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ANiceOakTree's Hairstyles for Kenshi
Mediocre Faces
Mediocre Hairstyles - version 2
Radiant Better Faces & Eyes
SheeshSkins x FemaleScorchLanderFaces
SheeshSkins x FemaleGreenLanderFaces
I posted this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3526223833
It might or might not work if you use only some of the above
To author thank's for this great mod!
seems theres some odd behavor there, like i see people flee yelling skeletons when i walk by, but also get refered to as humans by the random hiver trader.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3066628535
And modified pathfinding:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3186856217
Although, as deci described, it is impossible to make the textures change with the up stats of the character, but you can make the default muscle relief.
To do this, you need to set the texture path for the new races in the editor.
In my case, I use Synth, opening the race in the editor, look for the line "nm male/female", the default character textures are set here. You can see path textures, in my case it is:"Program Files (x86)\Steam\steamapps\common\Kenshi\data\character\skins\human_male\human_male_body_normal"
All you need to do is change the texture path. We need the texture "human_male_body_normal_muscular", it is on the same path.
That's it, now when using Synth, the maximum muscle relief will be by default.
For the mod conflict, I've noticed some odd dialogue stuff with the mod likely causing the conflict. Robotic Limbs Based Skeletons Unique Recruits (and the mode it is for).
And some of those recruits are randomly changing idle poses, so I am guessing scripting of some sort is also involved... so who knows what kind of issues that could cause as far as mod conflicts, because the wrong character 'passing out' may be the tip of the ice berg.
A sort of random question, in case someone might know. If a mod adding an NPC was not done right, could it 'break' a town, and cause previously intact buildings to become Ruins after an import, without affecting 'owned' buildings at all? (a hopefully unrelated mod conflict I am troubleshooting)
As for the Ironhide issue, that is very likely to be a mod conflict, yes.
An amusing issue with Ironhide . Upon approaching him with Sadneil, and choosing the arm wrestling challenge, and loosing, but Ironhide 'passed out' instead, but he still joined . He a line in the chat log that had not shown up in a 'speech bubble' since... KO...
Possible bug? Or mod conflict?
I do suspect a mod conflict, had one other short lived issue where I could not even talk to him. (saving, redoing load order, and reloading game, fixed that issue)
Not sure if the other one is even alive still. Last time I was near Shark, a wall of numbers and rampaging caravan critters indicated there was some sort of 'massmurderathon' starting up, so I promptly left the area.
Is it possible to have random synths in bars or enslaved at camps? Like a rare chance but high enough to look for them at slaver camps. Maybe have high recruitment rates at the slave camps :/
I'd just like the chance (rng) of finding more of them and not just the two I know of.
Thanks.
We also need a More Combat Animations patch!
Hope that's cool with you, if not let me know and I'll keep it private.
I like them a lot but I'm using a different android mod. (No offense, but the age of the last update on this one turned me away.)