Kenshi
Driftmetal: Remnants (V2)
372 Comments
PARA  [author] 10 Jul @ 7:08am 
I would guess this is an issue between mods or if you run this with some other patches not made by me. Do you have any large overhauls enabled?
Misunderstood Sigma Joker 9 Jul @ 4:45pm 
I have been running into some issues with this mod, all the new items/characters have missing texture packs and the people never show up. I looked up methods for fixing mod packs and every other mod pack I have works besides this one. Any idea what the problem is?
InsideOutlander 30 Jun @ 11:10am 
Thank you! I know you don't spend as much time on the game these days- your support is greatly appreciated.
PARA  [author] 28 Jun @ 1:28pm 
Just as a quick heads-up, i looked further into the texture thing, apparently i had it still linked for the head portion of the drones, which isn't actually used ingame since the body texture handles everything. So the drones appear fine even though a texture is strictly speaking missing. Gonna do a few tests the coming days and then push a small update that should eliminate the issue
The Lorac 23 Jun @ 1:12pm 
No worries dawg. I dont think its related to the crashing. Im not sure what is, but its starting to happen without logs lmao. Thanks for the response.
PARA  [author] 23 Jun @ 4:35am 
I haven't started up kenshi in a long time, but i would be surprised if suddenly texture sets led to crashes. Are you referring to the logs? Missing textures / wrong filenames/paths are often listed in there, but they are usually warnings. You'd be surprised how many of them you get just by playing kenshi vanilla. Still, i put this on my eventual checkup list. Just no promises, i do not have much time currently so everything outside of actual gamebreaking stuff gets put on the backburner.
The Lorac 17 Jun @ 7:13pm 
Really enjoying the mod. I did notice I have been more crashes than usual, with a common error being "[warning]: [ResourceLoader::loadTextureUnit] Texture 'workerdrone_diff.dds' is missing." as well as the "Norm" variant. I am to believe it comes from this mod? If not then I apologize, just not sure what to do and I am a little frustrated.
PARA  [author] 17 Jun @ 11:55am 
Hey, happy to hear you enjoy the mod. The custom Gaussgun is limited to one since it is just a straight upgrade over the MK II oldworld bow, so i balanced it by availablity. I think it's also a nice lore tidbit this way.
Phat Birb 17 Jun @ 10:18am 
Hi, Para. Your mod is an amazing complimentary to new playthroughs outside vanilla. I'm a huge fan of your new bows, perfectly balanced in terms of lethality being hindered by capacity. Though, I was wondering, is there a blueprint for the custom gaussbow?
Sad PEPE 15 Jun @ 7:13am 
Thx it's very nice, I love the details
8 Jun @ 7:43pm 
ive gone to all 3 town with walkers but i couldnt find them am i doing something wrong?
PARA  [author] 14 May @ 11:09pm 
I had some plans for a smaller base of theirs that would combine the visual elements of brutalism and oil rigs, essentially. Their "home" was more or less a massively upscaled drilling isle too, so i think it would be a nice idea for them using some of the washed-up material for their settlement. Fair word of warning though, modding in buildings is quite involved, with a lot of steps being very esoteric without good guidance online (generating the navmesh parts, colliders, etc). I personally avoided them for this reason, but of course you are always welcome to try!
Stark 14 May @ 4:25pm 
Hello PARA, thanks for getting back to me; your reply is appreciated. I understand the lack of available time, and that's completely understandable (and relatable), and as such will expect no future updates (*maybe). I believe we're all waiting for K2 at this point. Anyway, I wanted to ask: Did you ever think about the visual style for any potential buildings related to Driftmetal, and potentially have any references you would care to share? Lately, I've been itching to get back into 3D modelling and the thought struck me to potentially create something suitable for Driftmetal (based on what you might've envisioned).
PARA  [author] 13 May @ 11:15pm 
Hey Stark, glad to see you're enjoying the mod! To be hoenst, i am... unsure. I brainstormed a few times on things to add, but at the same time i have to admit to myself that by now, i am not an uni student anymore. Time restraints have been my biggest issue with everything creative, including modding. I eventually plan to at least update the K-Drone once more and do a bit of polishing. I don't want to promise more than that, but you never know, maybe i'll get around to some smaller lore additions here and there. I wish K2 just came around finally, that would probably help motivation lol
Stark 11 May @ 4:50am 
Hello PARA, any chance you'll be expanding upon this mod at some point? Been enjoying it for a good while and would love to see more of.. well.. Everything? Lore, races, tech, (buildable) buildings/ruins, etc.
PARA  [author] 15 Apr @ 11:09am 
This mod has some starts like that, otherwise if other mods don't put restrictions on theirs you can unintentionally start as both there as well
ПPИШИЛ ФИMO3 15 Apr @ 10:51am 
I remember in a character creation I was able to start as a K Unit, but now I can't see it. In which mod I was able to play as k unit and worker drone?
Sad Pirate 14 Apr @ 7:09am 
>unless the storekeeper still has it in their inventory and you buy it back, no (but you can import your game to respawn the walker 87 unit)

He doesnt but good idea... i restarted whole run to get it back XD
PARA  [author] 13 Apr @ 10:24am 
unless the storekeeper still has it in their inventory and you buy it back, no (but you can import your game to respawn the walker 87 unit)
Sad Pirate 11 Apr @ 1:20pm 
can u get back Walker 87 backpack after selling it?
PARA  [author] 6 Apr @ 12:42am 
It just uses the normal skeleton repair kits, the "authentic" ones do not work.
Rhasmoth 5 Apr @ 6:42pm 
So, I guess there was an update where it now requires a skeleton to talk to a busted driftmetal guy... I finally got a skeleton in my party, spoke with him, and even after putting in a repair kit, the skeleton says he doesn't have one. But, it's a DIFFERENT line of dialogue than when I actually don't have one. Is there some kind of speciality kit I need, but haven't found yet?
PARA  [author] 31 Mar @ 8:31am 
you'll have to make a patch for that using the mod as a base, the files won't show up otherwise
tommy.duke 30 Mar @ 9:20pm 
Is there any way to allow the units to wear all armor like unlocking head and feet slots shirt too I could not find there race or anything in the files to edit
PARA  [author] 15 Mar @ 12:23pm 
Hmm, good point @Rosadrop. Its been months at this point when i set them up, but i might have made the mistake of giving them their organic counterpart speed without taking into account that they can still level stats, while robot animals are stuck at their base value.
I have plans to eventually do an update patch when i find the time for it, in the meantime feel free to set the value itself in the FSC (or get Anrhaa to do an unofficial patch ;) Glad you enjoy the mod!
Rosadrop 10 Mar @ 10:40am 
I love this mod, but with 13 mph, the walkers are just TOO DAMN SLOW... it says they are a direct upgrade to domesticated bulls, and they might be combat wise (i haven't tested them yet), but my bulls reach speeds of 28 mph, so more than double that of the walkers, which is a plain downgrade and frankly too slow to be part of my active entourage. They have a very nice model though and the animations are also well done.
Esqueleto 11 Feb @ 6:59pm 
It would be cool to have a mod patch that unlocks all armor slots for this mod. Really nice mod
Felonious Yeeting 31 Jan @ 11:26am 
Anyone think they could whip up a compatibility patch for Wakigawa's Animation Overhaul? Pretty sure it's breaking some animations for the races from this, sitting is busted for sure. It's been years since I've touched the FCS and I've also never messed with animations otherwise I'd do it myself.
NPS_DEXX 9 Jan @ 5:22pm 
where can i find the parts fro the walkers?
Mazz 4 Jan @ 11:10pm 
How to recruit walker haulers
PARA  [author] 25 Dec, 2024 @ 12:17pm 
I reported the collection for now, will see how it goes. Thanks for making me aware of this.
Vatheron 24 Dec, 2024 @ 7:20am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3085900441

@PARA You should be able to view it here.

Apparently the whole words are in chinese, so you might have a hard time trying to tell them to take it down.
PARA  [author] 16 Nov, 2024 @ 5:14am 
I am unable to view that link, either because the content is hidden/private'd or because it was deleted. Do you have its name?
希望 31 Oct, 2024 @ 10:02pm 
This mod stole your crossbow without authorization, which can be found by typing Driftmetal Remnants into the mod Crossbow partition

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3085900441&searchtext=%E4%BA%91%E6%B0%B4
wherethesunnoshine 25 Oct, 2024 @ 6:46am 
There problems don't cause a crash but you can see them as warnings in kenshi_log.txt after playing a game with the mod on
PARA  [author] 19 Oct, 2024 @ 5:12pm 
It's been quite a while since i actively did housekeeping for this mod, but i try to keep it up to date and playable. Two people have reported issues with texture formats/textures missing recently. If you have ANY issues in this regard, please let me know immediately. I just relaunched the custom showcase start without any issues, so i am unsure where these problems stem from. Any information would be helpful!
PARA  [author] 2 Oct, 2024 @ 10:54am 
or what do you mean?
PARA  [author] 2 Oct, 2024 @ 10:54am 
the mod is using the _decal diff and normal, if it was missing ingame i am sure others would have made me aware of this much sooner
wherethesunnoshine 26 Sep, 2024 @ 5:25pm 
also diff
wherethesunnoshine 26 Sep, 2024 @ 5:24pm 
.\mods\Driftmetal Remnants\worker\tex\workerdrone_norm.dds is missing
PARA  [author] 24 Sep, 2024 @ 11:03am 
Best of luck Anrhaa, love what you do!

@DidOrSkip check the spoilers discussion if you are unsure.

@Kofi the meshes are fitted to exactly match the drone contours. You would need to edit them in a 3D software to fit other races, as far as i know nobody has done this for.
Kofi 26 Aug, 2024 @ 10:18pm 
Hi there! First of all I really do love this mod, thanks for making it.
On the second hand I have a question, is there a way to use the "Utility vest" armor piece on other characters rather than drones? Is there a variant that works on other races? And if there isn't, arae there any mods to do it? Thanks!
OnlyOneZero 22 Aug, 2024 @ 10:50am 
@PARA how to recruit working drones?
Anrhaa 19 Aug, 2024 @ 11:29am 
@PARA. I checked my patches to be extra sure I didn't touch them. I'm going to ask for more details. Thanks for the fast reply
PARA  [author] 19 Aug, 2024 @ 11:00am 
Hey Anrhaa, is this in combination with any animation or collection packs? I didn't change any underlaying stuff about the mod since a long time, and ran it both with my standalone patches and your UWE collection and never had this issue. Does the issue persist even when it is recruited?
Anrhaa 19 Aug, 2024 @ 9:45am 
Hi @Para. I friend gave me this report.

"The Walker 22 robot you find and recruit by putting a battery inside in "World's End" seems to have missing animations. Sometimes he does an instant AOE attack without any animations, which makes him a very powerful fighter even though its really supposed to be a "mule" robot for transporting stuff"

Is that attack intended?
PARA  [author] 16 Jun, 2024 @ 5:37am 
Hmm, might just be a case of being extremely unlucky... I am asking because some mods like Genesis or UWE Kaizo add certain very strong old machines that the skeletons are too weak to intervene once they go on rampage mode. Really wish the devs would change some things for us modders, including an auto-pacify option or consistent loot table spawners, these are the two main issues people report about.
Eclipse 16 Jun, 2024 @ 4:37am 
Nothing explicitly mentions modifying BDC or the Deadlands in my mods at least.
Eclipse 16 Jun, 2024 @ 4:37am 
Possibly? Though it could've been some of the Security Spiders I set loose while looting the nearby outposts and ruins.
PARA  [author] 16 Jun, 2024 @ 4:22am 
yeah an import should bring them back. Interesting to see them being killed, i allied them with the skeletons so paired with their self-repairing i have never seen them die off - are you using other mods which change around stuff in the BDC?