Kenshi
Empire Rebuilt: Cities Overhaul
121 Comments
Kealer  [author] 18 Jun @ 10:02pm 
Really late but yes, completely compatible with kaizo
Cari 21 May @ 7:39am 
is this compatible with Kaizo?
Kealer  [author] 11 May @ 9:25pm 
Empire Rebuilt too should be compatible as far as i know, but there might be conflicts with town residents since some building interiors that UWE has may not be incluided in the buildings used in my mod
Kealer  [author] 11 May @ 9:24pm 
@Ġedryht of Wōden It depends, for one most of the UC mods are already compatible, Empire Reinforced, Empire Villages and Tengu Palace are, as for Empire Reborn and Bast War the amount of work it would require to make them compatible with UWE is just to much since they change almost the same things.
Ġedryht of Wōden 21 Apr @ 5:24am 
You added UWE compatibility for your Holy Nation mods but not United Cities. Why is that?
Kasumizake 5 Apr @ 4:44am 
Machine translation English. Wonderful MOD! UC has become a more unique city.However, I will report a few bugs.

- Bed at Bar. This is a bug that occurs if the spacing between beds is not set correctly.
- There are some houses in Bark that cannot be accessed.
- Empire Rebuilt - CATO compatibility Patch. Items added in CATO for Bark and Heng are clipping.
- Lively Bars by Laughing Forest. There is a bug where the Bar does not appear.
Kealer  [author] 14 Feb @ 9:53am 
Thanks! And do you have any mods that could be conflicting? any building mods, market stalls for example? it sounds like theres another mod loading the old buildings
It'sPaperBagMan 12 Feb @ 4:08pm 
Hey dude awesome mod i just noticed a bunch of old buildings clipping in stoat i think the old town is trying to still spawn any idea?
Laughing Forest 3 Feb @ 3:38pm 
Amazing! And of course mate.

When you're able to update so lively bars animations would work that would be fantastic

Thanks again Kealer
Kealer  [author] 3 Feb @ 2:15pm 
And i know how to make it so that they have the animations, its easy since the thing that lively bars does is add seats that trigger the animations uppon using them, so i only need to change all the seats inside the saloon to the lively bars ones and it will be animated, i might do it later if i find the time
Kealer  [author] 3 Feb @ 2:13pm 
Im glad it worked and thank you a lot for making the patch! Can i put it under compatibilty patches on the description? Giving you credit of course
Laughing Forest 3 Feb @ 7:10am 
Hey mate, thanks again for the prompt feedback. That reco didn't seem to be it, but I took a stab thinking maybe the resident population was limiting 2 Saloon (Dots) bars to populate.

I went to the Sho-Battai town entry and under residents changed the first value from 1 to 2. This has now worked at populating both Saloon (Dots) buildings as bars when using with Lively Bars.

Of course I still barely know what I'm doing, but this seemed to work. Made and uploaded as a simple patch, and if I encounter in other UC cities will see if I can continue to update the patch to make them work together.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3420012164
Kealer  [author] 2 Feb @ 6:00pm 
Are you sure the bar isnt spawining in any other building? Like the Outpost Type II and III? if its that then you will need to set the dislike building to those ones, and the building to the Saloon Dots, so that it always tries to spawn on one of those before looking for other options
Laughing Forest 2 Feb @ 5:33pm 
Last message today about this - sorry just been trying to figure it out:

What you recommended fixed one of the bars, and it appears in town when clicking on it as:

Bar - United Cities
Type: Saloon (Dots)
Town: Sho-Battai

Somehow the other one, when clicking on it, appears as:

Saloon (Dots) - United Cities
Town: Sho-Battai

Can't figure out what is breaking to fix
Laughing Forest 2 Feb @ 4:45pm 
And, one odd note to add - the Saloon (Dots) in Sho Battai is shown as Empty + For Sale
Laughing Forest 2 Feb @ 4:23pm 
Hey Kealer - that seems to have worked for one of the bars in Sho Battai as an example, but there's a second bar with the building name "Saloon (Dots)" that is still empty.

Any idea how to fix that as well? I'm making a simple patch but can't figure out the Saloon (Dots) fix

cheers
Laughing Forest 2 Feb @ 10:31am 
Thanks mate, will give it a shot. Appreciate you
Kealer  [author] 2 Feb @ 7:42am 
You would need to go inside the FCS and revert the change that lively bars does to the UC bars, so inside the squad of the UC bar you would need to change interior=LVbar to interior=bar. you would probably also need to make this a separate version of the bar squad so that it doesnt affect all bars in the game, only the UC ones
Laughing Forest 1 Feb @ 11:48am 
Hey Kealer - if I were to try to manually edit/make a patch myself for Lively Bars to work with this wonderful mod, what would I have to do in terms of changing the names of the interiors in FCS?
Ranger 21 Jan @ 4:50am 
The beds need to be paid for now so it appears to have fixed itself
Ranger 21 Jan @ 2:19am 
@Kealer Oh okay thanks for letting me know. I just restarted my game so I can check to see if they still aren't paying on a new save.
Kealer  [author] 20 Jan @ 6:45pm 
@Ranger oh yes this is actually beds being buggy, sadly theres nothing i can do about it since it appears to be something that happens in general with npcs in bars, even in vanilla beds with vanilla interiors, the not paying is weird, i will check that one
Ranger 19 Jan @ 10:57pm 
Oh also I don't appear to be paying to use the beds at the bar in heft
Ranger 19 Jan @ 10:54pm 
@Kealer Hey just letting you know there's a weird bug where, at least in heft, people are sleeping sideways across their pillows. The mod is pretty awesome otherwise though so thank you!
Laughing Forest 18 Jan @ 3:09am 
Kealer  [author] 18 Jan @ 12:09am 
@Laughing Forest It should be pretty easy to make a patch for it actually, just changing the names of the interiors in the FCS, the problem is that for some reason lively bars also causes crashes in some buildings when it tries to load the interiors, so ill have to take a look into it
Kealer  [author] 18 Jan @ 12:08am 
@tod_boontham No worries, and ive been checking for the Moor Tower issue but i cant find it, do you have any enviroment mods? FASTR or the like? That could be it
Laughing Forest 11 Jan @ 5:09pm 
Is there any way to make a patch so Lively Bars could play nice with your wonderful Cities Reborn?
tod_boontham 27 Dec, 2024 @ 4:26pm 
@Kealer

Update: Removal of the Lively Bars solved the emptied bars, thank you.

And to be more clarify about the Moor Tower I mentioned before: It is the one with (Dots), locate near the noble house in Heng (not the mechanic shop one), it entrances stair (and the building foundation is literally floating) far above the ground, thus impossible to enter.
tod_boontham 27 Dec, 2024 @ 3:46pm 
@Kealer Yep, aftre i checks it is in the mod list. So that could be the reason why.

Would try remove that mod and see if the emptied saloon could be resolve,
Kealer  [author] 26 Dec, 2024 @ 6:00pm 
@tod_boontham Do you have LivelyBars by any chance? That could be causing the issue since it changes the names of the bars in the FCS, making them not appear in any building where the old names are still present
tod_boontham 26 Dec, 2024 @ 12:04am 
@Kealer Check my mod list in the mods.cfg file again, and it seem i do not possessing such mods. For building mods, I have;

Flipped Buildings
Forgotten Buildings
Ash_NewBuildings
Ruin Restoration

Outside of these mods, I have no idea what causing the emptied saloons issue. Could be overide problem (I have Kaizo)
tod_boontham 25 Dec, 2024 @ 11:57pm 
@Kealer Love the design, though I am experiencing problem that saloons (I think these are replacement for bars?) spawn completely empty inside. And that one moor tower in Heng stair spawn off the ground, so cannot get in.

Still has not seen in other cities. Regarding the emptied saloons, possibly one of my mods (that lets you buy/become owner much more buildings) interfering with it? Because beside shops, the option become available for me.

Would test a new start with that mod out, and would report the result here again.
Taneki 23 Dec, 2024 @ 1:04pm 
Nice mod. It's seems that npc stand still at night at Eyesocket. I don't see yet the other town.
BIG_PUNPUN_STAR 23 Nov, 2024 @ 3:03am 
Not sure how to do that but i guess i'll fuck with it and see how it does.
Kealer  [author] 22 Nov, 2024 @ 7:12pm 
@Minato Aqua Is God A patch should be easy, just going into the FCS and changing whatever inconsistency is making him not spawn, will do
Comm_Guru 20 Nov, 2024 @ 5:54pm 
This mod really makes the UC building and cities so beautiful! After seeing them, I refuse to play without this collection in my mod list.
BIG_PUNPUN_STAR 20 Nov, 2024 @ 1:29am 
Theres an NPC thats missing from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1582515779 this mod (the NPC that should have the meitou in the heng weapon shop), would there be any way to patch that in or am i SOL for getting that weapon while using this mod?
Born Of Birch 23 Oct, 2024 @ 9:49pm 
I've had issues with buildings floating slightly above the ground
Laughing Forest 7 Oct, 2024 @ 10:01am 
@kealer would you be up for updating your compatibility patch for the full release of CATO?
Snaxxarooni 29 Sep, 2024 @ 12:24pm 
If anyone else is having voprosek's problem with towns overlapping, I just found that taking out "Functioning Market Stalls" fixes it.
The problem occurred for me even with the compatibility patch installed too.
Kealer  [author] 29 Sep, 2024 @ 9:33am 
Oh yes the name is a little tricky, i should change, will do, an i will surely check your mod in my own playthroughs, thanks
pickgag 29 Sep, 2024 @ 9:29am 
Ah, that makes sense. It makes it really difficult to sort them when you have a massive list you're currently not using due to testing purposes, that's why I was asking lol might I recommend at least changing your mod name from (I think it was) "Reborn Cities" to "Empire Rebuilt", or perhaps writing the mod name in your description?

I'll be sure to list the proper dependencies when I update those pieces of your mod. I'm not sure if I'll be using anything else you've created, but thank you for the swift reply! I'll definitely let you know when it's updated so you can check it out yourself! Thanks again.
Kealer  [author] 29 Sep, 2024 @ 9:17am 
@pickgag Hi! First of all thanks, and let me explain with the requirementsi

The FCS is only able to notice requirements if they are directly put into the FCS, for example the reason why only Forgotten Buildings is listed as a requirement is because in the city residents editor i directly called for the use of Forgotten Buildings assets for units to spawn in them, but the other mods are only used in game as assets and never called inside the FCS, hence why it cant recognize them as dependencies, but they are still needed because without them there will be missing set pieces both in exteriors and in interiors, furniture will be missing inside buidlings because it comes from the furniture mod, tents and other miscelaneous will be mssing because they come from Advanced Camping, etc.

And yes, you can absolutely use this and any other of my mods in any of your own projects! Being in the credits would be nice, thanks for asking
pickgag 29 Sep, 2024 @ 8:53am 
Hi Kealer! Really cool mod. I was hoping someone would come along and edit the locations no one else has.

This takes a lot of mod requirements and the mod itself has less requirements than you've posted on this page. In fact, the mod is only listed as requiring Forgotten Buildings. When your mod requires another mod, FCS will automatically list that mod as a requirement, so if the mod is not requesting the rest of the dependents you've listed, why do you have those mods listed? I can see you added furniture mods to this page. Does that mean your interiors use assets from those mods? Shouldn't FCS have noticed that?

That aside, I'm the creator of the mod Ultimate Cities Towns Merge and I was wondering if I could use parts of your mod to add on to UCTM. I would only use the pieces that my mod has not edited yet, like Port North / South. It would be a tremendous addition. Thanks for your consideration.
Henji 13 Sep, 2024 @ 5:05am 
Hey Kealer,

pretty much everything is working as intended now, the only thing I've noticed was the Market Stalls in the farming Village still floating in the air, but I'm suspecting that could be related to conflict from Cities Rebalanced and Marketstalls conflict rather then your mods since I've found out that Clownsteady is also suffering of much worse problems that seem to be related to this issue.

Thanks again for the hard work and keep up the good work!
Kealer  [author] 12 Sep, 2024 @ 5:24pm 
@Samson It should be done, i have updated the Cities Rebalanced patch after having remade it from zero, i'm pretty confident there shouldnt be any issues now.

For the market stalls mod i uploaded a new totally redone version that avoids the issues of the past patch altogheter, on the Heng and Porth South issues, i couldnt find the messing lamp in Heng, and the Port South Outpost IV is actually intended, for some reason the base game Ports both have empty buildings and i decided to keep that as to not cause incompaitibilities with other mods that could end up ussing them.
Kealer  [author] 12 Sep, 2024 @ 8:49am 
@Samson Alright, will get to work on them asap, really thanks for the patience and reporting the issues, updates and new patches incoming
Henji 12 Sep, 2024 @ 5:18am 
Hey Kealer,

Making a correction on my last statement, the ones I've mentioned in Farming Village and Brink are actually from Market Stalls and Cities Rebalance conflicting with your mod respectivily not Unofficial Kenshi Patch.

The other two I've mentioned seem to be only small mistakes as far as I can tell, no appearant overlaping of any kind.

Reposting Updates

That shade inside the Police Station in Brink is still there too < Cities Rebalanced Mod Related

I've just noticed a couple of Electrical Light Torches to the west side of the wall (facing the entrance) one is floating near the end of the wall connected to the mountain and one huging the wall near it's junction where the Bar is located (the Torch itself is outside the wall). <Market Stall Mod related.

There are a Couple of Ramps interfering with the Walls in Eyesocket as well, one near the Wind Generator in the west Wall is piercing it and another one conflicting with the one set by your mod <Market Stall Mod Related.
Kealer  [author] 11 Sep, 2024 @ 10:23pm 
@Samson Hi! first of all thanks for pointing them out and sorry for the radio silence in compatibility patches, i had been working on other mods but now i'm finishing the CATO and UKP patches as well as remaking the other ones from scratch to polish the edges, so stay tunned.

And this messing items are without other mods or also conflicts with UKP?