Kenshi
F's Weapon collection II - Tools of the revolution
37 Comments
iriemk 18 Jan, 2024 @ 1:06am 
Dude. It works. Made custom items with the weapon meshes and edge II textures, just like the sickle, and attached them as special tool to the dummies' functionality. Only downside is the box text no longer reads "Training..." but "Operating Machine...", because I had to change the function from BF_TRAINING to BF_REFINERY, since BF_TRAINING cannot spawn a special tool. But I'd ratehr have animations with weapons than the bloody text to be honest.
Effe  [author] 17 Jan, 2024 @ 3:35pm 
Glad to hear that! Not sure about the animations for dummies though, as far as i can remeber they just use the weapon they have equipped by default, but in any case adding more variety of animations never hurts! Immersion has always been a big factor for me, especially in this game.
iriemk 17 Jan, 2024 @ 2:04pm 
Mr Effe, this has been a valuable lesson indeed! Am currently in the process of re-doing all farming functionalities (that is, al vanilla crops, all mod-added & my own custom crops) with the appropriate farm tools.

And making the sickle tool, I figured I could also "forge" weapon tools for training dummies. Always found it kinda lacking that they whacked the dummies from the weapon training mod with empty hands. So I made my own and they all got the proper weapons in-hand when they whack them dummies now!
iriemk 14 Jan, 2024 @ 4:30pm 
And I'm still chuckling & grinning cause this worked without so much as a hiccup. First try, BAM, sickle comes out instead of the pug-ugly hoe and he cuts. Really am no genius at this modding biz, but my farming sickle is one neat gadget^^. KUDOS Mr EFFE & Mr MEZLA!
iriemk 14 Jan, 2024 @ 4:20pm 
Works easy: Shiny, new farm tools are just items, not weapons. Texture is set to a custom material, and it stays that way, no changing it around like the weird weapon grades/manufacturers texturing does.

I got a red/black Meitou re-texture mod loaded, that would look odd on a sickle for cutting crops, so I stuck with the edge II texture (13_n_Hl.dds), just like the dude whose comment I found. If I catch the Greenfinger cutting his weed, I might take a screenshot and put it here so you can have a looksee.

Again, thank you so much for making this; once my own settlement is up and running in this iteration, I'll definitely outfit all my farmers with your gear for weapons, not just special tools. My kitchen crew already has the pans & chef knifes, with this the farmers get their goodies too. Awesome!
Effe  [author] 14 Jan, 2024 @ 3:19am 
Excellent! I don't know how the texturing works in this case, i applied the generic weapon texture that changes the weapon's appearance according to the weapon level, but for objects used in animations, i don't know, one might end up farming hemp with a Meitou sickle with this XD. let me know if i can be of assistance.
iriemk 13 Jan, 2024 @ 5:14pm 
*dances around desk smoking, grinning like an imp, watching new anims*
iriemk 13 Jan, 2024 @ 5:11pm 
And awesome you should say it before I can even ask! It'll be a long time until my mod gets -potentially- ready to upload. But having permission to literally go "swords-to-ploughshares" here & use your weapons for their original purpose - farming - is a huge step forward on the visual side. Thank you so much, Effe.

I've been watching a ton of Cattrina lately, also getting on her & Shidan's nerves hard here in the forum. Without the advice of those two, I'd be miles behind of where I am now with my mod. I saw the crafting anims mod, it has few that could work on some of my illicit crops indeed.

Anyway, the new HEMP farming anim is already 100x better than the damn HOE. So thank you again - heck, I am so damn happy now with the anim, it's 2 in the morning here & I'm tired as a dog, but I'm staying up a little longer - just to watch Greenfinger cut the weed - with a SICKLE^^.
iriemk 13 Jan, 2024 @ 4:52pm 
I can't believe that worked! I'm no modding genius, but I actually got something working first try, after I found this on a modding thread from way-back-when in 2017, and that guy was apparently just as stoked about it as I am now:

[quote=g0jira;1318835718947948406]
update:
works! sort of... i had to create new item, gave it mashes for specific sword and created material (in that case i used edge II dds) ...[/quote]

So :
-Make empty item
-Copy+paste sickle meshes
-Make new material with 13_n_HI.dds (=edge 2 texture)
-Replace hoe[/] special tool in hemp farming functionality with my tool sickle
-BOOM!

Looks odd with generic use, cause the sickle isn't rigged proper to the hand, but with stonemine anim he holds it correctly &it looks terrific! Next is a scythe for wheatstraw^^.

Greenfinger & the Greenhouse Crew thank you kindly for them shiny, new farm tools! If we run across any new weed strains we might just go and name them in your honor^^.
Effe  [author] 13 Jan, 2024 @ 4:46pm 
@iriemk Sounds like a great idea, you are more than welcome to use my models to create those animations! i think the mod "Animation overhaul- crafting" might be just what you are looking for, if you want to know how to assign animations for certain specific activities. Also Cattrina has excellent tutorials on her youtube channel on how to create them from scratch.
iriemk 13 Jan, 2024 @ 3:33pm 
Alrighty, then I'll look into that. Wasn't asking you to do it^^. But I saw the image with the sickle in your pic line and the first thought that popped into my silly head was "Woa, it'd look SO good if my growmaster would be cutting the HEMP with THAT sickle, instead of hacking away at the beautiful green bush with that massive hoe!" . I have never ever worked with anims, but this is indeed a great motivator to start. I want that sickle for my growmaster!

Until I can figure out the anims, I'll download the mod and have fun hacking away with the sickles & scythes at the bloody raptors who run come tryin' to eat my weed. And maybe chase a noble or two with those pitchforks. Come to think of it, lit torches would go great with the forks^^.
Effe  [author] 13 Jan, 2024 @ 9:52am 
@iriemk not planning on making those animations myself, but yes, i believe it's completely doable.
iriemk 13 Jan, 2024 @ 8:54am 
Dunno if anybody did or thought of this before, but is it possible to use these as "special tools" in farming, like the hoe they swing on the fields usually?Or just put a sickle in the hand for the "generic use" animation? I have a mod in the making with a couple "illicit" crops that grow in planters, a sickle-swinging anim would be perfect when harvesting those.
Trinity 4 Sep, 2023 @ 6:31pm 
if you want I can make the pitchfork and scythe standalone
Mezla  [author] 16 May, 2023 @ 5:44am 
@moonracer, of course, use it and enjoy. TOOLS UP, LET'S MAKE REVOLUTION!
moonracer 14 May, 2023 @ 7:34pm 
I'd like to use these weapons in an overhaul I'm making. Is that okay? I'd give credit of course.
Trinity 4 Dec, 2022 @ 8:01am 
sythe standalone :kabuki:
MGJ Sakazaki 17 Jun, 2022 @ 3:22pm 
A must have!
Ven 27 Apr, 2022 @ 9:06am 
This is hands down one of my favorite weapon mods and the fact you added Meitou versions in such perfect places. *chef's kiss*
Jereliah Starwolf 15 Mar, 2022 @ 12:42pm 
Love it this mod should be in the official game in the first place. any great weapons for the farmers <3
Effe  [author] 13 Mar, 2022 @ 9:03am 
@Spiderlily Thank you! Glad you liked them! :) And double thanks for the translation patch!
Spiderlily 13 Mar, 2022 @ 3:52am 
Very lore-friendly mods! Really enrich the corner of Kenshi world. Thank you very much for making them!
I made 2 CN patches for these mods, and I included your name and a link to the your mod on the page of the patch. If you mind it, please let me know and I am willing to correct it. Collection I , Collection II
Buona giornata!:luv:
mahatmadandy 25 Mar, 2021 @ 8:22am 
Thanks :)
Effe  [author] 25 Mar, 2021 @ 8:16am 
@mahatmadandy thanks! About your questions: 1- No, both Boss Simion and Savant are affected by this mod, so they will get the weapons based on your mod load order. there could be easily other conflicts as well. 2- Yes, both cannibals are completely new NPCs, so unless the other mod adds something else, there shouldn't be any conflicts. 3. Probably, i havent tested it yet, but if these 2 weapons are on different slots, they will probably get both. I tried to make this mod as conflict-free as possible, but i can't just check every mod on the workshop :P
mahatmadandy 24 Mar, 2021 @ 4:17am 
Thanks for this awesome mod. I would love to use it. I just worry about 2 things. 1. Is it compatible to New Weapons Dissemination Mod, where boss Simion and Savant gets meitou weapons from?. 2. Is it compatible with Cannibals Expanded mod, where all cannibals get new weapons? I do not remember if cannibal skullspliter and the butcher are your invension - if so no problem here . Can a NPC have 2 weapons from 2 differnt mods without a patch?. If it is not a case, patch is needed, or you rweapons should be placed on 2 other npcs. Thanks.
Shir Blackwater 14 Jan, 2021 @ 11:05pm 
Works like a charm. Thanks again for the quick response and fixes. =)
Effe  [author] 14 Jan, 2021 @ 10:12am 
@Shir Blackwater allright it was a redundancy with meshes having the same name. Now all mesh names are changed in order to minimize conflicts. Requires import.
Shir Blackwater 14 Jan, 2021 @ 8:40am 
@Effe the weapons from IW can be found around ruined towns, and there's also some found around The Hub among the ruined buildings. Thought i'd mention so you can find that hammer quicker to look into this.
Effe  [author] 14 Jan, 2021 @ 6:33am 
Well that's weird... i know the game can differentiate certain kind of stuff with the same name but that is totally unexpected. Thanks again for the detailed explanation, i will download the mod later and try to see what's going on. Can't promise anything though... this stuff doesn't look good :P
Shir Blackwater 14 Jan, 2021 @ 6:03am 
I've found a minor conflict between this mod and the interactive world mod. Interactive world adds some junk tier weapons you can pick up at certain locations, these include a pickaxe, a hoe, axe and a hammer. The hammer is where the problem occurs since that one and the hammer added by your mod switch their model depending on load order and the other one has messed up textures.

For example if I load this mod before interactive world, the model from interactive world is as normal, but the hammer from your mod will take on the IW model and have messed up textures. if I load them up the other way round then IW one has your model and messed up textures. I don't know what the cause is since the axes from both mods don't seem to behave like that, just the hammers for whatever reason. It's not like they have the same name ingame, since yours is Carpenter hammer and the one from IW is just called Hammer.
Raf-raf♀ 13 Jan, 2021 @ 10:26pm 
Time to be a serial killer that uses farm tools as weapons!!!
Effe  [author] 12 Jan, 2021 @ 12:06pm 
@Shir Blackwater Honestly at first i thought i had to make these weapons ancient or maybe up to take-two manufacturers only, but then i got some excellent suggestions about skeletons being curious about human nature, making these improvised weapons with their superior smithing skills. So why the hell not? it's lore-friendly enough, makes perfect sense and doesn't make these weapons overpowered. :D
Shir Blackwater 12 Jan, 2021 @ 10:33am 
Tested and it works perfectly. Love these simple weapons, there were a few of these in reactive world but they were the lowest possible grade and pretty useless, these seem to have some range in quality which makes them actually useful even if they're not going to be the most powerful weapons in the game :3
Effe  [author] 12 Jan, 2021 @ 9:35am 
@InsideOutlander Thanks! Immersion and lore-friendliness is my priority too, glad you liked this mod for what it is. Enjoy!
InsideOutlander 12 Jan, 2021 @ 2:40am 
I love mods like this. Combined with mods that add variety and color of clothing to such factions it adds much immersion. Thank you for your contribution.
Effe  [author] 11 Jan, 2021 @ 6:09am 
@Shir Blackwater Thanks for letting me know! It was a little dependency bug with a file i needed for testing and screenshots, something that i totally forgot to remove. Now everything should work properly.
Shir Blackwater 11 Jan, 2021 @ 3:22am 
Mod manager says this requires OMO's Items and some unique recruits mod, will this work without those mods?