the ai?
Atomik Doctor 27 Mar, 2018 @ 3:42pm 
@ZarkXavox - Good luck on your new job and the new move! Always fun to start a new adventure , and thank you for the work that you have put into this mod !
ZarkXav  [author] 27 Mar, 2018 @ 1:45pm 
Sorry for the delays everyone. Things are a bit hectic on my end. I've relocated and I'll start working a new job soon, so it may be awhile longer until I take a look into the new experimental update. Potentially 1-2 months.
Atomik Doctor 26 Mar, 2018 @ 2:54pm 
@Evilmagic I dont think these work with the new (experimental) build
Tristan 21 Mar, 2018 @ 4:16am 
Does anyone know how to fix the unlimited loading bug? this mod made the game at least twice as fun
henk 19 Mar, 2018 @ 8:59am 
This mod causes infinite loading loop/screen/bug what-ever when you try to enter the new areas with the experimental patch.
Ghost 18 Mar, 2018 @ 8:05pm 
This compatible with experimental?
Uncle Nanny 19 Jan, 2018 @ 1:40pm 
At this point I realized the crashes were only happening if I picked the "Rock Bottom" start which starts you real close to The Hub, which makes me think South Hub may still be the problem. Let me try a few more things.

Removing South Hub but keeping all other mods with Rock Bottom start didn't crash.
Removing all mods except for AI, Hub, and South Hub with Rock Bottom start still crashes.

Conclusion? I'm not sure if the crash would happen if I just wandered over to the Hub with another start or if it only happens when you try to start with Rock Bottom/near the hub, but at the very least, this sounds like a good starting point. If you have the oppertunity, could you test it on your end with South Hub and a Rock Bottom start?

I hope this helps!
Uncle Nanny 19 Jan, 2018 @ 1:40pm 
Okay, so I did a bunch of startup tests with different mods and load orders. Here are the results:

Running only the AI mod with my other mods (AI at top) - no problem.
Running all the mods together with AI on top and the other EC mods below that, followed by my unrelated mods - crash (I later realized this was because of my start selection, see below).
Removing Epanded Cities mods one by one while leaving AI at the top, and my other mods below - fine except when South Hub is on the list. Great, that must be the problem, right?
Try a bunch more loads with South Hub and unrelated mods to see if it's a mod conflict... until I have all mods loaded, including South Hub, only now it's stopped crashing. I even moved all your mods to the bottom of the load order, and it still works now.

(see next post for rest, Steam limits these to 1000 characters)
ZarkXav  [author] 18 Jan, 2018 @ 7:19pm 
@Blue, It's unfortunate that you're experiencing issues. I'm not entirely sure what the problem might be. You can try placing Expanded Cities (EC-AI) above most of your mods. If you happen to experiment with your mods activated, here's a couple things you can try - all mods + EC-AI - no mods + EC-AI, EC + EC-AI, etc... Any feedback will help to narrow down what might be causing it.

I believe I've ran most of the mods you mentioned. Do you have any other mods that might change the original cities or change things around the South Hub location?

In either case, it may be awhile longer until I find a fix or redo a couple things. I'll probably wait for the big update next month.

@BigRowdy, Strange, thanks for the info. I'll take a look later on.
Uncle Nanny 17 Jan, 2018 @ 10:11am 
Hmm, the game is crashing when I try to start a new character with your Expanded City mods active. I had South Hub, The Hub, Blister Hill, and Clownstead along with the AI mod active and it crashed on 3 attempts to start a new character. Not sure if it's one specific mod in this list that's causing the problem. I do have a handful of other mods installed as well - Training Swords, Recruitable prisoners, more plate options, faces plus and the addon, hidden backpacks, more plastic surgeons, camping bed, all clothes have stats, and confortable backpacks. The Expanded mods were all loading after this other group, with Expanded Cities AI at the bottom of the heap.

Do you think it's a conflict with one of the other mods on my list?
BigRowdy 17 Jan, 2018 @ 5:22am 
Clothing merchant in all cities is missing and the thieves guild ally wont talk to me so i can buy stuff.
ZarkXav  [author] 12 Jan, 2018 @ 9:29pm 
@Blue, the AI should be loaded before (above), but I don't know if it'll actually cause any issues if you don't.
Uncle Nanny 12 Jan, 2018 @ 10:10am 
Does it matter if this loads before or after the Expanded Cities mods on the mod list?
Bruce Wayne 30 Dec, 2017 @ 1:32pm 
I second slavery! I want slaves
Stryderunknown 9 Nov, 2017 @ 6:57am 
@ZarkXavox
There isn't really a random per say, from what I could work out you have a number of potential outputs in dialogue and you use Chance Temporary to give a percentage to each with how often one will appear in place, it will then "randomly" pick which one is triggered.

I used it in the "Expeditionaries"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1134713674
Perhaps not the best mod ever made, but I was concentrating on actually working out how to get a character to give random loot in exchange for cats So embedded in the Dialogue Packages is an example of pseudorandom. Feel free to have a look and see if it makes any sense.
Mr. Stacks 7 Nov, 2017 @ 6:28pm 
Make slavery!!! I want slaves :( all the other modders have abandoned their mods for slaves!!! please save us!
ZarkXav  [author] 6 Nov, 2017 @ 11:13pm 
I'm glad it's been helpful, and perhaps they'll take a look! I'm still working through some AI stuff, and I hope to improve it. I never could really figure out how to make them do compeletly random things, so I had to force them to do certain things at different schedules.
Naked Screaming Homeless Man 6 Nov, 2017 @ 1:58pm 
Bruv you da best :D. You really should get in contact with the dev's.