Kenshi
Cyberforge Proliferation
56 Comments
EuchreJack  [author] 12 May, 2023 @ 12:01am 
A couple. One in Skinner's Roam and one in Okran's Pride.
Just some small bases for the Geisha.
Wirewing 10 May, 2023 @ 2:07am 
Does this add any towns?
EuchreJack  [author] 29 Jan, 2022 @ 7:24pm 
Glad you figured it out.
Mantz 29 Jan, 2022 @ 7:16am 
Never mind, I did it through FCS
Mantz 29 Jan, 2022 @ 6:48am 
Is there a pacify system for geisha guild? I accidentally slew a whole village of em heehhee
EuchreJack  [author] 13 Jun, 2021 @ 9:10pm 
I'm going to hold off on setting the Geisha Guild and the Holy Nation as allies for now.
Pix 13 Jun, 2021 @ 4:44pm 
They should, maybe even allow them to have regular sheks with them I'd think!
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.
EuchreJack  [author] 13 Jun, 2021 @ 3:00pm 
I created the "coexistence" as you suggested. I "think" the game "should" have the Holy Nation respect the property rights of the Suspicious Pilgrims to have Shek slaves, but who knows?
Pix 13 Jun, 2021 @ 12:26am 
Have you tried to set a state of "coexistence" between the geisha factions and the holy nation?
Could maybe help with your sheks being attacked.
EuchreJack  [author] 16 Jul, 2020 @ 1:35am 
Hm, I've changed the Sexy Lower Servants (shek geisha characters in the Suspicious Pilgrim squads found in Holy Nation territories) into slaves. We'll see if that helps them stay alive.
BruhRaptor123 8 Jul, 2020 @ 5:07pm 
Yes, they are getting jumped and killed. You may want to remove them.
EuchreJack  [author] 24 May, 2020 @ 6:39pm 
Hm, my mod has Shek show up in HN places as part of a bar roaming unit. I had thought they didn't get 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.
BruhRaptor123 22 May, 2020 @ 2:44pm 
Btw this mod causes non-humans to spawn in HN places. It doesn't end well for them, you may want to remove that
Qes 7 May, 2020 @ 11:24am 
It hasnt worked for me yet. Perhaps I'm doing something wrong.
Red Cloud 30 Apr, 2020 @ 5:15am 
So standalone works but cyberpunk doesn't? K I can play around with that maybe and see what the difference is. As for the icons they tend to break alot. I really should fix them all one day but they are low on my priority.
Qes 30 Apr, 2020 @ 12:11am 
In addition, I've tried running the stand-alone after the armory version, with hopes of an overwrite, but nothing was solved.
Qes 30 Apr, 2020 @ 12:10am 
I have tons of other mods installed, but i'm not sure how they could affect it.
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.
EuchreJack  [author] 29 Apr, 2020 @ 10:35pm 
Red Cloud and Qes: I've tested the standalone Thigh High Boot with the prerequisite mod and it worked fine with no other mods installed.
I haven't checked the Cyberforge version this month, but I was having issues with that version.
Qes 29 Apr, 2020 @ 10:22pm 
I was just reading up on the red x situation - I dont have that at all. My boxes are 'blank'
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 . :)
EuchreJack  [author] 29 Apr, 2020 @ 10:21pm 
Yeah, I don't think most of the icons will appear as anything but a red X. I've just gotten used to it.
I'm currently testing Red Cloud's standalone thigh high boot mod.
Qes 29 Apr, 2020 @ 10:11pm 
I appreciate any efforts!
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!
EuchreJack  [author] 29 Apr, 2020 @ 6:20pm 
I think that I only had problems with the thigh high boots. For some reason, I think there is a thigh high stocking item that works properly for me. I'll have to get things installed and running and test it out.
Qes 28 Apr, 2020 @ 10:16pm 
I tried the standalone thigh high loaded with and after the armory, the feet still do not show up.
It should be overwriting the Armory but whatever error exists must exist in both, or it's not overwriting.
Red Cloud 28 Apr, 2020 @ 8:53am 
Have either of you tried just the standalone thigh high? Do you have the same issues with that one?
EuchreJack  [author] 28 Apr, 2020 @ 7:35am 
I've never solved the Thigh-High boots myself, so they're not used by any characters in my mod.
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.
Qes 27 Apr, 2020 @ 10:40pm 
Actually, i'm not sure it's proliferations fault at all now. Sorry, I've just been hunting.

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.
EuchreJack  [author] 27 Apr, 2020 @ 6:37pm 
Both Geisha and Rebel Gals have a custom start, which might help your testing. There is also a couple Model starts which should give you a decent number of outfits to try out. I can also swap the Geisha out of the mercs and into the slavers, although I'm probably not going to get them to capture slaves in town. They could probably sell slaves in town.
EuchreJack  [author] 27 Apr, 2020 @ 6:31pm 
Oh, if bodysuits are giving you problems, then your issue is their showing up with the Geisha (they always spawn with one character in bodysuit) and Rebel Gals (always spawn with at least 2 I think using bodysuits).

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.
Qes 26 Apr, 2020 @ 7:33pm 
Also, I dont use Kawaii clothes (I went through the 'remove weeb' procedure as it didnt fit the aesthetic i was after).

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
Qes 26 Apr, 2020 @ 7:30pm 
The main conflicts are with things that edit locations and standard item-naming. Like with Reactive world for example. When I had geisha low in the mod order, it overrode too many things i found necessary, so now I have it high up in the order.

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!
EuchreJack  [author] 26 Apr, 2020 @ 4:33pm 
Try removing Kawaii clothes and its expansion. I believe that mod is completely and totally incompatible with Cyberpunk Armoury. Because my mod Proliferates their items, it would be a lot more of a conflict. Let me know if that helps, even if it doesn't solve all the issues.
EuchreJack  [author] 26 Apr, 2020 @ 4:22pm 
The collection Blood & Sand consists of 300 mods. I can't conflict check that many mods. You'll have to give me more information before I would be able to patch. Any information would help, and decrease the work I have to do, and thus increase the likelihood of a patch.
Qes 26 Apr, 2020 @ 7:22am 
I want this to work with the collection "blood and sand" so much, but it is the source of most of my issues right now. High up in the load order and things clash, too low and a lot of stuff goes missing.

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.)
EuchreJack  [author] 21 Mar, 2020 @ 3:18am 
Steel Bandits have been added, their leader and base will only spawn if the following mod by me is also subscribed: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2029535413
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.
EuchreJack  [author] 4 Mar, 2020 @ 8:52pm 
The easy way out would be to just have a regular bar owned by the Geisha Faction, and set Geisha mercs as the Bar Patrons. I just added the bar patrons now. It might be more like Holland than Japan, though...
Red Cloud 4 Mar, 2020 @ 8:07pm 
Yeah its tricky cause you need to use the in game editor and it can cause permanent changes to your game world. I was just trying to set up a type of hostess bar like in Japan that was owned by the Geisha faction, where players could come and rent a bed for the night. Its definitely possible, I just didn't have the time or the patience to suss out what was wrong with what I was doing.

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.
EuchreJack  [author] 4 Mar, 2020 @ 7:52pm 
I had given some thought to making the models into bodyguards, but hadn't gotten around to implementing it. I'll whip up something now.

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.
Red Cloud 4 Mar, 2020 @ 7:12pm 
have you ever thought about setting a up a Geisha faction? I started playing around with one using the mercenary body guards dialogue as a base and having Geishas with bodyguards roaming around. Gave up when I broke the save trying to create a custom interior for houses in town to be owned by the faction.
oiguri3 2 Mar, 2020 @ 5:21am 
It's very rational and exciting.
It's a little sad to beat a sexy woman, but it's a lot of fun.
EuchreJack  [author] 1 Mar, 2020 @ 7:27pm 
Previously, my attempts at bringing Cyberforge clothing into the world have been focused on allowing the player to buy the clothing. However, after fighting my thousandth bandit group, I have realized that player troops generally are equipped with whatever the bandits they most often encounter are wearing. Thus, for True Proliferation, there must be bandits wearing Cyberforge clothing. To that end, I created such a bandit force. As certain Cyberforge clothing combos make a force that is acid immune, they are centered around the Deadlands, mostly branching into the Empire but also giving The Holy Nation some issues. Its not complete yet, but I need to scout out a base for them in the Deadlands, so I thought I had better release what I have, as these '"testing sessions" tend to develop into adventures of their own.
oiguri3 16 Feb, 2020 @ 9:50pm 
Awesome shops and model ladies who can try on a large amount of clothes easily give moisturizing
Thank you
EuchreJack  [author] 8 Feb, 2020 @ 2:50am 
Perhaps my most controversial and offensive update yet...
oiguri3 1 Feb, 2020 @ 7:06pm 
When it's difficult to change a store, it's born and without having a store in a backpack including goods like a merchant, there is also a hand I make sell at a bar.
EuchreJack  [author] 1 Feb, 2020 @ 6:50pm 
With that mod, Trader's Edge is restored to normal, and the new settlement has the clothing shop.
EuchreJack  [author] 1 Feb, 2020 @ 6:50pm 
I am unable to figure out how to get the clothing shop to specifically replace the house, so I can't fix the issue without moving the clothing shop out of Trader's Edge.
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
oiguri3 1 Feb, 2020 @ 3:57am 
Not the next vacant house, but the next barracks is replaced according to the place checked by my environment.
In a barracks, a soldier exists, so that place seems affected.
If my environment is different from you in some MOD, I'm sorry.
EuchreJack  [author] 20 Jan, 2020 @ 5:33am 
Would you mind checking if the barracks has moved instead of being replaced? I had thought that the barracks had simply moved to replace the vacant house next to the HQ, but I could be wrong.
oiguri3 20 Jan, 2020 @ 4:04am 
Thanks, I've confirmed
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
EuchreJack  [author] 14 Jan, 2020 @ 3:42pm 
Should be fixed now.
EuchreJack  [author] 14 Jan, 2020 @ 2:30pm 
Thanks for explaining it to me, I will fix it