Kenshi
Kenshi Kaizo
セス (Ѕϵ✝︎ћ)  [developer] 22 Jan, 2020 @ 6:40pm
Bug Reporting
Please use this topic to post about any bugs you encounter which are known or suspected to be caused by Kaizo. Bugs caused by the mod on its own will be fixed as quickly as possible.

To help the debugging process, please provide specific details regarding the issue in question (like location, characters involved, what was happening at the time, anything else that may be helpful).
Last edited by セス (Ѕϵ✝︎ћ); 26 Jan, 2020 @ 8:33am
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Showing 1-15 of 50 comments
Remos 23 Jan, 2020 @ 3:52am 
Crashes when approaching Deadcat after all (yes, I did a new run and killed all leaders for sure) cannibal leaders have been killed. Tried a few times and crash occurs every time at the same spot, rendering distance of the city.
I'm running Enhanced shopping economy, 256 followers and more names mods alongside Kaizo, so nothing special in them.
Last edited by Remos; 23 Jan, 2020 @ 3:53am
Remos 23 Jan, 2020 @ 6:52am 
After a fair share of restarts, an import and change to integrated GPU fixed it. A bit odd imo, but all good now. There seems to be a hashish seller in Deadcat atm. Don't you think there ought to be bar signs on tavern's wall?
Last edited by Remos; 23 Jan, 2020 @ 6:56am
セス (Ѕϵ✝︎ћ)  [developer] 23 Jan, 2020 @ 7:27am 
Thank you for reporting this. It wouldn't crash if the game was imported after clearing Deadcat, which is why it eventually worked for you and why I missed it initially.

This crash is fixed in the current version, although an import will still be needed for current saves.

Update: The crash was caused by the 'Deadcat shacks' building replacement, which replaced the Cannibal Shack with Junk Pile A. This is removed from the current version.

Here are some old test results, for the interested:

Test 1 - Control run, version 17. Cleared Deadcat, killed Meat Lord.
Game crashes on approach to Deadcat.
Test 2 - Changed world state to only require Meat Lord killed, imported save in First Village, killed Meat Lord.
No crash, override functioned as expected.
Test 3 - Removed all building replacements from Charred Skull Tribe faction, killed cannibal leaders.
Crashed on approach to Deadcat after killing Meat Lord.
Test 4 - Removed all building replacements from Deadcat faction, killed cannibal leaders.
No crash, override functioned as expected.
Test 5 - Repeated Test 4, test mod merged with main branch.
No crash, override functioned as expected.
Last edited by セス (Ѕϵ✝︎ћ); 24 Jan, 2020 @ 1:18am
Spin Wizard 25 Jan, 2020 @ 4:02am 
The roaming pickup Slaver AI appears to be fixed now Seth in my game FYI. But I noticed in Stone Camp there could be a further glitch. Slavers would place my unconscious character in a cage, then AI would enter/exit the building stuck on 'shopping' behaviour. It occurred in the closest building to the entrance (the small square one).

I tested this with only Kaizo enabled and could repeat the same results each time. However, when I tested in Slave Farm South, they could run the cage enslaving script as normal. So it could be location dependant. I noticed you mention the shopping AI priority so perhaps this is related.
セス (Ѕϵ✝︎ћ)  [developer] 26 Jan, 2020 @ 8:24am 
I'll have a look at Stone Camp. This appears to be an issue in the vanilla game - the slaver squads are all using default AI packages.

None of the Stone Camp residents have Shopping goals, so it must be a roaming squad passing through. Getting stuck near a building entrance and flipping between tasks may be a pathfinding issue, you might have luck with Ctrl+Shift+F11.
Spin Wizard 27 Jan, 2020 @ 3:18pm 
Hi Seth, it turns out that the enslavement script did eventually run on my character after I left it in Stone Camp for a while. The slavers 'stuck on shopping' being roaming squads makes sense, I think after I hit Ctrl+Shift+F11 they eventually ran through their queued Shopping goals and left. I wonder if the enslavement script was delayed due to increased squad size settings making it take longer for the roaming squads to get out of the way; I have it set to 1.2.

So I think there's no issue. Thanks for looking into it.
Barry Flatle 28 Jan, 2020 @ 6:57am 
Hey Seth, I keep having the Hounds attacking swampers inside the Swamp city and killing all the traders, I was wondering if you might have any clue to whats going on there
セス (Ѕϵ✝︎ћ)  [developer] 5 Feb, 2020 @ 12:56am 
@Barry Flatle
The Shark Civil War has been a part of the base game for some time. The following links can provide more detail:

https://steamhost.cn/steamcommunity_com/app/233860/discussions/0/1694922526912272888/

https://steamhost.cn/steamcommunity_com/app/233860/discussions/0/2666627464744741627/
Last edited by セス (Ѕϵ✝︎ћ); 5 Feb, 2020 @ 12:59am
Weebtrash 13 Feb, 2020 @ 6:32pm 
The deadcat worldstate change keeps crashing my game, what do i do? :(
セス (Ѕϵ✝︎ћ)  [developer] 14 Feb, 2020 @ 10:19am 
Please try importing your save. The cause of the town override crashing was fixed in version 18, but the issue will still affect saves from an earlier version until an import.

Testing shows Deadcat working as expected in the current version (v. 24) - https://i.lensdump.com/i/jAMMp9.jpg
MAW™ 16 Feb, 2020 @ 3:59am 
Hey Seth, I'm currently running into an issue with wiping out the Dust Raiders

There was someone that appeared to be the boss called "Harvey" who we killed, but the items in the Raider HQ belonged to "Smith the Powerful" when we stole them and when we came back to the tiny settlement a few days later the town still belonged to the dust raiders

I should mention I've done many re-imports of this save, disabling the option to import dead npcs so I could get a certain mod working, so I'm not sure if that could have possibly caused an issue where the original raider boss got overwrote with a new one but the old one retained the diplomatic status(?)
venzoorkin 16 Feb, 2020 @ 6:17pm 
So, i have this strange bug with the cannibal hunter faction (and with the cannibals world states also), if i visit the cannibal hunter HQ i will find Cannibal Hunter Robun for the first time as the leader of the faction, if i leave to go kill a cannibal leader (meat lord, marrow lord or the grand wizard), and return for the faction rep boost, Robun will not be there, and there will be a generic named npc representing the faction, with all of robun dialogue, and the World State overrides for the cannibal place dont activate.
セス (Ѕϵ✝︎ћ)  [developer] 17 Feb, 2020 @ 7:24am 
@The Maw
Thanks for the report. Can you say which override you are looking to trigger? The current version doesn't have an override for just the Raider Boss (though the next version will add one).

The Raider Boss has always been the same character, the name strangeness is due to the name data changing over the course of updates (those are random names, meant for placeholding - just haven't come up with a good name for him yet). I'm reconsidering the choice of using random names for unique NPCs, though when generated in current versions he is titled as 'Boss' which should make clearer who's in charge.
Last edited by セス (Ѕϵ✝︎ћ); 17 Feb, 2020 @ 7:45am
セス (Ѕϵ✝︎ћ)  [developer] 17 Feb, 2020 @ 8:13am 
@venzoorkin
Thanks for the report. It sounds like Robun was killed. The replacement spawn is using his dialogue because it's part of a package assigned to the squad leader rather than the character. This bug will be fixed in the next version.

I'm not sure what is causing your issue with the cannibal town overrides. Robun being alive or dead doesn't affect them. The override should take effect after your characters leave the area. Have you tried importing the save?
Last edited by セス (Ѕϵ✝︎ћ); 17 Feb, 2020 @ 8:15am
Niska24 20 Feb, 2020 @ 4:36pm 
Not sure if this is a bug or intended. Feels like I never see mercs for hire when returning to bars I commonly frequent. So I started again to test. Results = Mercenary and tech hunters spend time in bars, as usual, waiting to be recruited. However, come 6 am they all get up and roam the world never to come back again to the original waystation/bar or even a different one. I tried following some mercenaries in the way station east of the hub and every time I would do a fresh start it would be the same, 6 am rolls around and they leave to wander the land. If they could be tweaked to return after a few hours of wandering or simply stay put this would be preferred because as it stands you can't really return to waystations and hire mercs anymore as you would have to hunt them down which feels next to impossible and or they just end up dying out there.
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