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Just some small bases for the Geisha.
ALSO if you did both that and set the relationship of the HN with them to be at 100, I believe they'll be fine. I'm not sure they can even aggro something at that stage unless attacked.
Could maybe help with your sheks being attacked.
Now, in stardard Kenshi, the travelling bar squad of the Shinobi Thieves inhabits the bars of the Holy Nation, and wanders from bar to bar. And they employ lots of Hivers and the occasional Skeleton. Who generally get killed. But, as I'm pointing out, that isn't my mod.
But if I was wrong and the Shek characters are getting jumped and killed, please let me know. They're only there because I had thought they were basically safe. I mean, sure the Holy Nation says mean things and won't trade with them, but they're posing as lower servants, so that is to be expected.
As per the Cyberpunk Armory thread on the issue, some conjecture it may be about the community part map, but i thought that was necessary?
I'm not sure what other mods in my list could affect Thigh-high's self referencing?
Unless, is it possible that two items in two mods decided to use the exact same ID or something?
I run the blood and sand collection, but putting the CPA or THB at the top or bottom of the load order seems to change nothing about the appearance of the boots.
I haven't checked the Cyberforge version this month, but I was having issues with that version.
Like, the 'object' in inventories with the box-grid is there, it's transparent and darkened. But no image inside these box-grids. So it looks invisible. Nothing red with x's.
Good luck with the boots! I'm very excited for your success - but I appreciate your trying at all . :)
I'm currently testing Red Cloud's standalone thigh high boot mod.
Also, Icons are missing for a few things like the plate blouse (chest). I suspect they're the things with auto icon image = true. Is there a way to force that back to working?
I care less about this than visuals in play, however.
Thanks again!
It should be overwriting the Armory but whatever error exists must exist in both, or it's not overwriting.
Glad you've gotten things fixed. I dunno if you're using any body texture mods, if so the bodysuits might be disappearing or distorted by the body textures.
Playing with mod orders and the like sorted most of my issues eventually. The bodysuits are just so saturated they [i[look[/i] like errors, but actually arent, I think. My only issue NOW is the Thigh-High boots. Which is a known issue on Cyberpunk Armory. I've yet to find a solution to it, as the invisible feet are definitely my top priority now.
Thanks for your quick response! I think the mod mostly works - it just has to be overwritten by other things.
Could you confirm it's just/mostly the bodysuits? If so, I can easily mod them out. If there is a suit that you find that reliably works, I can swap for that.
Also on further investigation it seems like part of my issues were assuming that some of the glitches (graphical) were conflicts. But I think they may just be part of the Cyberpunk Armory - the bodysuits. They look almost like graphics errors, at least on my low-end PC
I have noticed that in locations where Geisha spawn - loading takes longer and fps drops.
Perhaps they need to be found in smaller groups and be more ranged focused? Maybe make them much more rare and fleshed out a bit instead of 'yet-another-merc group?' There are mercenaries a plenty already. I wish Geisha could be 'town-slavers' but i think that might not be possible. I would just move away from merc feel. Maybe individual geisha would be better, single hires to join other factions.
Thanks for your work and fast response!
Any hope of a patch? I think it conflicts with more than a couple mods, but it's hard for me to discern which (and what priority i want to give them.)
I wasn't sure if I would like the location, so I made it a separate mod. Once I'm sure the location is OK, I'll merge it into this one. I'm not currently sure about the location, as it infringes slightly on that beautiful lake Northeast of Bad Teeth that would otherwise be a good site for a base.
I did have a working wandering squad consisting of an apprentice Geisha and her guards, and if you body guarded them for a while, they would reward you. I also tried to make raids consisting of a Geisha and her guards who would demand payment to perform in your base, and if you didn't a horde of Geisha fans would come back and sack your base. That one didn't work, but it would definitly be fun if it did.
Sorry to hear about the custom interior crash. I've been staying away from custom interiors: While I could probably figure out the technical aspects, I don't have the eye for the design work. I would never be able to figure out where to put the table!
If you are successful with designing the custom interior, I'll see what I can do to implement it. Any ideas on which towns? Houses are a bit tricky, it works best to keep using the house type in which you originally designed the custom interior.
On a (mostly) unrelated project, I was trying to get the Ancient Lab in Mourn to act as a faction HQ. I could remove the Gorillo, but couldn't change the building into a faction HQ. I've been able to change other buildings, but some don't change.
It's a little sad to beat a sexy woman, but it's a lot of fun.
Thank you
Fortunately, I have a mod that creates a new settlement outside of Trader's Edge. I set it to remove the clothing shop from Trader's Edge, since it has a clothing shop itself.
That mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1986201318
In a barracks, a soldier exists, so that place seems affected.
If my environment is different from you in some MOD, I'm sorry.
Since it is overwritten by the barracks of Traders Guild, the number of enemy soldiers will decrease if you keep this
May conflict with other mods
It's fine to use it, but if you use it more safely, we suggest that you create a store by overwriting the vacant houses that players can buy
If you think that there is no problem now that the barracks are gone, there is no problem at all