Kenshi
Waystations +
47 Comments
BLUE GALLERY BUS 2 Jul, 2024 @ 2:16pm 
@Entoco let me know if u want me to dm you a copy of my load order or something, I did have another mod conflict I had to fix so if you cant reproduce the issue it may just be something unique to my game
ent-2-ene  [author] 1 Jul, 2024 @ 4:31am 
@BLUE GALLERY BUS really? I need to check that out. No, its not intentional.
BLUE GALLERY BUS 1 Jul, 2024 @ 2:40am 
Hey Idk if this is intentional but for me, with just his mod, the bar at fools rest was just a ruined building, I had to delete 37.34 from the waystations + leveldata folder, and install the standalone fools rest mod on top of this one for it to work properly, I don't know if this was due to some sort of mod conflict on my end or if its intentional or what but I figured i'd leave a comment here
Vyhuhol' 27 Jan, 2024 @ 5:17am 
Woow, that's a lot of small cities, not way stations. With this mod the locations will be too lively
Кот 13 Jan, 2024 @ 7:30pm 
Hello! Please add image with this points on the map. :beeped:
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
Raiko 1 Oct, 2023 @ 4:36am 
Burning Forest Waystation guards need acid protection. Observed them fighting spiders outside perimeter, and they returned with ~30 stats :ulthwe:
Trinity 6 Jul, 2023 @ 9:06pm 
lmfao, I thought this was scrap, the new town, hello again buddy B)
Trinity 6 Jul, 2023 @ 9:05pm 
oh, wow, I just recently saw a reply from you and it's pretty cool seeing that not only are you a modder but like I've been subbed to one of your things for a long time

nice mods :kabuki:
Kaiser Zero 18 Jun, 2023 @ 5:55pm 
Does this work with UWE anyone know?
Major_Valentine505 22 Aug, 2022 @ 8:39am 
Idk why but this mod turns Bad Tooth into a duplicated nightmare if ran with Genesis. I thought this was only supposed to add waystations in areas that weren't built up but it seems either this mod or Genesis is causing them to move idk.
Mr. Anonymous 23 Jul, 2022 @ 12:12am 
Ok, how about a Y-House that can be purchased then?
ent-2-ene  [author] 22 Jul, 2022 @ 6:26pm 
Honestly, settlements ingame don't need much energy, even a small generator would be fine. But damn do turbines in the water look cool. I might remove 1 or 2.
Mr. Anonymous 22 Jul, 2022 @ 5:34pm 
Update seems to work well. 4 Wind Turbines seems excessive and looks very busy in such a small settlement. Maybe delete 3 and add a battery?
ent-2-ene  [author] 22 Jul, 2022 @ 9:53am 
Well, Shem update is up. Tell me what you think. It seems a bit lackluster at first, but that is because of two things: Shem is not exactly a hub for travelers, and secondly, it was a test to see how a city built on water without the lagoon platform would work. So far, except of a weird visual, it looks alright and works well.
Mr. Anonymous 21 Jul, 2022 @ 6:22pm 
Thanks! I appreciate your work and talent.
ent-2-ene  [author] 21 Jul, 2022 @ 5:26pm 
Shem waystation coming soon. I have come back for a bit
Mr. Anonymous 17 May, 2022 @ 11:28pm 
I've been using More Waystation for years and the one in SW Shem is probably the most used by me. Unfortunately that one is gone with this mod. Add back?
ent-2-ene  [author] 13 May, 2022 @ 1:19pm 
@Le Leon ah because in the vanilla game there is a destroyed waystation at that location. I thought I should revive it, but it seems that other people also liked that spot.
Le Leon 13 May, 2022 @ 10:27am 
That would be great. It's funny, the town marker are maybe 25m from each other. ^^ So Genesis and you had same idea of the perfect spot near the road.
ent-2-ene  [author] 13 May, 2022 @ 9:41am 
@Le Leon I will check it out. I don't use Genesis, so I wasn't aware of this. Thanks for telling me in fact, so I can improve and make the mod usable for everyone
Le Leon 13 May, 2022 @ 4:14am 
Sadly this mod shares the venge location with Genesis mod. So the bar cannot be entered, there is a tower in its way. Even moving the tower manuallly and fixing navmesh ingame didnt't work for me.

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.
melon🍈 26 Apr, 2022 @ 5:50pm 
You are the hero we needed.
ent-2-ene  [author] 6 Apr, 2022 @ 10:27am 
@Cnd Nomad
That makes me very happy. I hope you have fun with it, and don't hesitate to tell me about bugs.
Cmd Nomad 6 Apr, 2022 @ 9:47am 
@Entoco
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 ;)
ent-2-ene  [author] 6 Apr, 2022 @ 7:49am 
@Cmd Nomad have you verified game files?
if that doesnt help, then I'll have to publish it again
Cmd Nomad 6 Apr, 2022 @ 7:39am 
@Entoco
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.
Cmd Nomad 6 Apr, 2022 @ 7:39am 
@Entoco
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.
Cmd Nomad 5 Apr, 2022 @ 8:48pm 
@Entoco
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.
ent-2-ene  [author] 5 Apr, 2022 @ 5:08pm 
@Cmd Nomad
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.
Cmd Nomad 5 Apr, 2022 @ 4:09pm 
I really like mods that add more life to Kenshi. I really like the idea of this mod, however, unfortunately it is not compatible with Genesis MOD. All the major base game towns have their buildings duplicated but just slightly off from each other. This creates a lot of situations of not being able to enter them at all which can be an issue especially when it is a shop/vendor. It also creates pathing issues for everyone.
I am staying subscribed in the hopes that this MOD does become compatible with Genesis, but at the moment it is unplayable.
Trynt 4 Apr, 2022 @ 4:37am 
Really nice vanilla-feeling mod so far, it's great to have a place to rest in the South Wetlands and Skinner's Roam in between making trade caravan ventures. Great job, mate, pairs nicely with the Lively Bar mod :steamthumbsup:
Trynt 4 Apr, 2022 @ 4:33am 
@Thundercraft And those Tech Hunters down there are wildly inconsistent with the way they're portrayed everywhere else, like why shouldn't they just gun you down in Flats Lagoon or Black Scratch as soon as you walk up and strip you bare for playing tech hunter there too?
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)
ent-2-ene  [author] 4 Apr, 2022 @ 3:37am 
I chose the Tech Hunters because they seemed like the most neutral faction out of vanilla factions that would actually create waystations. I could have created a brand new faction, but that was not my original intention. My intention was to make a mod that somewhat expands on vanilla. If there is any more neutral faction than the Tech Hunters that would create waystations this way, please suggest one to me.
Thundercraft 3 Apr, 2022 @ 8:34pm 
@Trynt That's assuming neededlotus5 actually wants to be friends with Tech Hunters. Some of us don't get along with them at all just on the principle of them being a-holes.

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?
Trynt 2 Apr, 2022 @ 12:39am 
@neededlotus5 Looks like someone went to The Hook and Shun before installing the Ally the Tech Hunters mod smh
neededlotus5 1 Apr, 2022 @ 10:27pm 
should have chosen a more neutral faction tech hunters pretty much a band of paranoid dickheads:steamthumbsdown:
Madame Satrapie 31 Mar, 2022 @ 5:05pm 
@Trinity
the mod you want actually already exists: Unique Settlement Placements
Trinity 31 Mar, 2022 @ 12:32pm 
I don't know how it works, I don't know if we can even change these, it's just that you made new locations so I thought you'd know
ent-2-ene  [author] 31 Mar, 2022 @ 11:43am 
@Trinity what if you duplicated the Lost Library on the FCS and slightly changed the name to something like "Forgotten Library"? It'd do what you want. I am no expert on the FCS so this is the only way i can think of
Trinity 31 Mar, 2022 @ 11:41am 
This will kinda fuck over mods, though. Patches would have to be made for that mod depending on what mod was initially made to change those areas
Trinity 31 Mar, 2022 @ 11:39am 
if I did*
Trinity 31 Mar, 2022 @ 11:39am 
If you look at the south west of the map, there's a bunch of places called "Lost Library", for instance. When you look at FCS, the very same locations are only one entry called "Lost Library". If you change one of these locations, it chances every one of them that's on the map. I just want there to be a mod that makes them not duplicates. Like I have certain squads that I want to spawn in certain locations but not all over the map, wherever these locations are duplicated. Thanks for reading :kabuki:

I don't know how to do this, I'd do it myself whenever I needed, I did.
ent-2-ene  [author] 31 Mar, 2022 @ 11:31am 
@Trinity the duplicate towns? what do you mean?
Trinity 31 Mar, 2022 @ 11:26am 
or a world state that is blank
Trinity 31 Mar, 2022 @ 11:26am 
Maybe you can add an empty squad that has 0 people in it and also has 0 percent to spawn to each of the places to signify which area it is, like "Western Hive | South-Western" or like "Waystation | The Hook"
Trinity 31 Mar, 2022 @ 11:23am 
please? <3 :kabuki:
Trinity 31 Mar, 2022 @ 11:22am 
Can you make a mod that removes the duplicate towns? Like basically keep everything that's vanilla, just when there's a town that's duplicated like; Empty Lab, Post-Ancient Workshop, Waystation, Ravaged Hamlet, etc., I just want there to be an identical duplicate of it there. It'll help with modding, because I want to change some of these areas and not all of them. This is more like a modder's resource rather than a mod for players.