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Maybe someday I will move Small Waytations if they overlap with other mods on this topic.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3013070375
nice mods
Does it work, when i simply remove the venge town in your mod or will that break something?
I wish i knew, how to move that entire waystation in your mod maybe 100m to a side, so both would fit there. Venge could need some life.
That makes me very happy. I hope you have fun with it, and don't hesitate to tell me about bugs.
For context, the game had no apparent issues prior to verifying files.
That being stated, good call on verifying files. Found 4 with issues. This, however, caused a slew of massive issues with the base game once it was complete. So I went through fixing everything then re-added all the MODs back and in their proper order.
Tested back and forth at various cities following the steps previously mentioned in my earlier posts. I found that there does not appear to be a direct issue with this MOD and Genesis anymore. I have found new issues with the Genesis MOD with their placements of the added content, but no further issues with this MOD. I am glad that I get to keep this MOD in my current play list. Look forward to updates.
BTW, I currently have this MOD loaded after Genesis just in case ;)
if that doesnt help, then I'll have to publish it again
Continued...
So I removed all MODs again then had just Genesis and this MOD. The issue appeared. I tried just this MOD, no issue. Regardless of what order the 2 MODs are in the issue appears. This is 100% repeatable.
I hope this helps as I am not sure what more to troubleshoot for. If I come across anything else I will let you know.
Ok, now that I am more awake ;)
So I noticed that I had the issue of what looked like 2 base game major cities laid over one another. Only one was slightly shifted from it's original placement so that it doesn't quite line up.
I don't have any major city MODs other than Genesis. I do have 2 MODs that add 1 city each, but they are in totally different locations. They don't change anything, just add.
I do have some other MODs that add buildings in build mode or affecting the build menu. I thought maybe these were the cause, but when I removed only them there was no change in the issue.
I removed all MODs and just had Genesis with no issues. I then started to add 1 MOD at a time and test. I started with all the non building/build/map type MODs such as AI tweaks and character appearance MODs. I added your MOD and tested. That is when the issue appeared.
I have tried in all ways possible. With other MODs (no major town changing), without other MODs, Genesis before and after this MOD. I only don't get the duplicating effect if I remove either this mod or Genesis. There doesn't seem to be an issue if I load one or the other, only together do I get major city issues. I appears as if this this MOD is loaded with Genesis, it tries to load the original base game lay outs on top of Genesis changes only slightly shifted so there are 2 buildings were there should be one.
I will test some more to make sure, but I have tried just about everything I can think of at the moment.
Hi, thanks for your feedback. It makes me happy
I tried to replicate your problem with Genesis and my mod together, and I couldn't. Have you tested them together without any other mods? Do you have any other large mods that affect towns? And lastly, did you put genesis below waystations +?
My mod doesn't affect major base game towns, so I have no idea how that happened.
I am staying subscribed in the hopes that this MOD does become compatible with Genesis, but at the moment it is unplayable.
It's not like the Empire would be holding them back like in their cities. It never made much sense with me and stuck as a sore point, if it related to the disguise system then that'd make more sense. I guess the reasoning is they're some opportunists that go "We'll we've had a shitty haul, time to pick on this guy" when some of the gangs can also friendly up with you for a day or two in Darkfinger like Empire goons do, since they probably some from intensely varied backgrounds.
(By the way Kenshi is anybody's game so if you guys don't like the Tech Hunters then that's a-okay. I'm just in it for hash cash and the Machinists, and it's fun to discuss lore stuff)
The fact that a mod exists to change their behavior doesn't discount the fact that the default behavior for roaming groups of them is to attack the player on sight merely for the transgression of 'playing tech hunter.' Does that really sound like the behavior of a "neutral" faction to you?
the mod you want actually already exists: Unique Settlement Placements
I don't know how to do this, I'd do it myself whenever I needed, I did.