Kenshi
City Architecture Total Overhaul
279 Comments
Shela Monster 6 Jul @ 5:22pm 
Ah, I understand! And I never thought about the manual update of Nexus... I'm just always giddy for updates on Steam. Thanks for all you do though! :steamhearteyes:
crunk aint dead  [author] 6 Jul @ 4:47pm 
@Shela Monster it wouldnt be a standalone roads only mod, but a different version of CATO. A seperate version for vanilla Architecture would need to be made, which i dont think is worth the time. I recommend using the nexus version so you wont have to worry about updates
Shela Monster 6 Jul @ 4:31pm 
I would be interested in a standalone road-fix mod if that's applicable! :steamhappy: I hesitate on a lot of city mods only because of having to import and redo everything if there's a major update, but roads like around the Hub, or as Crux mentioned, that rock at The Swamp/Burning Forest have always been a pain point. :steamdeadpan:
crunk aint dead  [author] 6 Jul @ 11:42am 
I am considering releasing the new version as a separate mod, as the way I have found to get roads to update in-game requires an extra installation step. If I find a better way to do it however I will simply update this steam post and the old version will be available on the nexus
crunk aint dead  [author] 6 Jul @ 11:32am 
@Laughing Forest the next update should still work with any mod which is only FCS tweaks, but anything which edits road networks will have issues since I had to delete nearly every toad node and replace them with fixed ones.
Laughing Forest 6 Jul @ 11:18am 
Crunk: I vote for updating more cities if indeed it does break ability to use other mods with it
crunk aint dead  [author] 6 Jul @ 11:16am 
@crux updating the roads is definitely a pain in the butt, I am actually still looking for a way to apply the foliage removal from the new roads to the mod itself without requiring an extra installation step.
crunk aint dead  [author] 6 Jul @ 11:15am 
@Lil O' not quite sure, maybe a few more weeks. I am thinking about updating a few cities as well to make the compatibility break worth it.
crux 6 Jul @ 9:46am 
That damn boulder on the road out of the swamp into the burning forest shem border breaks AI all the time. Yeah, lots of broken roads in the game. Very ambitious undertaking Crunk.
Lil O' 6 Jul @ 4:01am 
@crunk I was gonna start a new game, but I'll put it off for now. How long do you roughly estimate for the release of V4?
Laughing Forest 6 Jul @ 3:44am 
Crunk - a heartfelt thank you for your tireless work
crunk aint dead  [author] 5 Jul @ 6:57pm 
Announcement for everyone, CATO V4 is on the way!

-Completely remade the road network in the entire game. Fixed hundreds of broken nodes, no more errors show when validating road networks! Removed many roads which were on un-walkable terrain, duplicated, or in the middle of the water.

This update will likely break compatibility with many mods, as I had to edit literally every zone in the game. I will do some testing but CATO was already incompatible with almost every cities expanded mod so this is a sacrifice I am willing to make.
rattratthew 2 Jul @ 4:40am 
Do you think this mod will be compatible with a mourn overhaul if I load it after this mod? would love to see mourn with some guards, or at least with all building buyable, if not maybe you'd consider adding these features
mykomark 15 Jun @ 7:31am 
@Omnissiah_Priest, save and reload helps.
Omnissiah_Priest 15 Jun @ 6:23am 
Unable to get up the ramp to the Narco Trap lab
Stomno 13 Jun @ 2:23pm 
Thank you so much for this mod!

It is normal that if I use Shift F12 and fix stuff in a place like The Hub the Game crashes? Shift F11 works good.
Omnissiah_Priest 12 Jun @ 8:58am 
Also, the shinobi tower in Fog Islands city is now unjustifiably far from the other buildings, I would move it higher up the slope, this would allow the lower gates and wall to be moved closer, making the city territory more compact.
Omnissiah_Priest 12 Jun @ 8:55am 
@crunk aint dead, sorry - "Deadcat" - I mean fisher settlement near cannibals territory at the north from Worlds End.
crunk aint dead  [author] 11 Jun @ 11:51am 
@Omnissiah_Priest will look into these. A few of the locations you mentions are untouched by CATO (deadcat, dead hive, shark.)
Lil O' 11 Jun @ 2:48am 
The thread above states that all swamp locations are untouched, as well as all hive locations.
Omnissiah_Priest 10 Jun @ 11:07pm 
Great mod! Such effort and attention to detail is what I appreciate in level design.
My comments after a quick inspection of the locations:

Deadcat - flying toilets at the entrance
Trader's Edge - levitating bridge
Floatsam Village - two vegetable beds block the passage between the buildings, there is plenty of room for them behind the buildings by the wall.
Dead Hive - the walls are very bad, misalignment and different heights of one segment. Why did you even change such a place?
Shark - it seems you missed this place entirely?
Fort Simion - unreasonably large and empty
mikuhisui 9 Jun @ 6:57pm 
I'll try that, thank you for the quick response.
crunk aint dead  [author] 9 Jun @ 6:56pm 
@patching CATO to work with these kinds of mods is not something I do as it would be way to many mods to handle.

I recommend checking the zone data in the folder of the mod you want to patch, then delete the conflicting zone data from CATO. This is easier than patching out conflicts in-game.
mikuhisui 9 Jun @ 6:01pm 
Hi crunk, sorry, I know it's a selfish request but, is it possible for to have a patch that removes the edit for the nomad settlements in Dreg and Shem? It conflicts with the Settled Nomads Expanded mod, which I think did a beautiful job at making these nomad settlements much more lively and interesting. Thank you.
BootyHunter 26 May @ 11:43am 
Does this mod conflict with the Grineer mod?
[SSRB]·フブキ.Fubuki 16 May @ 12:05am 
is this compatible to UWE?
Boris the Blade 9 May @ 12:54pm 
Why does it say import building un-checked is required? If i dont own any building in a town this should not matter after a import or am i missing something? Even if i would own a house in a town deleting it with the F12 menue and then dooing a "normal" import should fix that issue too.
Tonny Lawrence 2 May @ 1:38pm 
The latest update of CATO is incompatible with the Empire Reborn: United Cities Ovehaul mod, I know that there is a compatibility patch, but be warned everyone
GayusJuliusCaesarRainbowus 28 Apr @ 11:09pm 
I also will add that I've kept my base throughout the imports for updates and so far I haven't had any issues that I've noticed... I don't have buildings in towns that I own anymore. When I first decided to use CATO, I used the Editor to actually delete the buildings I owned in towns (a tip I saw from a post by Shaiden I believe) and then save. I then imported the save file and the deleted buildings returned without my ownership, and then I imported the save with CATO enabled.
GayusJuliusCaesarRainbowus 28 Apr @ 11:03pm 
I was running the Unofficial Patches for Kenshi and discovered that it contains a similar change to the Fishing Village in the Outlands, causing a doubling of buildings and the settlement, where there's two settlements on top of each other.
Lil O' 27 Apr @ 3:35am 
Oh, to edit interiors in the F12 mode, make sure that when clicking on a building to edit, you click on 'INTERIOR EDIT MODE' which should pop up in that building's details panel on the screen.
Lil O' 27 Apr @ 3:34am 
(PART 1)

So, for others who want to move over to the update but don't want all the grind of building your base, there is NO option for keeping your base exactly as it is (except I suppose saving your buildings as a separate mod, which you can do by hitting 'Save' at the top of the F12 menu when selecting your custom mod from the list).

If you are willing to put the time back in, here's what I did to skip the grind:
- Place a building in the area where your base is/was to set an outpost marker;
- Press LShift + F12 to open the F12 menu;
- Click 'BUILDINGS' at the top to open the build screen;
- Place down all of your main buildings (don't worry about interiors until the last step);
- Press F5 and then F9 to quick-save and quick-load (so the game registers that your new buildings are a part of the outpost);
- Rebuild your base without the effort of making the required resources or building!
Lil O' 27 Apr @ 3:33am 
(PART 2)

This DOES of course take time, as you have to place everything again, but if you're like me and you generally enjoy the process of building in this game, it is definitely a much better option than either rebuilding the base again the normal way or completely giving up on your playthrough (which, I admit, is what I did first, before deciding to put a little effort in)!

During the process of building in the F12 menu, I strongly recommend extremely regularly hitting 'CONFIRM' to make sure you don't accidentally move things you've placed and to avoid the common glitch of placed (but not confirmed) buildings disappearing.

I also strongly recommend regularly hitting F5 to quick-save and then F9 to quick-load. This will keep the game's processes fresh, such as by making it sure it keeps your outpost's "size" correct, as well as keep your progress saved.
Lil O' 27 Apr @ 3:33am 
(PART 3)

It's important to make sure your outpost area covers your whole base, which you can see when you click on 'TOWN PLACEMENT' in the F12 menu (a blue statue signifies the middle of your base, the circle around it is what decides what is included in your outpost). The ring around the statue should increase in size to accommodate large bases automatically, but if you place a building too far away from your main cluster of buildings it's possible it won't be included unless you move the statue manually to cover it.

I hope this helps somebody! :)
Lil O' 27 Apr @ 1:58am 
Sure thing! I'll post some basic steps later on.
crunk aint dead  [author] 26 Apr @ 2:41pm 
@Lil O' glad you were able to find a way to keep your base! could you post the process for others who want to keep theirs?
Lil O' 26 Apr @ 1:59pm 
Since I spent about 2 weeks making my base in my current playthrough, I was really hoping that wasn't the case.

However! Although I was originally disheartened by this fact, I bit the bullet and decided to completely rebuild my base from scratch using the F12 menu (since I've already built it normally once...). In just over an hour I have already placed all of the buildings and sorted out the technical issues of it being 'my outpost'!

Tomorrow I will spend a couple of hours completely remaking all of my lovingly-designed interiors. :)

Thanks for the fantastic update as always!
crunk aint dead  [author] 26 Apr @ 1:06pm 
@Laughing Forest it's definitely the biggest downside of CATO being an all-in-one pack, can't swap out single cities for other versions.

Being all in one is somewhat of a hold over, there was no better way to make all of the mods which this was built on compatible. I still keep it all in one because it lets me do cool stuff like fixing the road network without fear of glitches.
Laughing Forest 26 Apr @ 12:53pm 
Yeah, figured as much. Dang.

Was going to make a new Crunk+ collection focused on fewer simpler mods but was really liking the sound of Azamat’s faction expanded mods: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454418477
crunk aint dead  [author] 26 Apr @ 11:04am 
@Laughing Forest it will just double them up, if its a small location with few town overrides you could make a patch by deleting all the conflicting stuff in the in game editor
Laughing Forest 26 Apr @ 10:22am 
Dumb question Crunk:

If I have another mod that edits the same location as CATO - putting that mod after CATO won’t fix it, will it? It will just double up/mix that location with both mods edits?
crunk aint dead  [author] 25 Apr @ 10:18am 
@Lil O' there is no way, I recommend you download the nexus version if you want one that won't automatically update.

This latest update should be the last for a long while, I have solved almost every issue so it is worth the update.
Lil O' 25 Apr @ 5:11am 
Also, does the Reactive World compatibility patch also consider the changes to the Shek Ruins when the Beserker is captured or killed?
Lil O' 25 Apr @ 5:09am 
Hi! Is it safe to assume there is no way to import my game with buildings un-checked without my base being removed?
crux 24 Apr @ 5:34pm 
This update looks amazing! Thank you.
crunk aint dead  [author] 23 Apr @ 4:55pm 
Biggest update to CATO since launch just went live! Fixed all known remaining issues and updated a huge amount of road networks!

Import with "Import Buildings" un-checked is required.

This should hopefully be the final major update for a long time! I believe CATO is the best it can be right now.
Ġedryht of Wōden 21 Apr @ 7:14am 
compatible with functioning market stalls?
crunk aint dead  [author] 20 Apr @ 4:28pm 
@bleiser nothing in my mod list adds or removes guards
Bleiser 20 Apr @ 3:21pm 
Is this the mod that removes hub guards? There's no guards at all at gates. I am using the "Vanilla Remastered (for my WIFE) (2025!)" mod collection that you have pinned the post too. So it might not be your mod after all. Not sure. Sorry if I am mistaken.
crunk aint dead  [author] 18 Apr @ 6:33pm 
@Kasumizake thank you friend <3