Kenshi
Fix Relations - Limited Edition
12 Comments
Gevurah  [author] 23 Jan @ 10:23pm 
Yes, I think this is something that may have changed along the way. Whatever the case, thank you very much for pointing it out. It's now been corrected, along with some added variety.
CurtimusPrime92 23 Jan @ 10:19pm 
you mod adds a NEWREF wordswap /HECAP/, but you only used it in the new incapacitated lines you added, you left the lines from the original mod unchanged from using vanilla /HE/. i was just saying since you made a mod to fix original mod you might as well go all the way and fix the lines from the original mod too not just the ones you added. if you get a chance
Gevurah  [author] 23 Jan @ 3:08pm 
I thought something was off. They added this in a patch? It showed up as "values added" when I loaded up the FCS.
CurtimusPrime92 14 Jan @ 3:11am 
ie what if their entire squad is bleeding out, unconscious, dying or dead. their friends might not know their squad-mate was healed and also 'dead (wo)men tell no tales'
CurtimusPrime92 14 Jan @ 3:06am 
should use /HECAP/ for all dialogue the default /HE/ from basegame checks for if male & squad size == 1, he... if female & squad size == 1, she... and falls back to they for anyone in a squad bigger than 1 if the other two aren't applied. leading to nearly all the time resulting in "Guess [THEY] can thank me later." anytime they're incapacitated and in a squad of more than 1.
Gevurah  [author] 14 Nov, 2024 @ 4:38am 
As long as that backpack is equipped, yes. There's a percentage chance in the base mod to get the dialogue with reputation. It feels rare sometimes, but I've confirmed that it works correctly in game this week.
Silverbuu 14 Nov, 2024 @ 3:01am 
Out of curiosity, does it matter if the kit is in your backpack? I don't seem to be getting rep with anyone doing this.
Dr. Igor Dolvich 12 Nov, 2024 @ 8:46am 
Good job bro! :2017stickycrab:
crux 12 Feb, 2024 @ 4:54pm 
Great addition
Gevurah  [author] 11 Jan, 2024 @ 12:00am 
Your suggestion is reasonable and actually sounds like a good change, since requiring the additional item appears to be a balancing feature. I wish I could replace it with something small and cheap to free up inventory space as well. However, according to the original author, this function wasn't even intentional; it's not a change created by the mod but is actually a quirk of the game coding somehow. An unfortunate coincidence.
Pelito 10 Jan, 2024 @ 7:27am 
That mod felt bland for as long as I can remember, hope this makes it more fun. If I can add a suggestion tho, a fix for the first aid + repair kit requirement would make the mod less heavy on game starts and balance out the feeling of draging on that the 2h cooldown gives.
Arcadefire 8 Jan, 2024 @ 2:13pm 
Nice :steamthumbsup: