Kenshi
Empty World
38 Comments
Teal  [author] 9 Jan, 2024 @ 7:14pm 
new update tonight, we are getting closer to getting the mod where I wanted it to be. try it out and let me know what you think. thanks.
teal
Teal  [author] 5 Jan, 2024 @ 5:59pm 
@Pode,
I should have read closer, but I think you are right. Limiting the numbers and maybe kinds of races might be a better way to try to do this mod. I wouldn't have to worry about substitutions or getting errors for files the game is looking for and can't find.
Thanks for the suggestions. I think I will try a new vanilla copy and try limiting like you are suggesting and see how it plays. If I can get it to work I'll let you know and see what you think. Thank you for the input, it helps alot.
Take care and good luck in your own modding too,
Teal
Teal  [author] 5 Jan, 2024 @ 3:31pm 
@Jorahm
No problem on the old version. New version might look better. I am hoping. :)

Looking at the rest of the entries now, I will try to get some restored tonight, don't know if I can get it all. I have to be careful not to take out those edits that made it different from vanilla. I am guessing of course this version will be the closest to vanilla anyway. Just remains to be seen if it will be interesting enough to be enjoyable or interesting.
Anyway, will see what happens as we go along.
Have a good night and will post before I head off to sleep.
Take care,
Teal
Jorahm 5 Jan, 2024 @ 9:37am 
@Teal

You were correct, I had loaded the version of the mod I downloaded to try and make some edits to, my bad.
Teal  [author] 4 Jan, 2024 @ 7:16pm 
Thanks for looking at the mod, I hope to get it back and working and stable in the next few days.
Teal
Teal  [author] 4 Jan, 2024 @ 7:14pm 
Looks like instant hostility in the Hub as soon as I arrive. Ran from Starving Bandits mod of twenty or so, and got away outside the city. Ambushed by three more bandits, but dog saved us. Anyway, there were Hivers and Shek in the Bar, so I think the restoring on files worked. And got the character data back in, (it was just a copy of the homeless and dog start anyway so not difficult to put back in) Anyway, will have to check the deadlands, I had the error-code xFFFF that were human, but I think when the skeletons were deleted, the game substituted the races that were still viable, meaning the humans. So, when I restored the files, and went back on the save, I hade log head soldierbots. Which is what they are supposed to be.
Anyway, in Black Desert City still humans, so I still have to go back and restore some files I am missing.
Will look at it tomorrow and see if I can get that fixed.
Teal
Teal  [author] 4 Jan, 2024 @ 6:43pm 
Looks like my restoring of some of the files undid other changes I put in yesterday, I had an empty character file, but had loaded a save so I missed that. I re-entered the character data tonight and am reposting the mod to see if the rest of it is okay.
I work tomorrow, but will take a longer look tomorrow to see if things look good, or if I have to go back and redo the work I did yesterday.
I will let you know.
Thanks
Teal
Teal  [author] 4 Jan, 2024 @ 6:21pm 
@Jorahm,
I thought it uploaded correctly. did you over write the old version? Can you delete the old mod, (or save it in a different folder) and then download the new one?
I will check of course and let you know if i messed up.
Thanks,
Teal
Teal  [author] 4 Jan, 2024 @ 6:19pm 
@Pode,
Thanks for the comments, I am trying to update an older mod I did about a year ago. There were some rough edges and things I wanted to do, but hadn't the experience. So it took a while to learn. Some people played the mod and gave me their feed back and I thought it might be time to get back into the mod and see if I could make it better.
You are right though, I tried to do a lot, maybe too much.
Thanks for looking at the mod though,
Take care,
Teal
Pode 4 Jan, 2024 @ 12:45pm 
Interesting concept, I set my population settings to minimal cuz there's not enough agriculture to support vanilla squad sizes and numbers. Might you start with a baseline version where all spawn rates are say 1/10th of vanilla? My reach has exceeded my grasp on most of my own mod projects before. Looking at comments, I thought a technically simpler first cut that gets a lot of the effect you want might be a better starting foundation for the fancier lore stuff you want to do.
Jorahm 4 Jan, 2024 @ 12:30pm 
So, playing the mod right now, I don't see any changes? Are you sure it's uploaded correctly?
Jorahm 4 Jan, 2024 @ 12:00pm 
I'll give it a go, probably use an op start mod to get a speedy character, and tell you what I think.
Teal  [author] 3 Jan, 2024 @ 8:16pm 
okay, I have a new version that I have been testing for almost 6 hours. If you could take a look and let me know if it is stable and interesting. I got almost all of the races back in, but in smaller numbers of course. There should still be many ruins and abandoned cities and towns. Many overrun with animals and many more raids by the now larger Starving Bandits group. The Dust Bandits and the Holy Nation are still fighting, but the Phoenix and the Dust King are gone and it is only a matter of time before the rest of their people succumb to overwhelming forces.
Anyway, still not complete. I still want to try my hand at some dialog changes for the survivors of the Shek and Skeleton's.
Let me know if this is better than the older version, or if the old version had something this doesn;t.
Thanks
Teal
Teal  [author] 3 Jan, 2024 @ 9:46am 
:) I thought I was going to wait, that was the plan, but sometimes I have to get it done, you know? Obsessive I guess, but it keeps me on track, haha.
Working slower, hoping to get it done today.
I post later and let you know.
Teal
Jorahm 3 Jan, 2024 @ 8:21am 
A fresh start sounds like a good idea. Besides, it also allows you to rerelease the mod now, which would probably get it more people playing it.
Teal  [author] 3 Jan, 2024 @ 7:56am 
I spent yesterday from about 9 am to 2 am last night, but only suceeeded in getting worse. It didn't help that I changed some settings and lost the ability to select things. That took a while to figure out I had made a mistake. Anyway, after much frustration, haha, I am going to take today off of working on the mod and will try again over the weekend and do it in smaller increments. Like maybe 2 or 3 hour bursts. :)
I;ll keep it simple and not try to change too much. :)
And hopefully with patience and a lot of work and a little luck I can get it functional. :)
See you next week.
Teal
Teal  [author] 3 Jan, 2024 @ 7:52am 
My wife had an interesting idea. She said to start with a "whole" game and then trim back the areas that limited things. Instead of trying to take the already changed mod and put back what I had taken out. :)
Life seems easier sometimes when someone else looks at my problem. Haha.
:) Teal
Jorahm 3 Jan, 2024 @ 3:47am 
That makes sense, I myself tried to put the races back in but I couldn't manage it.
Teal  [author] 2 Jan, 2024 @ 5:28pm 
I am running into freezing errors and in fcs entry errors and race mesh errors. Looks like I should delete this and go back to the old version and update it in smaller areas and see if I can get it to work first. Then the next change after that. Sorry for the errors and issues. Will try to get it workable and then start again with new changes.
Teal
Teal  [author] 2 Jan, 2024 @ 3:07pm 
p.s Let me know if you can if the old version is better, or you like the changes and want me to keep them in.
Thanks
Teal  [author] 2 Jan, 2024 @ 3:06pm 
Updated the mod with a smattering of changes. I added back the races, but have made their numbers small and changed the cities and towns up. The Hub has lost its wall, (if you load the save game i included in the mod folder) Some faction relations have changed and a few items in game have different properties now, I don't want to spoil anything, but when you find them let me know what you think. I think they add some differences from vanilla without being too overpowered and also adds a different feeling to the game. Anyway, I am still testing, so if you want to take a look and help me out and let me know if you run into any problems, or what works and you feel is a good thing, it would really give me a chance to add more of the good things and cut the problems. :)
Thanks and Happy New Year!
Teal
Teal  [author] 20 Dec, 2023 @ 9:04pm 
:) yeah, I would probably convert to pacifism too after something like almost total extinction.

I haven't got some Shek back in yet, but am hoping to by tomorrow. Then try to get some dialog tries in to see how if I can get them to work.
Jorahm 20 Dec, 2023 @ 5:06am 
I love the idea of a pacifist shek group, a conceivable reaction to the near erasure of the Shek.
Teal  [author] 19 Dec, 2023 @ 7:40pm 
If you would like to put a sub-mod together for dialog you are certainly welcome. :) I can try adding back in traces of the wiped out races, so some survivors will still be available and changing their dialogs to reflect some of those changes they have been through.
Perhaps like some cannibal Fogmen converting to vegetarianism. Or a pacifist Shek cult.
Though dialog is a new area to me and I don't know how well I can do it. But worth a try and certainly if it works half-way then practice will hopefully only make things better as I try to fill things out a bit more.
Take care and thank you again for the input.
It really is nice and makes it nice for me too to dive back into an old project with some new ideas. :) Take care
Teal
Jorahm 19 Dec, 2023 @ 3:40am 
Another thing that I thought the mod could benefit from is some changes to the dialogue of the survivors. The tech hunters especially, given their curiosity in their nature, would probably be researching the Sickness, and it would be cool to have some dialogue about it. If you would be alright with it, I could make a sub-mod that added some dialogue to some of the characters, like to Iyo, Finch and Quin to name a few.
Jorahm 19 Dec, 2023 @ 3:33am 
@Teal

Thanks for the prompt response. Fair enough for the United Cities, and I can say from experience that it does make things more varied that there is still some civilisation, certainly makes it easier to get gear. Maybe instead of leaving the UC untouched, they could have some version of the ruined conditions of the cities, like Heft being just Empire Peasants that survived the sickness due to their isolation, and took over the dead city after it was deserted. That sort of thing. I really like the idea of having cities overrun with animals, maybe some of the HN cities becoming raptor nests, some being taken over by cannibals, that sort of thing.

I agree about the uniqueness of the mod, it's a pretty novel concept to have something that wipes out so much of the world, but also develops it in a lot of interesting ways.
Teal  [author] 18 Dec, 2023 @ 5:17pm 
Part 1

@Jorahm, Thank you for the nice comments and certainly for the extensive look. I have tested the mod, but hadn't run across the humans in Black Desert City, though I had run across the human hivers in the foglands and some of the dead Holy Nation cities. Your mention of the UC I hadn't checked, but believe I didn't touch them because I felt that some group had to survive. In this case they more so than any of the others. But perhaps if I could find a way to run percentages or simply build different versions, I could have one where the Hivers survive mostly intact and most everyone else is gone. :)
It would give me a chance to change up the survivors. :) Maybe cities filled with animals, dogs and goats in the wilderness? :)
Teal  [author] 18 Dec, 2023 @ 5:17pm 
Part 2

Let me load it up and see if I can come up with something. I will try to get some ideas together by the first of the year and then I can post them and see what you all think and then see if I can dive in and work something out?
Thank you again for the nice comments and for playing my mod, initially I wanted to try something that maybe the other modders hadn't done. I don't have as much experience as many of them out there, but I have worked out a lot of ideas and so, wanted to try something "Big". Haha, and wound up with something I wasn't entirely sure anyone but me would like. Glad to see someone out there thinks a little like me. :)
Anyway, thanks again, your time and comments are most appreciated.
Take care and Merry Christmas!
I dive in and see if I can come up with something soon.
Take care,
Teal
:)
Jorahm 18 Dec, 2023 @ 3:45pm 
Hi, I've been doing a playthrough of the mod, and I am a big fan of the concept and the world so far. However, I have some suggestions for the mod, mainly around the removal of the non-human races. I understand why you do that, since those races were hit the hardest by the sickness, but it just leads to the characters who should be a different race being humans, which causes some probably unintended effects. For example, the hive shops, which are still around in the Vain villages, have humans in them that refuse to trade because their dialogue package makes them see humans as hiveless. Black desert city just has a bunch of clothesless humans that stand in the acid rain and die.

Also, not sure if it's intentional, but the United Cities seems pretty unaffected. The cities I visited seem totally unchanged, whereas the Holy Nation had fully dead cities, with only the forts and villages alive. Seems a bit odd that the UC, which is much more populous, didn't suffer the same fate.
Teal  [author] 5 Dec, 2022 @ 3:06pm 
That is okay, :) I can't stay tired forever. And a good project is always nice to dive into.
Construct 5 Dec, 2022 @ 2:46pm 
thank you for your response, and i understand completely, if its too difficult for you to add, then, dont, i dont want you to burn yourself out.
Teal  [author] 5 Dec, 2022 @ 2:22pm 
Part 2

I have a meito weapons mod I am trying to finish and have been somewhat overwhelmed by because it takes so long to actually get to each level. In addition the last level needs a high level of experience to produce an exception which produces the last level. The mod is only in the roughest state and the last level is inconsistent. Perhaps because I haven't yet got enough experience to produce it, but I didn't want to release that weapon mod, because I can't verify it yet. Taking on another extensive project right now is something that I am not quite up to because I am frustrated trying to get the weapon mod done. Sorry, but perhaps someone else is up to the challenge? Thanks for listening. Take care
Teal
Teal  [author] 5 Dec, 2022 @ 2:22pm 
Part 1 -

I have a couple of Hive mods, though for something as extensive as you are proposing, it would take someone with a good deal of experience with the games dialog system. I have a small experience with it, nothing as elaborate as you mention here, which would make for a wonderful mod. Just a lot of fleshing out of several different new kinds of Hivers to differentiate from the standard ones, bigger ones and ones with different weapons and ones with different clothes, It is a really good idea and I myself would love to see something so well laid out and playable.
Though I am not entirely sure I could achieve something so elaborate without taking a good deal of time to get it done right.
Construct 3 Dec, 2022 @ 11:03am 
i have a suggestion, bands of hiveless hivers, Travelling in groups of 5 to 15 in number.

Hive workers will have nothing, but rarely, can have staffs, or Pole-arms, and sometimes spawn in with rag clothing, such as the rag loincloth. They have Many thoughts, some speak of how much they miss there queen, whilst others speak of the joys of freedom.

hive soldiers will always spawn with a weapon, bladed iron clubs, or pole-arms, and rarely, a sword. They have decent toughness and strength stats, and most of the time, they are much larger then the other hiveless. They also tend to wear armored rags.

hive princes will trade with the player, and offer scraps of food and salvaged gear, they will defend there hive-less group when attacked, and tend to carry a pole-arm, and are found in rags, similar to there hive worker brethren. Most of them express a great love of there new freedom from the queen, though sorrowful for the many deaths of there brethren.
Teal  [author] 17 May, 2022 @ 12:22pm 
Part 1
Have some material still in work that I haven't uploaded yet. I had an idea change, thinking that even if the sickness wiped out the Skeleton's, the Hiver's and the Shek, it probably wouldn't wipe out all of them, there should still be traces of the three races in the world.
So, I have added back some traces of the three races. But not yet updated or uploaded yet. I am still testing it to see if it works, or if there are problems.
Also, the No Metal idea was interesting, but working with it in the game makes for all kinds of issues.
I think if I stayed with the No Metal version, it would mean taking out the ability to research. Which would mean the player starts and stays with what they got.
You could buy things but not able to build them.
But that is the No Metal version, which I haven't finished yet. It may not be worth finishing however if it causes too many problems.
Teal  [author] 17 May, 2022 @ 12:22pm 
Part 2
Anyway for now the Empty World version changes some of the races, takes out the three and the Holy Nation as well, there are some traces that I have to finish taking out, mostly the Rebirth and Holy Mines and Holy Military Outposts.
So, that is where we are at for the moment.
Please let me know what you think, and how it works for you and if it is interesting.
I know it probably won't appeal to everyone, but I thought it might make for a different kind of play through that uses a different kind of approach.
Anyway, thanks for listening,
Take care,
-Teal :)
Teal  [author] 13 May, 2022 @ 1:08pm 
I was playing a game last night and ran across a fogmen band in the foglands. They were substituted with greenlanders, as default because the race had been removed. I think I need to go into the homeless spawns and look at those entries. If the fogmen were wiped out in the sickness, they shouldn't be there. Especially the substituted ones. Will try to do that by tonight.
Teal
neededlotus5 9 May, 2022 @ 11:05pm 
a world without the nation?? I might have to try this..:steamhappy: