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It mod has started to show me problems with mercenaries (both mercenaries in vanilla mode and mercenaries that other mods add)
Change the loading order
I put this mod up, down, in the middle, and the mercenaries would stay still in a location (it even affected other npc, like some citizens or the shinobi thieves)
I tried the mods I have one by one, and only this one is the one that interrupts the correct functioning of the mercenaries
I leave you the link to my list of mods in case you have the time to review it (and I thank you in advance)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3282078557
I noticed the technical issues you had with your hard drive. According my own experience I have an idea about what a mess this could be.
For my plannings of a MOD setup I just need to ask you:
- is there a realistic perspetive for you to recover the data or do a recreation of the MOD?
and if yes
- approximatly how long would it take to do so?
However, if you decide there wouldnt be any chance, it would be very helpful to know to look out for alternatives. Still your work on that, to me looks most interesting and I´d rather prefer to get in the comfort of its benefits.
I have full confidence that you will fix this mod in the near future.
Unfortunately, until then, I don't feel safe using it.
I am a bit hesitant to completely rework the vanilla traveler NPCs since they tend to serve other purposes for gameplay, and making them viable hosts for shopping would require changing them in ways that would take away from those other goals. Therefore, I am holding out on that until I can spare the time to add in a custom faction of NPCs that won't interfere with gameplay outside of making player-run trade cities a realistic (and fun/rewarding) possibility.
@Torant Same to you, thank you for the specificity since it has been a while since I first made it and get a little bit lost sometimes looking back on it. Much appreciated :D
@Mediocrates I have no idea. If you place Genesis at the bottom of your load order (which means genesis gets priority over this mod), then it *should work*. That said, you never know until you try it.
"AI Goals and their Weights
The larger the third value, the higher the importance of the task/goal. The smallest importance is 1.
Zero has been reserved to short lasting important tasks/goals, such as medical aid. It is an urgent override, so only assign a weight of 0 if the goal has a natural end. For example, do not assign patrol tasks a weight of 0, if you do the NPC or NPCs will never move on to the next task."
A weight about 7 should be fine.
Btw. you shouldn't need the shopping in "Gate guard -no turrets -arrests" because it's already in "Gate guard -no turrets".
UPDATE: 2023, SEPTEMBER 17
-Fixed bug causing NPCs to break into shops in the middle of the night for some after-hours shopping.
+Note: May try to implement "24-hour shop counter" item in the future so players can still set up overnight shops, but this addition is not a high priority
-Changed some of Empire and global bar NPCs to have more immersive wages.
+Notes: Elites should now be able to eventually buy ultra-premium items after saving up for a while. The changes for minor characters should be relatively net-neutral since the average thugs will have slightly higher wages and money caps, while drunk thugs, barfly drunks, and lowly peasants will have lower wages but higher money caps.
-Guards still leave their posts a bit too often, but this will change in a later update.
**For the final iteration of the shopping mod:**
I do plan to add custom "fluff characters" to the major cities with the primary purpose of having a ton of free inventory space for purchasing player items. The idea would be to give some of them large backpacks for space-consuming weapons and armor purchases, and to give others stackable backpacks for spammable component item sales. I may possibly make some custom ultra sized shoppers backpacks, that way they realistically never stop purchasing as long as they have funds available, but that depends on if I can do so without breaking game balance (would likely just make them completely impractical for player use, and not care about people using them to exploit their inventory space by using the mega backpacks in chest).
These characters would accrue money from wages the same way that I manually added reasonable wages to all of the other characters in the game; however, they would have a slightly higher priority placed on shopping. Meanwhile, I would change the guards and such to place a lower priority on shopping actions. That way, you still feel a more lively city atmosphere alongside getting useful shopping desks and guards that don't slack off too much (although I will let them leave infrequently still, since planning to launch a city assault while the most competent guard was grabbing some chewsticks on their 15-minute break sounds like a fun little detail that makes the game feel more alive).
Sorry I've been inactive with all of my mods the past year or more! I was on break from University during COVID when I initially released my mods, and being back in Uni ate up the time I was spending working on little passion projects like this. I haven't played Kenshi in a little while, but I will try to make some of the small changes that people in this thread have been using to fix the unintended interactions soon. The plan is to at least roll out some of the less time-consuming changes this week instead of trying to get it all out in one big update later on, that way the experience is at lest improved while you're all waiting.
Apologies if I don't get around to the final product until after I graduate (need to make sure I'm not tripping before the finish line just to work on unpaid passion projects), but hopefully the small fixes are good enough for now!
I didn't even know this mod made it harder lol.
I ended up becoming a master assassin and nearly filling every cage with a holy nation guard made into a slave.
Then one day it was empty enough to flee to the flotsam ninjas.
I felt like the terror in the night capturing all the holy nation security guards, but my escape ended up anti climatic somehow just leaving the place.
With this mod enabled the guards are constantly running around between the buildings with their goal being "shopping".
It's quite a nuisance since whenever a character escapes they're swarmed pretty quick, especially around the big statue.
Is there a fix to this besides disabling the mod?