Kenshi
City Architecture Total Overhaul
 This topic has been pinned, so it's probably important
crunk aint dead  [developer] 5 Oct, 2024 @ 4:19pm
Troubleshooting
-----All Versions-----
-Distant Towns will display an inaccurate mesh when first approaching a town, will update when town loads in. LOD towns may also sometimes not unload when approaching a town, to fix this disable distant towns, quicksave and load your game, then re-enable distant towns.

-Some City gates cannot be walked through when first approached. Close the gate and let the guards re-open to fix. Most common when first approaching a location or after importing the game.

-Many building meshes are broken in vanilla Kenshi, regenerate your navmesh before reporting pathing issues.

-----Incompatible Mods-----
Included in CATO
The Bastion Rebuild, Cities Rebalanced series, Vanilla Construction series, Vanilla Plus Architecture.

Other Architecture Overhauls
UWE, Genesis, Vanilla World Revisited, Expanded Cities series, Ultimate Cities Towns Merge, Heft Reimagined, Shek Kingdom Augmented, Flotsam Pach, Mourn Reborn.

Foliage
Less Foliage and Rocks, Less Rocks, Reduce Stones and Some Other Foliage, Particles and Foliage Fix.

Misc
Functioning Market Stalls

-----Coming Next Update-----

-----To-Do List-----
-Reactive World fixes: Admag has doubled walls when captured by Berserkers (Untested, 1 report)

-Add generators to towns which don't have enough power. (Squin, Grey Desert Waystation, World's End.)
Last edited by crunk aint dead; 29 Apr @ 11:08pm
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Showing 1-15 of 54 comments
JimmyJ 7 Oct, 2024 @ 8:25pm 
Sorry to bother you but in Stack entrance that close to the boot shop there is bug with the stairs, nothing critical tho
https://imgur.com/1RjCdOR
crux 8 Oct, 2024 @ 5:52am 
Originally posted by JimmyJ:
Sorry to bother you but in Stack entrance that close to the boot shop there is bug with the stairs, nothing critical tho
https://imgur.com/1RjCdOR
Did you try using Ctrl + shift + F11 to rebuild the navmesh?
crunk aint dead  [developer] 8 Oct, 2024 @ 7:38am 
Originally posted by JimmyJ:
Sorry to bother you but in Stack entrance that close to the boot shop there is bug with the stairs, nothing critical tho
https://imgur.com/1RjCdOR
Will fix this and 3 other small bugs in the next update! Will try to get it out soon so this mod can be officially complete
JimmyJ 8 Oct, 2024 @ 9:02am 
Originally posted by crux:
Originally posted by JimmyJ:
Sorry to bother you but in Stack entrance that close to the boot shop there is bug with the stairs, nothing critical tho
https://imgur.com/1RjCdOR
Did you try using Ctrl + shift + F11 to rebuild the navmesh?
Ye i bind that sh1t on f1 and spam it so its always updated lol
Last edited by JimmyJ; 8 Oct, 2024 @ 9:02am
crunk aint dead  [developer] 8 Oct, 2024 @ 11:17am 
Originally posted by JimmyJ:
Originally posted by crux:
Did you try using Ctrl + shift + F11 to rebuild the navmesh?
Ye i bind that sh1t on f1 and spam it so its always updated lol
regenerating navmesh rarely fixes issues with this mod. will check if i find the glitch on my end and fix it <3
JimmyJ 8 Oct, 2024 @ 10:01pm 
Originally posted by crunk aint dead:
Originally posted by JimmyJ:
Ye i bind that sh1t on f1 and spam it so its always updated lol
regenerating navmesh rarely fixes issues with this mod. will check if i find the glitch on my end and fix it <3
thanks man! i really appreciate all your hard work on this mod
DerpyCharizard 9 Oct, 2024 @ 5:09am 
Okay I just realized this also changes Mourn, so Mourn Reborn is also incompatible with this mod
crunk aint dead  [developer] 14 Oct, 2024 @ 10:05am 
Originally posted by crux:
Just to report, Okran's Fist has a couple floating crossbows turrets. One behind and one to the right of that empty stephouse that LOFI never bothered making a proper hospital interior for. The hospital will go to the Y-house if increasing it's priority, but that Stephouse despite having an option for an armory interior never generates anything there. I know this is a vanilla issue.

This is a fix if interested at all (ignore the override) https://imgur.com/a/3wnuagZ

The hopital goes to the Y-house. The only new squad added is the weapons shop, which is in one of the half destroyed overrides and goes to the Stephouse. I believe this was intended for the original. I adjusted the priorities.

The 2 Holy Army Patrols made no sense as a resident. It has patrol only AI and no building. I added it as roaming (though a bar squad would work fine). Since I removed one Holy Guards (barracks) to ensure that the Bakery and Armory spawned too, I just added an extra Holy Guards squad as a bar Squad. This basically retains the vanilla population +2 extra people (the weapons trader and single shop guard). Interestingly the empty storage shed is filled now.

thanks for the report, i will fix the floating stuff but wont change the squad priorities for compatibility. there are quite a few missing interiors i actually kept in this final version for compatibility with overhauls like reactive world, kaizo, etc.
crux 14 Oct, 2024 @ 10:30am 
Originally posted by crunk aint dead:

thanks for the report, i will fix the floating stuff but wont change the squad priorities for compatibility. there are quite a few missing interiors i actually kept in this final version for compatibility with overhauls like reactive world, kaizo, etc.

No problem, yeah I didn't expect you to make those priority changes to this mod. Just dropped that info for anyone interested. One of my favorite things about your mod is that you kept it 100% compatible. Allows me to make tweaks like that without issue.
Last edited by crux; 14 Oct, 2024 @ 10:33am
crunk aint dead  [developer] 14 Oct, 2024 @ 8:16pm 
Originally posted by crux:
Minor, suggestion (as if you need more on your plate, sorry) is the S-IV in heft. It still has the terrible clipping of the sand dune from vanillla. Moving it a bit, similar to this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3123814461 would take a minute.
will fix soon <3
crux 14 Oct, 2024 @ 8:17pm 
Originally posted by crunk aint dead:
will fix soon <3
Wow, that was fast, lol. Great!
Last edited by crux; 14 Oct, 2024 @ 8:19pm
Zakaluka 19 Oct, 2024 @ 7:12pm 
hi boss, thanks for the mod. Importing to the gray desert waystation with the tower already owned & built results in - the tower clipping through the inn.

https://imgur.com/3fe5UxO

I don't have any of the mods on your incompatible list so I'll experiment a bit
crunk aint dead  [developer] 20 Oct, 2024 @ 12:03am 
Originally posted by Zakaluka:
hi boss, thanks for the mod. Importing to the gray desert waystation with the tower already owned & built results in - the tower clipping through the inn.

https://imgur.com/3fe5UxO

I don't have any of the mods on your incompatible list so I'll experiment a bit
you said you were able to fix this be re importing, if anyone else runs into this in the future this is an incompatibility with reactive world that is fixed
crux 20 Oct, 2024 @ 8:03pm 
Just an FYI, the two floating lights still exist in Brink. This is from a new game test start with just this mod. The one in the foreground is in front of the clothing shop and the other in the back is off the police station.

https://imgur.com/a/ydIY6If
crunk aint dead  [developer] 21 Oct, 2024 @ 9:55am 
@Crux will fix these in the next update, I missed these ones but fixed a few others I found XD
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