Kenshi
The Shoddy Firearms Mod
Hapless  [geliştirici] 13 Oca 2021 @ 23:57
Bug Reports and Recomendations
Let me know if there is any crap you want added or unbroke
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42 yorumdan 1 ile 15 arası gösteriliyor
Hey, my game crashes any time a character, with a flintlock rifle equipped, enters combat and goes to remove the rifle from their back.

I made a few changes to the mod in the FCS, such as increasing the amount of charges in the ammo pouch, and the amount of material needed for some of the crafting recipes.

I'm unsure if the crashes are a result of my changes, the result of not importing my save before using your mod, or, ya know, whatever.

But I've been waiting hoping for a while now someone would upload a mod like this; simple firearms that (at least to me) blend into the world of Kenshi. So, thank you for all the work on this!


EDIT: So... I didn't actually consider importing the save until I typed it out, literally just 7 minutes ago. I imported the save, and it fixed the issue for a bit, until it started crashing again any time they'd initiate combat. If I don't get a reply by tomorrow evening, I'll try a clean install of your mod without any of my own fiddling, and see if I still experience crashes. It could be some sort of compatibility issue with another mod, I guess?
En son Goblin tarafından düzenlendi; 15 Oca 2021 @ 19:28
Hapless  [geliştirici] 15 Oca 2021 @ 22:44 
Thanks for bringing this to my attention. It sounds like it could possibly be a overlap between two mods or something.
Can you provide a list of mods you are using?
Since the crash happens it at the removal of the gun it could be related to the reload animation somehow.

What you can do to test that is launch FCS, click on Animation, and scroll down to Shoddy_reload. change the 'anim name' value from 'shoddy_reload' to 'reload 2' and it should revert the flintlocks back to the crossbow animation.
If you don't me leaving an idea, I was thinking about a high tech level flintlock, the rail-musket.

It could be a tech level 6 tech and requires either copper allow plates and robots components, or a steel bar and robots components. It has a long range, about as long as the Eagle's Cross, and does a lot of damage, but it's only slightly more accurate than the improved musket, and takes an age to reload, as the character has to crank the magnet generator and then load a musket ball.

This could be a good sniper style weapon, as using it in regular combat especially with friendlies in the way would be fatal. Having that one guy with good skill stand on a hill and pelt the enemy from afar before your regular riflemen and swordsmen move in could be pretty fun.
Hapless  [geliştirici] 29 Oca 2021 @ 7:19 
I have been working on exactly such a weapon for that other mod i mentioned i am collaborating on. We are calling it Shem's Thunder and it will be an end game power-core powered gun that can facilitate remote controlled removal of limbs ;).
Big boom boom time
Power core is actually pretty good, I didn't think of that. Give it another use in crafting
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Just to let you know, the Manhunter shot isn't storing in the boltbox storage box. The regular shot is however. Apart from that, I haven't seen any other issues. Working great so far!
Hapless  [geliştirici] 31 Oca 2021 @ 12:54 
thanks for the heads up, seems i forgot about the damn boltbox
Lol I do it too. Get everything ready and then there's the one thing you forget to do
having issues with researching the weapon's upgrades. game says i need iron plates but they are already in the bench.
Hapless  [geliştirici] 2 Şub 2021 @ 3:25 
If i recall correctly that refers to you requiring the research "Iron plates" instead of the item iron plates. Hope this helps.
Hapless  [geliştirici] 2 Şub 2021 @ 3:25 
I should probably make that clearer somehow, my apologies for the inconvenience ,
Ngl, i feel stupid, thank you.
Hapless  [geliştirici] 2 Şub 2021 @ 3:34 
Ngl i had forgotten which one it was so i had to boot the FCS to check XD
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