Kenshi
Wolverine
 This topic has been pinned, so it's probably important
Zheyron  [developer] 15 May, 2019 @ 7:35pm
Troubleshooting, Bug & error reports
If you encounter any error or bug leave it here!

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Case 1: Logan is missing (not inside the Escape Pod)
If you don't find Logan in his cage, it is most likely because you downloaded this mod in an already started game, and somehow the game didn't load him properly.

Troubleshooting options:
Option 1) Import your game
Option 2) Put Wolverine mod last place in your loading list so it is not affected by other mods routines. Then import.
Option 3) Import your game without Dead NPC (this will force spawn him, bad side it respawns everything else that was dead before)
Option 4) Do option 2 and 3. (Load order + non dead npc import)

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Case 2: Animation not displaying correctly
If you are using a mod that deletes or override vanilla animations or touches skeleton files, this may lead to any custom race (included the one in this mod) to not find the required files as they were erased by other Animation mods.
I will work in the future a patch for any popular animation mod to patch that.

SOLUTION: I have added compatibility mods to the main page. I will keep adding them as you guys need them.

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Last edited by Zheyron; 26 May, 2019 @ 8:35pm
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Showing 1-9 of 9 comments
Shubs 15 May, 2019 @ 11:03pm 
Is there potentially compatiability issues with attack animation mods? It seems even with high katana skill, they don't seem to want to attack as much as with the claws as another weapon.
Zheyron  [developer] 16 May, 2019 @ 4:30am 
Hello @Father, There aren't. Logan claws function as normal hand to hand combat, so if you equip other weapon he won't use the claws.
Regarding animations, this mod doesn't change any vanilla values for skeleton or animations.. So it has full compatibility with other mods. If you have a mod that changes katana skill or animation, it will affect how Logan attacks instead.
Also Logan, as a mutant, got my modded race embedded that let's him fight at higher combat speed.
Let me know if you have any other questions.
Last edited by Zheyron; 16 May, 2019 @ 7:56am
Roque the Rogue 16 May, 2019 @ 12:56pm 
This mod is not compatible with animations mods, I think you need to build a patch, because the Mutant Greenlander only uses the "force" instead of attack animations, this must be common with race mods since Hive Praetorians from hives expanded also use the force, but any weapon Wolverine or Mutant Greenlander makes them unable to do animations, even animated crafting overhaul, they just stand there, but it works with Animated Poses/idles
Zheyron  [developer] 16 May, 2019 @ 1:04pm 
Originally posted by Roque:
This mod is not compatible with animations mods, I think you need to build a patch, because the Mutant Greenlander only uses the "force" instead of attack animations, this must be common with race mods since Hive Praetorians from hives expanded also use the force, but any weapon Wolverine or Mutant Greenlander makes them unable to do animations, even animated crafting overhaul, they just stand there, but it works with Animated Poses/idles

Hi Roque, thank you for your input.

The animation mods are a bit invasive as they override/delete the vanilla animations, so this leads to the vanilla animation to be 'erased' . Thereafter, any custom race mod cannot 'read' the vanilla animations they were configured with as they were erased by the animation mods.

Let me know which are the common animation overhauls that you use and I might try to build a patch in a different mod.
Last edited by Zheyron; 16 May, 2019 @ 1:11pm
Roque the Rogue 16 May, 2019 @ 1:48pm 
Military Craft, also you may wanna tune down the regenerative abilities, decrease some skills gain rates, mod is slightly unbalanced to the point I'd set it as a cheat mod, but I had so much fun mowing down hordes of Fogmen, the only that bothered me more was the lack of animations, thank you for your attention, this defintely was one of best experiences with Kenshi :Crowned:
Zheyron  [developer] 16 May, 2019 @ 1:58pm 
Originally posted by Roque:
Military Craft, also you may wanna tune down the regenerative abilities, decrease some skills gain rates, mod is slightly unbalanced to the point I'd set it as a cheat mod, but I had so much fun mowing down hordes of Fogmen, the only that bothered me more was the lack of animations, thank you for your attention, this defintely was one of best experiences with Kenshi :Crowned:

Thank you again for your input.
Yes, on the one hand his regeneration was meant to be OP to represent him as he is.
On the other hand I will think about decreasing his skill gaining experience. What do you think should be substracted?
Zheyron  [developer] 16 May, 2019 @ 2:48pm 
Roque, I have added a compatibility mod for Military Craft! Cheers!
Shubs 16 May, 2019 @ 3:33pm 
I highly appreciate your two patches @zheyron, I use both mods so I was really really appreciative of seeing a patch literally the next day. You're a cool dude.
Zheyron  [developer] 16 May, 2019 @ 3:36pm 
Thank you Dad!

I haven't had the time to test both animation mods with both patches at the same time, so I don't know how they work together. But you can use at least 1 patch, the one you would like to see more on Wolverine :) Let me know how it goes if you use both!
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