Kenshi

Version 3.2.1

This update is meant to fix an existing bug within the UPK. Special thanks to Anrhaa for noticing this issue. The update I promised for the additional mod that I was unable to include last time will be published later as promised.

- The limb icons from Fishsticks - Gurgler Limb Mod are flipped when compared to the fixes provided in Limb Icons FIX. To resolve this issue, I renamed the files to their counterparts as the images are identical aside from naming conventions in '.mods\Unofficial Patches for Kenshi\items\icons'.
* Renamed "AlphaFishLeftArm.png" to "AlphaFishRightArm.png"
* Renamed "AlphaFishLeftLeg.png" to "AlphaFishRightLeg.png"
* Renamed "AlphaFishRightArm.png" to "AlphaFishLeftArm.png"
* Renamed "AlphhaFishRightLeg.png" to "AlphaFishLeftLeg.png"
* Repathed icon png from '.\mods\Unofficial Patches for Kenshi\items\icons\AlphhaFishRightLeg.png' to '.\mods\Unofficial Patches for Kenshi\items\icons\AlphaFishRightLeg.png' as original had typo.
* Renamed "FishLeftArm.png" to "FishRightArm.png"
* Renamed "FishLeftLeg.png" to "FishRightLeg.png"
* Renamed "FishRightArm.png" to "FishLeftArm.png"
* Renamed "FishRightLeg.png" to "FishLeftLeg.png"

Version 3.2

After some consideration, I have decided the best course of action is to remove all animation changes from this mod for greater compatibility with existing mods. UI changes have also been removed, as there are individual mods on Steam and Nexus that address the same weapon item color coding bug this mod attempts to fix. Hopefully this will resolve several issues that have been brought up repeatedly. This version has been cleaned with the stable version of FCS. Having tested this version of the mod and after going over changes made in the FCS, I believe this mod is 100% compatible with Reactive World, though you will likely need Shidan's RW Distant Towns patch to get Distant Towns to work correctly.

Added the following mod:

Title:Armor Edit | Masked Helmet Female Mesh Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2801197500

- Replaces the mesh of the Masked Helmet used for female characters with one that is slightly larger. This should fix the clipping issue on the back of the head for female characters.
* Utilitized the following mesh from the mod 'Armor Edit | Masked Helmet Female Mesh Fix':
Female Fix Masked.mesh
* Copied the mesh to the following file location:
'Unofficial Patches for Kenshi\items\armour\meshes\Female Fix Masked.mesh'
* Replaced the default mesh female path, '[.data\items\armour\meshes\helmet_04masked_F.mesh]' with '[.mods\Unofficial Patches for Kenshi\items\armour\meshes\Female Fix Masked.mesh]' for the armour 'Masked Helmet'.


Added the following mod:

Title:Composite runners fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1742120789

- There is an issue with Composite Runners research that, when researched after Crossbow Turret Strings, results in a 10% downgrade in damage output. Supposedly this issue has been fixed in-game, but there is no documentation of the issue being officially resolved. In order for this fix to work, Crossbow Turret Strings has been added as a research requirement.
* the 'production mult' variable for the research 'Composite Runners' was set to 1.05, changed this to 1.15.
* Modified the research 'Composite Runners' with the following parameters:
added requirement:Crossbow Turrest Strings0


Added the following mod:

Title:Nodachi | Sheath Size Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2943651729
Note:This mesh overrides the existing mesh by following the same file path as seen in the data folder, it does not needed to be hardcoded into the mod in order for it to work.

- Fixes the sheath mesh size that shrinks when the Nodachi blade is drawn.
* Utilitized the following mesh from the mod 'Nodachi | Sheath Size Fix':
nodachi_sheath.mesh
* Copied the mesh to '[.\mods\Unofficial Patches for Kenshi\items\weapons\mesh\nodachi_sheath.mesh]'.


Added the following mod:

Title:Shinobi Thieves coexist
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1632698889

- Adjusts relations with the Shinobi Thieves so they will be less inclined to attack certain factions, should hopefully keep faction warfare down in areas like the United Cities.
* Added the Coexistance flag for the faction 'Slave Hunters' to the faction, 'Shinobi Thieves'.
* Added the Coexistance flag for the faction 'Slave Traders' to the faction, 'Shinobi Thieves'.
* Added the Coexistance flag for the faction 'United Cities' to the faction, 'Shinobi Thieves'.


Removed the following mod:

Title:Ore Drill Worker Animation Fix
Link:https://www.nexusmods.com/kenshi/mods/1160

- Originally used to fix the animations for the Ore Drills so that you are operating them instead of hitting them with pickaxes. This mod still works perfectly fine, but with mods such as Animation Overhaul - Crafting addressing the same issue as well as a patch that only addresses these animation changes, I cannot really justify fixing this one issue when it causes unnecessary compatibility issues with specific mod setups. I will instead recommend it as one alternative to fix existing animation issues.

* Deleted the building functionality, 'Ore mine auto'
use range:20
animation:generic use
* Reverted all changes made to the building, 'Ore Drill'.
* Reverted all changes made to the building, 'Ore Drill II'.
* Reverted all changes made to the building, 'Ore Drill III (Automated)'.


Removed the following bugfix originally added from this mod:

Title:Shidan's Tweaks & Fixes
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=913241774

- The UI changes made in this mod have been removed. There are several mods already available for Kenshi's UI that address the same issue this mod attempts to fix.
* Deleted the folder, 'gui', from the mod, 'Unofficial Patches for Kenshi'

Version 3.1

This version has been cleaned with the stable version of FCS. Having tested this version of the mod and after going over changes made in the FCS, I believe  this mod is 100% compatible with GenMod, provided you are using the Unofficial Patches for Kenshi - No Stone Trader's Camp Patch.

Added the following mod:

Title:Rebel Farmers+
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2501993388
Note:Some of the fixes added by this mod have already been implemented with faction relations fixes, therefore those changes are not included below.

- QoL mod that modified Rebel Farmers and Swordsmen relations with other factions to be less likely to start fights. This is mostly to avoid mass carnage and death if the Rebels succeed in annihilating the United Cities in late-stage games. 
* Modified the faction, 'Rebel Farmers', with the following parameters:
coexistence:Tech Hunters
Trade Ninjas
relations:Anti-Slavers-100
Bar Thugs0
Cannibal Hunters0
Drifters0
Free Traders0
Holy Nation Outlaws0
Mercenary Guild0
Shek Kingdom0
Tech Hunters0
Trade Ninjas0
* Modified the faction, 'Rebel Swordsmen', with the following parameters:
coexistence:Empire Peasants
Tech Hunters
Trade Ninjas


Added the following mod:

Title:Shark+
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2715418825
- Small QoL mod that makes Hounds and Swampers allies, to avoid massive fights breaking out throughout The Swamp over a misplaced crossbow bolt. Should help keep some shopkeeps and NPCs alive.

* Modified the faction, 'Hounds', with the following parameters:
coexistence:Swampers
relations:Swampers100
* Modified the faction, 'Swampers', with the following parameters:
coexistence:Hounds
relations:Hounds100


Added the following mod:

Title:Yayoi Appears ヤヨイが出る
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2841885683

- This mod fixes Yayoi not spawning in-game. Yayoi is a member of the Flotsam Ninjas faction that is supposed to lead soldiers to help aid in your base defense if the correct conditions are met. However, in later editions of the game she would no longer appear. The reason is because Yayoi is considered a special leader for the event 'War Campaigns - Ally FL (trigger)', and is considered a leader for the war campaign. Leaders are assigned to existing squads, however, they also need a "dummy" squad. "Dummy" squads are squads with just the leader listed and no references to any other resource in-game. The squad, 'Eyegore' for the United Cities is an example of a "dummy" squad being used, his squad reference list shows he is not assigned to spawn with any group, yet if you remove this seemingly unused squad from the FCS he will not spawn at all in-game.

* Created the "dummy" squad, 'Yayoi', based off of the "dummy" squad, 'Eyegore', with the following parameters:
faction:Flotsam Ninjas
leader:Yayoi


Additional changes made by me:

- Made Grayflayer Village owned by the Grayflayers. Vanilla Kenshi gameplay has their faction being owned by the Swampers (see https://kenshi.fandom.com/wiki/Grayflayer_Village). This didn't really make sense, especially since one of the override world states has the Swampers take over after the Grayflayers are wiped out. No overrides should be affected by this change.

* Modified the town, 'Grayflayer Village', with the following parameters:
removed faction:Swampers
added faction:Grayflayers

Version 3.0

With v3.0 I plan on going back over the various mods that have been added to the patch. This is both to include any fixes that may have been overlooked by the larger mods that I have added, as well as working on compatibility with other mods such as Universal Wasteland Expansion, Living World, etc. This process will take time, and I will likely not be looking to include any additional fixes until this process is complete. Thank you everyone for your patience while I dig through my FCS and leveldata changes, I hope to get back to fixing other known bugs as soon as possible.

Added the following mod:

Title:Ore Drill Worker Animation Fix
Link:https://www.nexusmods.com/kenshi/mods/1160

- Fixes the animations for the Ore Drills so that you are operating them instead of hitting them with pickaxes.
* Created a new building functionality, 'Ore mine auto', based off of the building functionality, 'Ore mine', with the following parameters:
use range:20
animation:generic use
* Added the functionality, 'Ore mine auto', to the building 'Ore Drill'.
* Added the functionality, 'Ore mine auto', to the building 'Ore Drill II'.
* Added the functionality, 'Ore mine auto', to the building 'Ore Drill III (Automated)'.
* Removed the functionality, 'Ore mine', from the building 'Ore Drill'.
* Removed the functionality, 'Ore mine', from the building 'Ore Drill II'.
* Removed the functionality, 'Ore mine', from the building 'Ore Drill III (Automated)'.


Added the following mod:

Title:Unofficial Kenshi Patch
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1845711844
Note:Certain fixes, such as the Food Storage Fix, will not have their documentation listed here. This is because these fixes are already incorporated into the UPK from other mods.

- Successfully merged the following leveldata data into the UPK (Should remove the levitating workshop roof in the Deadlands, and reposition Heft's Bar so characters no longer get stuck on the wall ramp):
leveldata.level
zone.32.29.zone
zone.47.16.zone

- Corrected several gramatical errors.
* The armour, 'Dustcoat' had the following item description: "A creepy black duster coat worn by wierdos out of the Ashlands.  Provides good protection against the harsh environment.", changed this to "A creepy black duster coat worn by weirdos out of the Ashlands.  Provides good protection against the harsh environment."
* The armour, 'Sleeveless Dustcoat' had the following item description: "A creepy black duster coat worn by wierdos out of the Ashlands.  The sleveless version is favoured by martial artists.", changed this to "A creepy black duster coat worn by weirdos out of the Ashlands.  The sleeveless version is favoured by martial artists."
* The limb, 'KLR Series Arm (left) ' had the following item description: "The KLR series was legendary for it's simple durability. Designed for the original service bots working alone in remote hostile environments, fancy features and luxuries were ditched in favor of simplicity.
Many were used on the frontlines of the war, so few can be found today.", changed this to "The KLR series was legendary for its simple durability. Designed for the original service bots working alone in remote hostile environments, fancy features and luxuries were ditched in favor of simplicity.
Many were used on the frontlines of the war, so few can be found today."
* The limb, 'KLR Series Arm (right) ' had the following item description: "The KLR series was legendary for it's simple durability. Designed for the original service bots working alone in remote hostile environments, fancy features and luxuries were ditched in favor of simplicity.", changed this to "The KLR series was legendary for its simple durability. Designed for the original service bots working alone in remote hostile environments, fancy features and luxuries were ditched in favor of simplicity."
* The race, 'Hive Soldier Drone' had the following description: "Solder drones created to protect their Hive and enforce control over the workers.  Stronger and less intelligent than a worker, freedom-seekers are rarer and usually end up finding mercenary work.", changed this to "Soldier drones created to protect their Hive and enforce control over the workers.  Stronger and less intelligent than a worker, freedom-seekers are rarer and usually end up finding mercenary work."
* The dialogue, 'Valamon sees player first time', has the following text, 'You have the nerve to enter the heart of Arc?', changed this to 'You have the nerve to enter the heart of Ark?'
* The research, 'Iron Plates IV' was mislabeled both in numbering and in format compared to previous research, changed this to 'Iron Plates 5'.

- Fixed the broken Ore Drill research progression, which would cost materials at no additional benefit.
* The research, 'Ore Drill' had a repeat value of 2, changed this to 0.

- Fixed the unused buildings in the Holy Military Bases, which were being used to spawn army patrols. The patrols will now spawn from the barracks, and some buildings will now be used by town residents that previously wouldn't spawn.
* Removed the residents, 'Holy Army Patrol', from the Town, 'Holy Military Base'.
* Added housemates, 'Holy Army Patrol[1 0]', to the squad template 'Holy Guards'.
* Created the following squad template, 'holy materials storage (gen int)', based off of the template, 'holy materials storage (small shack)', with the following parameters:
layout interiorGeneral Storage
* Added the residents, 'holy materials storage (gen int)', to the Town, 'Holy Military Base'.

- Added Ration Packs to items that can be crafted after unlocking them via research. This was technically available for the cooking stove, and therefore it has been assigned to the appropriate research tier for advanced recipes.
* Added the item, 'Ration Pack0 0' as an enabled item to the research, 'Advanced Cooking'.

- Fixed multiple vendor lists that contained blueprints for items that did not require them after researching certain tech (were consistently marked as not read and overall just misleading), or providing some blueprints that were missing in certain shops like the Great Library.
* Added the following armour blueprints and spawn percentage chances to the vendor list 'comprehensive common armour blueprints':
'armour blueprints : Black Bandana[100]',
'armour blueprints : Hack Stopper Jacket[22]',
'armour blueprints : Hack Stopper Pants[22]',
'armour blueprints : Halfpants [sneaky chain][100]',
'armour blueprints : Holy Chest Plate[33]',
'armour blueprints : Sandogasa[100]' 
* Added the following armour blueprints and spawn percentage chances to the vendor list 'rare blueprints':
'armour blueprints : Sleeveless Dustcoat[100]'
* Removed the following armour blueprints from the vendor list 'armour swamp':
'armour blueprints : Armoured Rag Skirt',
'armour blueprints : Armoured Rags'
* Removed the following armour blueprints from the vendor list 'armor vendor holy':
'armour blueprints : Heart Protector'
* Removed the following armour blueprints from the vendor list 'armor vendor mongrel':
'armour blueprints : Armoured Rags',
'armour blueprints : Tagelmust'
* Removed the following armour blueprints from the vendor list 'armor vendor ronin/shek':
'armour blueprints : Armoured Rag Skirt',
'armour blueprints : Armoured Rags'
* Removed the following armour blueprints from the vendor list 'armor vendor ronin/tech hunter':
'armour blueprints : Armoured Rag Skirt'
* Removed the following armour blueprints from the vendor list 'clothing vendor':
'armour blueprints : Black Cloth Shirt',
'armour blueprints : Cloth Shirt',
'armour blueprints : Rag Shirt',
'armour blueprints : Turtleneck',
'armour blueprints : Wooden Sandals'
* Removed the following armour blueprints from the vendor list 'comprehensive common armour blueprints':
'armour blueprints : Armoured Rag Skirt',
'armour blueprints : Armoured Rags',
'armour blueprints : Bandana',
'armour blueprints : Basket Hat',
'armour blueprints : Black Cloth Shirt',
'armour blueprints : Cap',
'armour blueprints : Cargopants',
'armour blueprints : Cloth Shirt',
'armour blueprints : Gi',
'armour blueprints : Gi Pants',
'armour blueprints : Heart Protector',
'armour blueprints : Martial Artist Bindings',
'armour blueprints : Rag Loincloth',
'armour blueprints : Rag Shirt',
'armour blueprints : Rattan Hat',
'armour blueprints : Tagelmust',
'armour blueprints : Trader's Leathers',
'armour blueprints : Turban',
'armour blueprints : Turtleneck',
'armour blueprints : White Vest',
'armour blueprints : Wooden Sandals',
'armour blueprints : Wool Hat',
'armour blueprints : Worn-out Shorts'
* Removed the following armour blueprints from the vendor list 'hats vendor holy':
'armour blueprints : Turban'
* Removed the following armour blueprints from the vendor list 'hats vendor ronin':
'armour blueprints : Bandana',
'armour blueprints : Rattan Hat',
'armour blueprints : Tagelmust'
* Removed the following armour blueprints from the vendor list 'hats vendor UC':
'armour blueprints : Bandana'
* Removed the following armour blueprints from the vendor list 'Swamp clothing':
'armour blueprints : Bandana',
'armour blueprints : Basket Hat',
'armour blueprints : Trader's Leathers'


Added bugfixes from the following mod:

Title:Shidan's Tweaks & Fixes
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=913241774

- Black Dog HQ was positioned in such a way where the rocks out front blocked easy enterace, changed the building's position to fix this. I attempted to merge leveldata changes, but ened up having to do it manually.
* Reset Faction HQ coordinate values to the following, any values not listed were not changed:
X: 73545.8 -> 73617
Y: 608.149 -> 603.278
Z: 2794.81 -> 2766.62

- Added several armors to crafting tables that should've been included already. You will still need to acquire the blueprints in order to craft these.
* Added 'Empire Samurai Armour' as a craftable armor to the building functionality 'armour plate'.
* Added 'Holy Servant Rags' as a craftable armor to the building functionality 'clothing bench'.
* Added 'Human Skin' as a craftable armor to the building functionality 'clothing bench'.


Removed the following mod:

Title:Crumblejon recruiting fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1393330135

- Previously fixed a bug when attempting to speak with Crumblejon that made it impossible to recruit him. I've tested with and without this change recently and found no difference, and I believe the issue has been fixed by the devs but not documented.
* Restored the condition 'T_MEDC_IS_RECRUITABLE == 1-1' in the dialogue 'crumblejon'.


Additional changes made by me:

- There were a number of issues with the windmills that I repositioned at World's End, such as compatibility issues with mods that alter the landscape around the area such as Less Foliage and Rocks x2. Additionally, I discovered that at least one of the windmills I had been editing was not the original game asset I thought it was. Therefore, I decided the best course of action was to remove my few leveldata changes in the area and completely restart from scratch.
* Removed the following existing zones from the 'leveldata' folder:
    zone.26.12.zone
    zone.26.13.zone
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25438.3 -> -25765.2
Y: 5082.47 -> 5321.78
Z: -86800.9 -> -86114.3
Yaw: 189.127 -> -35.8114
Pitch: -1.76708 -> -0
Roll: -1.64354 -> -0
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -24835.7 -> -24640.2
Y: 5162.82 -> 5350.61
Z: -87451.9 -> -87849.6
Yaw: 189.113 -> -42.0994
Pitch: -0.243777 -> 7.4109
Roll: 4.0689 -> -0
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25307.7 -> -25609.6
Y: 5091.9 -> 5390.73
Z: -86905.9 -> -86308.3
Yaw: -58.1744 -> -26.7137
Pitch: -6.50555 -> 1.33402e-006
Roll: -2.29866 -3.18703

- Added an additional correction to a line of dialogue that plays with a non-human member in your group when discussing the death of the Phoenix. This is very experimental, so feel free to provide feedback.
* Added condition 'T_MEDC_IS_SAME_RACE_AS_ME == 0' to 'Biome entries Phoenix world state' dialogue.

- Corrected several dialogue conditions so they don't count as monologuing.
* The dialogue 'hive shop talk' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'raid bark --unfinished--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Caged neighbour talk to pt 2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Cannibal talk to diplomat --Unfinished-- --Needs Handover Action--' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Depressed One Skeleton' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Flotsam interrogation' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Flotsam Talk To' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Forbidden/ drug check holy nation part 2' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Harmothoe trade' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Imprisoned merc' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Imprisoned merc asking for help' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Junkyard skeleton talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Miu recruit' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Savant talk to' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Starver interrupt 3 ally' had 'monologue' value set to 'True', changed this value to 'False'.
* The dialogue 'Wandering trader' had 'monologue' value set to 'True', changed this value to 'False'.

- Removed a section of Guards Give a Shit (AI Enhancement Mod) and replaced it with a vanilla AI behavior, as both behaviors were the exact same AI behavior.
* Deleted the AI Task 'Rescue squad and put in bed'.
* Modified the AI Package 'addon- rescue squad' by adding the following parameters:
Leader AI Goals:rescue
Squad AI Goals:rescue
Squad2 AI Goals:rescue

- Added a couple of books I previously ensured wouldn't spawn in the Holy Nation to the contraband list for the faction:
* Added the item 'Book of Grace' to 'illegal goods' in the Trade Culture 'holy'.
* Added the item 'Book of Sacrifice' to 'illegal goods' in the Trade Culture 'holy'.

- Reverted the following changes made to hardcode the path for the Crab Armor Icon Fix. The reason is because this does not appear to be an issue so long as certain files are located in the correct folder paths for the UPK.
* Reverted the path for the icon '.\mods\Unofficial Patches for Kenshi\icons\64892-Newwworld.mod.64889-Newwworld.mod.png' for 'Crab Armour'.
* Reverted the setting 'auto icon image' for 'Crab Armour'.

- Corrected a town's faction listing (see https://kenshi.fandom.com/wiki/Fisher for more info).
* The town 'Dead Fishing Village' faction was listed as 'Fisher', replaced this faction with the 'Second Empire' faction.

Version 2.7

Added bugfixes from the following mod:

Title:Caravan now have money!+ better vendor list
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2875745796
Note:The only part of KeryothCzech's mod being added is the "is trader" bugfixes, see the mod's description for more info.

- Fixes several trader caravans not technically being listed as traders, should hopefully fix any issues with caravans that have no money when selling items.
* The squad, 'Caravan' had 'is trader' value set to False, changed this to True.
* The squad, 'Caravan NW' had 'is trader' value set to False, changed this to True.


Added the following mod:
Title:Crab Armor Icon Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2453460058

- Fixes the icon image for the Crab Armour so it looks like it's in-game model, no more black oily armor texture.
* Utilized the following icon in the format, 'Unofficial Patches for Kenshi/icons...' from Crab Armor Icon Fix:
64892-Newwworld.mod.64889-Newwworld.mod.png


Added the following mod:

Title:Distant Towns
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2427652527
Note:This feature will not be enabled unless 'Generate Distant Towns' is enabled in 'Options -> Graphics', if disabled than distant towns won't be visible for any location, even ones this mod does not affect. Turning Distant Towns on may decrease FPS and cause more stuttering depending on your system.

- Turns on the experimental feature to enable seeing low-poly distant town meshes for all locations, no more odd villages popping in or world state changes suddenly making distant towns disappear.
* The town, '_Cannibal Village (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Admag (override) esata dead' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Admag (override) Seto' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ark (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ark (override) takover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ashland Dome I' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ashland Dome II' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ashland Dome III' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ashland Dome IV' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ashland Dome Ruin' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bad Teeth (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bad Teeth (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bad Teeth (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bad Teeth (override) takeover ' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bad Teeth (override) takeover UC' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bark (override prosperous)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bark (override prosperous) 2' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bark (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bark (override) malnourished' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Blister Hill (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Blister Hill (override) prosperous' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Blister Hill (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Blister Hill (override) takeover UC' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Boneyard Wolf Den' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Bounty Hunter Camp' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Brink (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Brink (override) malnourished' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Brink (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Cactus Den' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Camp- Cannibal Hunters' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Cannibal Infestation' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Cat-Lon's Exile' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Catun (override) fishman takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Clownsteady (override) malnourished 1' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Clownsteady (override) malnourished 2' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Clownsteady (override) prosperous' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Crab Nest' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Crab Town (override) Gurgler takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Crab Village (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Crab Village (override) Reaver takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Crumbling Labs' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Cult town (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Cult village (override) slaver takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Dead Workshop' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Deadhive Overrun South (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Deadhive Overrun West (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Deadland Workshop' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Distant Hive Village' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Drifter's Last (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Drifter's Last (override) prosperous' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Drin (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Drin (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Empty Ruins' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Eyesocket (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Farm Ruins' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'First Village' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Fishing Village (override) slaver takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'floodland sword nest' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Fog Deathyard' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Fog Deathyard Invasion' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Fogman Nest Invasion' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Fort Simion (override destroyed)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Gorillo Nest' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Grayflayer Village' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Grayflayer Village (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Grayflayer Village (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Gurgler Nest' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heft (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heft (override) malnourished' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heft (override) malnourished 2' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heft (override) malnourished 3' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heng (override) ' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heng (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heng (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heng (override) malnourished' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Heng (override) prosperous' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Hive Village N (override) empty' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Holy Farm (override) takeover TG' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Holy Farm (override) takeover TG' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Holy Military Base (override) Deadhive' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Holy Military Base (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Holy Mines (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Holy Mines (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Holy Mines (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Holy Mines (override) takeover TG' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'housecamp raider' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'housecamp raider w/poles' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Infested Lab' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Iron HQ (destroyed)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Iron HQ (south hive takeover)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Library Ruins' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Lost Armour Store' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Manhunter Base (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'MARKER-Nest-Cower' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Mercenary Camp' had it's 'distant mesh' value set to False, changed this to True.
* The town, '-nest armoury ruin' had it's 'distant mesh' value set to False, changed this to True.
* The town, '-nest housecamp' had it's 'distant mesh' value set to False, changed this to True.
* The town, '-nest housecamp fishman' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'nest- king gorillo' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'nest- lab ruin' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'nest- lab ruin gurglers' had it's 'distant mesh' value set to False, changed this to True.
* The town, '-nest library ruin' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'nest- megaraptor' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Nest of Beak Things' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'nest- shek military ruins' had it's 'distant mesh' value set to False, changed this to True.
* The town, '-nest spiders' had it's 'distant mesh' value set to False, changed this to True.
* The town, '-nest spiders bones' had it's 'distant mesh' value set to False, changed this to True.
* The town, '-nest trashed house' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'nestruin- holy outpost' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'New Kralia (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Okran's Fist (override) cannibals' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Okran's Fist (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Okran's Fist (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Okran's Shield (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Okran's Shield (override) empire' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Okran's Shield (override) reavers' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Okran's Shield (override) shek' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Old Control Tower' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Old Empire Supply Outpost' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Old Empire Watchtower' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Old Frontlines' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Old Village' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Old Village' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Port North (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Port North (override) farm town' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Port South (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Port South (override) farm town' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Post-Ancient Workshop' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Raided Caravan' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Raider Camp' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Raider Camp (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Raptor Island' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Reaver Camp (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Reaver Camp (south hive takeover)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Rebirth (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Rebirth (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Red Sabre Hideout' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'River Nest' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Rot (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'ruin- fogman resident' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ruined Control Tower' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Ruined Farm' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Scraphouse' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Settled Nomads (override) empty' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Shark (override) all ded' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Shark (override) blackshifter' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Shark (override) Grayflayer' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Sho -Battai (override) cannibals' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Sho-Battai (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Sho-Battai (override) malnourished' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Sho-Battai (override) malnourished + half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Sho-Battai (override) malnourished + half destroyed 2' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Sho-Battai (override) prosperous' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Skimmer Nest' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Skinhouse (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Skinhouse (south hive takeover)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Skinhouse HQ (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Slave Farm (override) destroyed ' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Slave Farm S (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Slave Farm S (override) farm town' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Slave Farm South' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Slave Market (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Small Skimmer Nest' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'South Stone Camp (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Southern Hive Village' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'spider camp marker' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Spider Factory' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Squin (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Squin (override) new leader' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Squin (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stack (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stack (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stack (override) takeover ' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stoat (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stoat (override) half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stoat (override) malnourished' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stoat (override) malnourished half destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stoat (override) malnourished half destroyed 2' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stoat (override) takeover' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stoat (override) Yabuta' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stone Camp (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stone Rat Village' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stone Rat Village (override)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Stone Rat Village (takeover)' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Strange Camp' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Swamp Ninja Base' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Swamp Raptor Nest' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Swamped Lab' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'The Old Prison' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Trader's Edge (override) ' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Trader's Edge (override) destroyed' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Trader's Edge (override) malnourished' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Trader's Edge (override) malnourished 1' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Trader's Edge (override) prosperous' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Vagrant Camp' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'White Eyebrow Camp' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Wolf Den' had it's 'distant mesh' value set to False, changed this to True.
* The town, 'Workshop Complex' had it's 'distant mesh' value set to False, changed this to True.


Added the following mod:

Title:faction relations fixes
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2599055862
Note:The Holy Nation relations towards the Skeletons were already adjusted previously in an earlier build of the UPK, therefore it has been excluded from this section.

- Changes several faction relation states in a way that makes more sense to the lore of Kenshi, should hopefully result in less fights breaking out and causing fullscale faction warfare where it doesn't make sense.
* Modified the Faction 'Ancient Ruins' with the following parameters:
relations:Old Machines100
* Modified the Faction 'Anti-Slavers' with the following parameters:
relations:Reavers-100
* Modified the Faction 'Empire Peasants' with the following parameters:
coexistence:United Cities
Slave Traders
Traders Guild
* Modified the Faction 'Fishmen' with the following parameters:
removed coexistence:Skin Bandits
* Modified the Faction 'Flotsam Ninjas' with the following parameters:
relations:Cannibals-100
* Modified the Faction 'Manhunters' with the following parameters:
coexistence:United Cities
relations:Anti-Slavers-100
* Modified the Faction 'Nameless' with the following parameters:
removed relations:Dust Bandits-100
* Modified the Faction 'Old Machines' with the following parameters:
adjusted relations:Second Empire0 -> -100
relations:Ancient Ruins100
Second Empire Exile100
* Modified the Faction 'Rebel Farmers' with the following parameters:
coexistence:Shinobi Thieves
relations:Shinobi Thieves0
* Modified the Faction 'Rebel Swordsmen' with the following parameters:
coexistence:Shinobi Thieves
* Modified the Faction 'Second Empire' with the following parameters:
adjusted relations:Old Machines0 -> 100
Skeleton Legion0 -> 100
* Modified the Faction 'Second Empire Exile' with the following parameters:
adjusted relations:Old Machines0 -> 100
Skeleton Legion0 -> 100
* Modified the Faction 'Skeleton Legion' with the following parameters:
adjusted relations:Second Empire0 -> 100
Second Empire Exile0 -> 100
* Modified the Faction 'Skeletons' with the following parameters:
coexistence:Old Machines
relations:The Holy Nation-100
* Modified the Faction 'Skin Bandits' with the following parameters:
removed coexistence:Fishmen
* Modified the Faction 'Slave Hunters' with the following parameters:
coexistence:United Cities
relations:Anti-Slavers-100
* Modified the Faction 'Slave Traders' with the following parameters:
coexistence:Empire Peasants
* Modified the Faction 'Traders Guild' with the following parameters:
coexistence:Empire Peasants
* Modified the Faction 'United Cities' with the following parameters:
coexistence:Empire Peasants
Manhunters
Slave Hunters


Added the following mod:

Title:Stone Camp Traders
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1665201442
Note:I was unsure about adding the full mod to the UPK, this is because it could be considered cut content instead of a bugfix/QoL fix. However, after changing just a few FCS settings with no leveldata changes made, I found two of the three locations this mod targets were restored immediately with no issues, hence I've decided to consider it a minor bugfix/mostly QoL addition to the UPK.

- Reimplements several slaver shops for goods that slaves harvest in several camps. No more random empty buildings in Stone Camps or the Slave Camp South. This mod is also merged with Shidan's Tweaks & Fixes, and Shidan has verfied that the changes implemented in this mod fix several spawning issues with slaver squads (see https://steamcommunity.com/workshop/filedetails/discussion/913241774/1318835718951500179/).
* Added the 'slavers' trade culture to the 'South Stone Camp' town.
* Added the 'slavers' trade culture to the 'Stone Camp' town.
* the 'layout interior' for the 'stone camp shop' squad was listed as 'Materials Wholesaler', changed this to 'General Shop'
* Created a new squad template 'slave farm trader south' based off of the squad template 'slave farm trader' with the following parameters:
layout exterior:trade
layout interior:General Shop
* The town 'Slave Farm South' had the resident 'slave farm trader [1 3]', replaced this with 'slave farm trader south [1 2]'.
* Successfully merged the following .level and .zone files from Stone Camp Traders into the Unofficial Patches for Kenshi:
interiors.level,
leveldata.level,
zone.39.58.zone,
zone.42.13.zone


Added the following mod:

Title:Thieves Guild Stay at home
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2876325569

- Alters the AI slightly for the Thieves Guild locations so they won't go on patrols. Should hopefully cut down on having characters like Plastic Surgeons getting killed off randomly.
* The squad 'Thieves Guild' had the AI package 'Guard building 24hr service w/patrol', changed this to 'Guard building 24hr service'.


Additional changes made by me:

- Hardcoded the path for the Crab Armor Icon Fix to the actual item, in order to avoid having it suddenly switch back somehow. Any mods that change the icon should still work so long as they are loaded after (i.e. Crab Armor and icon rework by SCARaw).
* Added '.\mods\Unofficial Patches for Kenshi\icons\64892-Newwworld.mod.64889-Newwworld.mod.png' to the 'icon' path for 'Crab Armour'.
* The setting 'auto icon image' was set to True for 'Crab Armour', changed this to 'False'.

- Tinfist's wanted poster has his bounty listed as 50,000, but his actual bounty is 100,000. I went ahead and raised the amount on the wanted poster to 100,000, as I believe this is what the developers intended his bounty to be.
* The description for 'WANTED: Tinfist' reads as the following: "The Metal Brute's terror is soon to end! Will YOU be the hero of the innocent? REWARD: c.50,000", changed this to "The Metal Brute's terror is soon to end! Will YOU be the hero of the innocent? REWARD: c.100,000".

- The robotics shopkeep in Black City says that using the repair bed costs 1,000, but the actual cost is 2,000. I went ahead and corrected his dialogue to reflect this. Special thanks to DUCA for finding this bug!
* Changed the following line, "Sure. Standard charge is 1000 Cats..." in the 'robotics shopkeep' dialogue to "Sure. Standard charge is 2000 Cats..."

- Changed faction relations between the Skeleton Bandits and Skin Bandits so they are now actually hostile towards each other. Should now make more sense why allying with the Skin Bandits results in making enemies of the Skeleton Bandits (see https://kenshi.fandom.com/wiki/Skin_Bandits#Trivia). Also adjusted relations for both factions towards the Skeleton Legion, it makes no sense why either faction would view the Skeleton Legion positively since the Legion would likely attack both groups on sight (see https://kenshi.fandom.com/wiki/Skeleton_Legion?commentId=4400000000000011130).
* Modified the Faction 'Skeleton Bandits' with the following parameters:
coexistence:Skeleton Legion
removed relations:Skeleton Legion100
relations:Skin Bandits-100
* Modified the Faction 'Skin Bandits' with the following parameters:
removed relations:Skeleton Legion100
relations:Skeleton Bandits-100

- Changed faction relations between the Flotsam Ninjas and Raptors so they are now hostile towards each other. Since Raptors are a threat to farming efforts this makes sense and should stop them from wandering in to just eat all the crops in Flotsam Village.
* Modified the Faction 'Flotsam Ninjas' with the following parameters:
relations:Raptors-100

Version 2.6

Added the following mod:

Title:Adjusted Spider Hitbox
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2882928498

- Spiders in Kenshi are notoriously difficult to deal with for crossbow users, even highly skilled crossbow users. This is because crossbows typically target certain "bones" within a creatures hitbox (usually the head and torso). Spiders hitboxes are so small that these bones are typically located just above their hitbox area. This often leads to crossbow users, and again even highly skilled crossbow users, firing at the empty air between their legs. This mod fixes that issue by changing the spiders hull size, which in turn adjusts the hitbox to be slightly larger so it includes those additional body parts.
* The 'Small Spider' race had a 'hull size Y' value of 22, changed this to 27.
* The 'Spider' race had a 'hull size Y' value of 22, changed this to 27.


Added the following mod:

Title:Fixed Shield Bridge
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2890911728

- Fixes the Shield Bridge so there aren't missing mesh pieces all over it, looks more functional and realistic in that in can now safely hold weight.
* Utilized the following meshes in the format, 'Unofficial Patches for Kenshi/newland/Assets/Buildings/meshes...' from Fixed Shield Bridge:
Fixed Shield Bridge Walls.mesh
Fixed Shield Bridge.mesh
* Utilized the following xml file in the format, 'Unofficial Patches for Kenshi/newland/Assets/Buildings/phys...' from Fixed Shield Bridge:
Fixed Shield Bridge COLL.xml
* Changed the 'phys or mesh' path for the 'Shield Bridge' building part to '.\mods\Unofficial Patches for Kenshi\newland\Assets\Buildings\meshes\Fixed Shield Bridge.mesh'.
* Changed the 'xml collision' path for the 'Shield Bridge' building part to '.\mods\Unofficial Patches for Kenshi\newland\Assets\Buildings\phys\Fixed Shield Bridge COLL.xml'.
* Changed the 'phys or mesh' path for the 'Shield Bridge' building part to '.\mods\Unofficial Patches for Kenshi\newland\Assets\Buildings\meshes\Fixed Shield Bridge Walls.mesh'.


Added the following mod:

Title:Old Accurate Lantern Icon
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2844631457

- Replaces the UI lantern icon in favor of a modified version of the original one made for older editions of Kenshi, should more closely match the actual model.
* Utilized the following icon in the format, 'Unofficial Patches for Kenshi/items/icons...' from Old Accurate Lantern Icon:
electrical_lantern.png
* Changed the 'icon' path for the 'Lantern' item to '.\mods\Unofficial Patches for Kenshi\items\icons\electrical_lantern.png'.
* Changed the 'icon' path for the 'Lantern of Radiance' item to '.\mods\Unofficial Patches for Kenshi\items\icons\electrical_lantern.png'.


Added the following mod:

Title:Vanilla Toe Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2790654886
Note:This fix is slightly different from others in that file paths do not need to be changed, it seems these types of meshes overwrite the base in-game files by default as long as they are in the mod folder.

- Fixes the broken feet mesh on female characters, no more missing toes!
* Utilized the following meshes in the format, 'Unofficial Patches for Kenshi/character/meshes/bone...' from Vanilla Toe Fix:
bone_female.mesh
* Utilized the following meshes in the format, 'Unofficial Patches for Kenshi/character/meshes/human...' from Vanilla Toe Fix:
human_female.mesh


Additional changes made by me:

- Repositioned windmills at World's End that last FCS cleaning reset (hopefully it stays this time).
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -24835.7-->X: -24200.5
Y: 5162.82-->Y: 5567.28
Z: -87451.9-->Z: -87731.9
Yaw: 189.113-->Yaw: 185.416
Pitch: -0.243777-->Pitch: 2.34125
Roll: 4.0689-->Roll: 0.786339
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25438.3-->X: -25738.9
Y: 5082.47-->Y: 5572
Z: -86800.9-->Z: -87108.1
Pitch: -1.76708-->Pitch: 2.00471
Roll: -1.64354-->Roll: -0.947088
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25307.7-->X: -25582.2
Y: 5091.9-->Y: 5563.94
Z: -86905.9-->Z: -86817.3
Pitch: -6.50555-->Pitch: 1.21572
Roll: -2.29866-->Roll: -2.14129

Version 2.5

A bit of an emergency update; I recieved a bit of feedback that my mod was causing crashes. While I still don't have much info on the issue, after speaking with Atlas he's advised I should stop using the experimental version of FCS. This update has been cleaned with the stable edition of FCS, it has had 2 properties from 2 objects removed. From the testing I have done, there does not appear to be any significant changes made. Please feel free to provide feedback if you find any issues.

Added the following mod:

Title:Recruit Ray by freeing him
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2455380086

- Adds a QoL dialogue option/fix where, if you accidentally/intentionally kill the slaver that sells Ray, you can still recruit him by freeing him.
* Created a new 'dialogue' item called 'Ray recruit' with the following parameters
Conditions:T_MEDC_WEARING_LOCKED_SHACKLES == 0
Ray Line:"..."

Player Line:"You're free now. You can join me, if you don't have anywhere else to go."
speaker:T_TARGET_IF_PLAYER

Ray Line:*Nod*
Effects:DA_JOIN_SQUAD_FAST0

Player Line:"Nevermind."
speaker:T_TARGET_IF_PLAYER
* Added the 'dialogue' item Ray recruit' to the 'dialogue package'  called 'Ray'.


Additional changes made by me:

- Changed the dialogue for recruiting Ray so it doesn't count as monologuing.
* the 'monologue' option for the dialogue item 'Ray recruit' was set to 'True', changed this to 'False'.

Version 2.4

This update has been cleaned with the latest edition of FCS, it has had 8 fields from 8 items removed. From the testing I have done, a few windmills in World's End have had their positions reset, I will address this at a later date. Please feel free to provide feedback if you find any issues.

Added parts of the following mod:

Title:Better Floor Models
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2643304354
Note:The only part of Forks mod being added are the new meshes for items that are missing them in-game, and only the ones with textures that are correct for the model. See the mod's description for more info. 

- Fixes the black sacks that drop in place of certain pieces of clothing and armor (note that some of these files were in the base game just not utilized).
* Utilized the following meshes in the format, 'Unofficial Patches for Kenshi/items/undershirts/misc...' from Dropped Models Deluxe:
chainmail_triangulated.mesh
martialartistbindings.mesh
shirt_triangulated.mesh
turtleneck_triangulated.mesh
vest_triangulated.mesh
* Created a new 'Materials' item called 'Chainmail Dark' with the following parameters:
Name:Chainmail Dark
normal map:./data/items/undershirt/Male_undershirts01_chain_N_HI.dds
specular mult:0.2
texture map:./data/items/undershirt/Male_undershirts01_chaindark_D_HI.dds
* Created a new 'Materials' item called 'Chainmail Rusty' with the following parameters:
Name:Chainmail Rusty
normal map:./data/items/undershirt/Male_undershirts01_chain_N_HI.dds
specular mult:0.2
texture map:./data/items/undershirt/Male_undershirts01_rust_chain_diffuse_HI.dds
* Created a new 'Materials' item called 'Chain Shirt Dark' with the following parameters:
Name:Chain Shirt Dark
normal map:.\data\items\undershirt\Male_undershirts02_chain_N_HI.dds
specular mult:0.2
texture map:.\data\items\undershirt\Male_undershirts02_chaindark_D_HI.dds
* Created a new 'Materials' item called 'Chain Shirt Rusty' with the following parameters:
Name:Chain Shirt Rusty
normal map:.\data\items\undershirt\Male_undershirts02_chain_N_HI.dds
specular mult:0.2
texture map:.\data\items\undershirt\Male_undershirts02_rust_chain_D_HI.dds
* Created a new 'Materials' item called 'Dyed Turtleneck' with the following parameters:
Name:Dyed Turtleneck
normal map:./data/items/undershirt/Male_undershirts01_leather_N_HI.dds
specular mult:0.2
texture map:./data/items/undershirt/Male_undershirts01_dark_D_HI.dds
* Created a new 'Materials' item called 'Leather Shirt' with the following parameters:
Name:Leather Shirt
normal map:./data/items/undershirt/Male_undershirts02_leather_N_HI.dds
specular mult:0.2
texture map:./data/items/undershirt/Male_undershirts02_leather_D_HI.dds
* Created a new 'Materials' item called 'Leather Turtleneck' with the following parameters:
Name:Leather Turtleneck
normal map:./data/items/undershirt/Male_undershirts02_leather_N_HI.dds
specular mult:0.2
texture map:./data/items/undershirt/Male_undershirts02_leather_D_HI.dds
* Created a new 'Materials' item called 'Martial Artist Bindings' with the following parameters:
Name:Martial Artist Bindings
normal map:./data/items/undershirt/maleBandages_N_HI.dds
specular mult:0.1
texture map:./data/items/undershirt/maleBandages_D_HI.dds
* Created a new 'Materials' item called 'Turtleneck' with the following parameters:
Name:Turtleneck
normal map:./data/items/undershirt/Male_undershirts02_leather_N_HI.dds
specular mult:0.2
texture map:./data/items/undershirt/Male_undershirts02_leather_D_HI.dds
* Created a new 'Materials' item called 'Vest Leather' with the following parameters:
Name:Vest Leather
normal map:./data/items/undershirt/Male_undershirts03_leather_N_HI.dds
specular mult:0.2
texture map:./data/items/undershirt/Male_undershirts03_leather_D_HI.dds
* Added the 'ground mesh' path './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/shirt_triangulated.mesh' to the 'Leather Shirt' armour.
* Added the 'ground mesh' path './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/martialartistbindings.mesh' to the 'Martial Artist Bindings' armour.
* Added the 'ground mesh' path './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/turtleneck_triangulated.mesh' to the 'Turtleneck' armour.
* Changed the 'ground mesh' path for the 'Blackened Chainmail' armour item to './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/chainmail_triangulated.mesh'.
* Changed the 'ground mesh' path for the 'Blackened Chain Shirt' armour item to './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/shirt_triangulated.mesh'.
* Changed the 'ground mesh' path for the 'Dyed Turtleneck' armour item to './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/turtleneck_triangulated.mesh'.
* Changed the 'ground mesh' path for the 'Leather Turtleneck' armour item to './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/turtleneck_triangulated.mesh'.
* Changed the 'ground mesh' path for the 'Leather Vest' armour item to './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/vest_triangulated.mesh'.
* Changed the 'ground mesh' path for the 'Rusty Chain Shirt' armour item to './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/shirt_triangulated.mesh'.
* Changed the 'ground mesh' path for the 'Rusty Chainmail' armour item to './mods/Unofficial Patches for Kenshi/items/undershirts/meshes/chainmail_triangulated.mesh'.
* Added the 'Chainmail Dark' material to the 'Blackened Chainmail' armour.
* Added the 'Chainmail Rusty' material to the 'Rusty Chainmail' armour.
* Added the 'Chain Shirt Dark' material to the 'Blackened Chain Shirt' armour.
* Added the 'Chain Shirt Rusty' material to the 'Rusty Chain Shirt' armour.
* Added the 'Dyed Turtleneck' material to the 'Dyed Turtleneck' armour.
* Added the 'Leather Shirt' material to the 'Leather Shirt' armour.
* Added the 'Leather Turtleneck' material to the 'Leather Turtleneck' armour.
* Added the 'Martial Artist Bindings' material to the 'Martial Artist Bindings' armour.
* Added the 'Turtleneck' material to the 'Turtleneck' armour.
* Added the 'Vest Leather' material to the 'Leather Vest' armour.


Additional changes made by me:

- Changed serveral file paths for meshes, textures, and physics files to better organize things.
* The mesh 'Fog_Head_Prince.mesh' has been moved to 'Unofficial Patches for Kenshi\items\misc\meshes', all corrosponding values in the FCS have been updated accordingly.
* The mesh 'Foodcube.mesh' has been moved to 'Unofficial Patches for Kenshi\items\misc\meshes', all corrosponding values in the FCS have been updated accordingly.
* The mesh 'SeveredFishman_Head.mesh' has been moved to 'Unofficial Patches for Kenshi\items\misc\meshes', all corrosponding values in the FCS have been updated accordingly.
* The XML file 'Fog_Head_Col.xml' has been moved to 'Unofficial Patches for Kenshi\items\misc\phys', all corrosponding values in the FCS have been updated accordingly.
* The DDS file 'FogHeads.dds' has been moved to 'Unofficial Patches for Kenshi\items\misc\textures', all corrosponding values in the FCS have been updated accordingly.
* The DDS file 'FogHeads_n.dds' has been moved to 'Unofficial Patches for Kenshi\items\misc\textures', all corrosponding values in the FCS have been updated accordingly.

- Fixed a few books in-game that would spawn within The Holy Nation that are forbidden, should hopefully fix them spawning in temples and being truly unique to the Flotsam Ninja's faction.
* Added the item 'Book of Grace' to the 'forbidden items' in the Trade Culture 'holy'.
* Added the item 'Book of Sacrifice' to the 'forbidden items' in the Trade Culture 'holy'.
* Added the item 'Forbidden Sympathy' to the 'forbidden items' in the Trade Culture 'holy'.

- There is an issue with the King where their inventory size is too small for the AI Core death item to sometimes spawn (see https://kenshi.fandom.com/wiki/King#Stats for more info). To try and fix this issue, I've doubled the inventory space available.
* The 'King' animal character had an 'inventory w' value of 4, changed this to 9.

- Corrected a few faction listings for Swamp Raptors and Megaraptors, and assigned them to the faction that seems to be the correct one (see https://kenshi.fandom.com/wiki/Megaraptor#Trivia and https://kenshi.fandom.com/wiki/Swamp_Raptor_Nest#Trivia for more info).
* The Megaraptor's 'megaraptor nest' squad's faction was listed as 'Swamp Creatures', replaced this faction with the 'Raptors' faction.
* The Swamp Raptor's 'swamp ducks small mob' squad's faction was listed as 'Swamp Creatures', replaced this faction with the 'Raptors' faction.
* The Swamp Raptor's 'swamp ducks small mob aggressive' squad faction was listed as 'Swamp Creatures', replaced this faction with the 'Raptors' faction.
* The Swamp Raptor's 'Swamp Raptor Nest' Town was listed as 'Swamp Creatures', replaced this faction with the 'Raptors' faction.

- Wells in the Holy Nation occasionally spawn at Level III, this doesn't make sense lore-wise as the Holy Nation is supposed to be a low-tech nation by design with little to no automation due to their history with the Second Empire (see https://kenshi.fandom.com/wiki/The_Holy_Nation#Trivia for reference to this issue). To try and fix this, I added a building swap to limit the Holy Nation to only use the basic Well. This is very experimental, so feel free to provide feedback.
* Created a new 'Buildings swaps' item called 'low level wells' with the following parameters:
replace with:Well100
to replace:Well II
Well III
* Added 'low level wells' to the 'buildings replacements' listings for "The Holy Nation".

Version 2.3.1

This update only fixes an issue with one of the windmills at World's End, as there was a slight incompatibility with the mod, World's End Revamp.

- Repositioned a windmill at World's End.
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -24835.7-->X: -24200.5
Y: 5162.82-->Y: 5567.28
Z: -87451.9-->Z: -87731.9
Yaw: 189.113-->Yaw: 185.416
Pitch: -0.243777-->Pitch: 2.34125
Roll: 4.0689-->Roll: 0.786339

Version 2.3

Added the following mod:

Title:Fishsticks - Gurgler Limb Mod
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1752014748

- Fixes the invisible severed limbs that come off of Fishmen, by adding new meshes and textures to these objects (note that some of these files were in the base game just not utilized).
* Utilized the following icons in the format, 'Unofficial Patches for Kenshi/items/icons...' from Fishsticks - Gurgler Limb Mod:
AlphaFishLeftArm.png
AlphaFishLeftLeg.png
AlphaFishRightArm.png
AlphhaFishRightLeg.png
FishLeftArm.png
FishLeftLeg.png
FishRightArm.png
FishRightLeg.png
* Utilized the following mesh in the format, '.\mods\Unofficial Patches for Kenshi\items\miscs...' from Fishsticks - Gurgler Limb Mod:
SeveredFishman_Head.mesh
* Utilized the following meshes in the format, '.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman...' from Fishsticks - Gurgler Limb Mod:
SeveredFishman_LArm.mesh
SeveredFishman_LLeg.mesh
SeveredFishman_RArm.mesh
SeveredFishman_RLeg.mesh
* Created a new 'Materials' item called 'Severed Limb Alpha Fishman' with the following parameters:
Name:Severed Limb Alpha Fishman
normal map:.\data\character\skins\Fishman\Alpha_Fishbody_NML_HI.dds
texture map:.\data\character\skins\Fishman\Alpha_Fishbody_DIF_HI.dds
* Created a new 'Materials' item called 'Severed Limb Fishman' with the following parameters (note that some of these files were in the base game just not utilized):
Name:Severed Limb Fishman
normal map:.\data\character\skins\Fishman\FIshBody_NML_HI.dds
texture map:.\data\character\skins\Fishman\FIshBody_DIF_HI.dds
* Created a new item 'Severed Alpha Gurgler Left Arm' with the following parameters:
Name:Severed Alpha Gurgler Left Arm
icon:.\mods\Unofficial Patches for Kenshi\items\icons\AlphaFishLeftArm.png
mesh:.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman\SeveredFishman_LArm.mesh
description:The severed left arm of an alpha gurgler
material:Severed Limb Alpha Fishman
* Created a new item 'Severed Alpha Gurgler Left Leg' with the following parameters:
Name:Severed Alpha Gurgler Left Leg
icon:.\mods\Unofficial Patches for Kenshi\items\icons\AlphaFishLeftLeg.png
mesh:.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman\SeveredFishman_LLeg.mesh
description:The severed left leg of an alpha gurgler
icon zoom:2.75
material:Severed Limb Alpha Fishman
* Created a new item 'Severed Alpha Gurgler Right Arm' with the following parameters:
Name:Severed Alpha Gurgler Right Arm
icon:.\mods\Unofficial Patches for Kenshi\items\icons\AlphaFishRightArm.
mesh:.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman\SeveredFishman_RArm.mesh
description:The severed right arm of an alpha gurgler
icon offset pitch:90
icon offset roll:90
icon zoom:2.75
material:Severed Limb Alpha Fishman
* Created a new item 'Severed Alpha Gurgler Right Leg' with the following parameters:
Name:Severed Alpha Gurgler Right Leg
icon:.\mods\Unofficial Patches for Kenshi\items\icons\AlphhaFishRightLeg.png
mesh:.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman\SeveredFishman_RLeg.mesh
description:The severed right leg of an alpha gurgler
icon offset pitch:90
icon offset roll:90
icon zoom:2.75
material:Severed Limb Alpha Fishman
* Created a new item 'Severed Gurgler Right Leg' with the following parameters:
Name:Severed Gurgler Right Leg
icon:.\mods\Unofficial Patches for Kenshi\items\icons\FishRightLeg.png
mesh:.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman\SeveredFishman_RLeg.mesh
description:The severed right leg of a gurgler
icon offset roll:90
icon zoom:2.75
material:Severed Limb Fishman
* Created a new item 'Severed Gurgler Left Arm' with the following parameters:
Name:Severed Gurgler Left Arm
icon:.\mods\Unofficial Patches for Kenshi\items\icons\FishLeftArm.png
mesh:.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman\SeveredFishman_LArm.mesh
description:The severed left leg of a gurgler
material:Severed Limb Fishman
* Created a new item 'Severed Gurgler Left Leg' with the following parameters:
Name:Severed Gurgler Left Leg
icon:.\mods\Unofficial Patches for Kenshi\items\icons\FishLeftLeg.png
mesh:.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman\SeveredFishman_LLeg.mesh
description:The severed left leg of a gurgler
icon zoom:2.75
material:Severed Limb Fishman
* Created a new item 'Severed Gurgler Right Arm' with the following parameters:
Name:Severed Gurgler Right Arm
icon:.\mods\Unofficial Patches for Kenshi\items\icons\FishRightArm.png
mesh:.\mods\Unofficial Patches for Kenshi\items\character\meshes\fishman\SeveredFishman_RArm.mesh
description:The severed right arm of a gurgler
icon offset roll:90
icon zoom:2.75
material:Severed Limb Fishman
* Modified the 'Alpha Fishman' race with the following parameters (note there are two versions of this race):
severed limbs:Severed Alpha Gurgler Left Arm0
Severed Alpha Gurgler Left Leg2
Severed Alpha Gurgler Right Arm1
Severed Alpha Gurgler Right Leg3
* Modified the 'Alpha Fishman' race with the following parameters (note there are two versions of this race):
severed limbs:Severed Alpha Gurgler Left Arm0
Severed Alpha Gurgler Left Leg2
Severed Alpha Gurgler Right Arm1
Severed Alpha Gurgler Right Leg3
* Modified the 'Fishman' race with the following parameters:
severed limbs:Severed Gurgler Left Arm0
Severed Gurgler Left Leg2
Severed Gurgler Right Arm1
Severed Gurgler Right Leg3
* Modified the 'King Fishman' race with the following parameters:
severed limbs:Severed Gurgler Left Arm0
Severed Gurgler Left Leg2
Severed Gurgler Right Arm1
Severed Gurgler Right Leg3

- Fixes the sack of potatoes that drop in place of King Gurgler Head, also changes the name of the item to be more accurate.
* Modified the 'Gurgler Head' item with the following parameters:
Name:Gurgler Head-->King Gurgler Head
mesh:.\mods\Unofficial Patches for Kenshi\items\misc\SeveredFishman_Head.mesh


Added parts of the following mod:

Title:Fog Hunt
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2467997525
Note:The only part of Azazellz's mod being added are the new mesh, physics, and texture files for Fog Prince Heads, see the mod's description for more info.

- Fixes the sack of potatoes that drop in place of Fogmen Prince Heads, also includes the fix for collision physics for the item.
* Utilized the following meshes in the format, 'Unofficial Patches for Kenshi/items/misc...' from Fog Hunt:
Fog_Head_Col.xml
Fog_Head_Prince.mesh
* Utilized the following textures in the format, 'Unofficial Patches for Kenshi/items/textures...' from Fog Hunt:
FogHeads.dds
FogHeads_n.dds
* Created a new 'Materials' item called 'Fog Heads' with the following parameters:
Name:Fog Heads
normal map:.\mods\Unofficial Patches for Kenshi\items\textures\FogHeads_n.dds
texture map:.\mods\Unofficial Patches for Kenshi\items\textures\FogHeads.dds
* Changed the 'mesh' path for the 'Fog Prince Head' item to '.\mods\Unofficial Patches for Kenshi\items\misc\Fog_Head_Prince.mesh'.
* Changed the 'physics file' path for the 'Fog Prince Head' item to '.\mods\Unofficial Patches for Kenshi\items\misc\Fog_Head_Col.xml'.
* The 'material' for 'Fog Heads' was set to 'potatoes', changed this to 'Fog Heads'.


Added the following mod:

Title:Ninja Mask Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2065856157

- The concept for this mod was already included in the UPK with permission from Rye Bread. Originally I decided the Ninja Mask should be a Cloth item and not Light Armour, due to the repair material that you had to utilize. After looking at it again, I feel classifying it as Light Armour was the correct approach. The credits are also updated to reflect this change.
* The 'class' of armour for 'Ninja Mask' was set to 'GEAR_CLOTH', changed this to 'GEAR_LIGHT'.


Added the following mod:

Title:No Hub Shrub
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2543645605

- Removes the shrubs in front of the stationhouse in The Hub.
* Increased the 'no-foliage range' general stat to 1500 at 'The Hub' town.


Added the following mod:

Title:Shek Rep Drop Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2580083674

- Removes a condition when being hassled by Shek who want to duel that would cause a slight reputation drop. The didn't make sense as refusing the duel was what caused the reputation drop, especially lore-wise with Esata being in charge.
* The Dialogue 'Dueling Shek' had the Effect 'DA_AFFECT_RELATIONS-1' on the line 'Outsiders...', removed the Effect.


Additional changes made by me:

- Lowered the no-foliage range for the Hub a bit more from "No Hub Shrub", to try and leave as much foliage outside of the city as possible.
* Lowered the 'no-foliage range' general stat from 1500 to 1200 at 'The Hub' town.

- Fixed several windmills at World's End that were either inside or clipping the nearby rocks surrounding the town.
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -24835.7-->X: -24743.9
Y: 5162.82-->Y: 5597.7
Z: -87451.9-->Z: -87563.9
Yaw: 189.113-->Yaw: 189.114
Pitch: -0.243784-->Pitch: -0.243777
Roll: 5.73183-->Roll: 4.06889
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25438.3-->X: -25738.9
Y: 5082.47-->Y: 5572
Z: -86800.9-->Z: -87108.1
Pitch: -1.76708-->Pitch: 2.00471
Roll: -1.64354-->Roll: -0.947088
* Reset Wind Generator II coordinate values to the following, any values not listed were not changed:
X: -25307.7-->X: -25582.2
Y: 5091.9-->Y: 5563.94
Z: -86905.9-->Z: -86817.3
Pitch: -6.50555-->Pitch: 1.21572
Roll: -2.29866-->Roll: -2.14129

Version 2.2

This update has been cleaned with the latest edition of FCS, it has had 1 field from 1 item removed, and 4 invalid references removed. From the testing I have done, there does not appear to be any changes that were reverted in the process. Please feel free to provide feedback if you find any issues.

Added parts of the following mod:

Title:Are We Friends Now?
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2799675717
Note:The only part of Gevurah's mod being added is the bugfix when donating to starvers, see the mod's description for more info.

- Corrects a known bug when giving money to Starving Bandits where CATS wouldn't be deducted from your inventory, but your faction's reputaton would still increase. See https://kenshi.fandom.com/wiki/Starving_Bandits#Tips for more info.
* The dialogue 'Here...' in 'Starver interrupt 3 ally' has had the following Effect added:
DA_TAKE_MONEY:1500
* The dialogue 'Take this...' in 'Starver interrupt 3 ally' has had the following Effect added:
DA_TAKE_MONEY:500
* The dialogue 'This is all I have...' in 'Starver interrupt 3 ally' has had the following Effect added:
DA_TAKE_MONEY:200


Added the following mod:

Title:Blister Hill Override Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2299433941

- The Blister Hill town overrides were never implemented correctly. Depending on how your story unfolds in-game, this may lead to a stuck world state where the Holy Nation still is in control of the city despite being technically destroyed. This mod fixes those issues so Blister Hill goes to the correct faction.
* The town 'Blister Hill (override) destroyed' has had the following New References added:
override town:Blister Hill (override) takeover UC
world state:Seta and Valtena are not okay0
* The town 'Blister Hill (override) prosperous' has had the following New References added:
override town:Blister Hill (override) destroyed
Blister Hill (override) takeover 
Blister Hill (override) takeover UC
* The town 'Blister Hill (override) prosperous' has had the following New References added:
override town:Blister Hill (override) destroyed
Blister Hill (override) takeover 
Blister Hill (override) takeover UC
* The town 'Blister Hill (override) takeover' has had the following New References added:
override town:Blister Hill (override) destroyed
Blister Hill (override) prosperous
Blister Hill (override) takeover UC
world state:Tengu ok0
* The town 'Blister Hill (override) takeover UC' has had the following New References added:
override town:Blister Hill (override) destroyed
Blister Hill (override) prosperous
Blister Hill (override) takeover
world state:Moll is ok0
Tengu is alive1
removed world state:Esata is alive0


Added the following mod:

Title:Esata/Seto Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1344278977

- This mod fixes an issue the developers for Kenshi accidentally introduced a while back that can make it impossible to recruit Seto after defeating the Phoenix King. From what I can tell, it looks like Esata and Seto's dialogue packages were accientally mixed up due to naming conventions.
* Modified the Dialogue 'Esata talk to' with the following line changes:
Add Line:"Let it be known! An enemy of the Invincible Battle Born is an enemy of the Shek!"
change relations:Shek Kingdom20
The Holy Nation-40
Add Line:"Favour, Battle Born... Take my daughter, Seto. Teach her."
Add Line:"My blood is hers. She'll prove her worth to you. Trust."
* Modified the Dialogue 'Shek esata hail player' with the following line changes:
Deleted Branch:"[CE] Favour, Battle Born... Take my daughter, Seto. Teach her." --> "My blood is hers. She'll prove her worth to you. Trust."
Line:"[CE] Seto. Well met, /YOURNAME/."
removed Effect(s):DA_FOLLOW_WHILE_TALKING0
DA_JOIN_SQUAD_FAST0
is character:Seto
speaker:T_ME
* Modified the Dialogue 'Talk to esata (destroyed HN)' with the following line changes:
Line:"[E] You are a rival for Kral himself, Invincible /YOURNAME/."
crowd trigger:Shek esata hail player100
removed crowd trigger:Shek cheers100
Line:"What a battle it will be! Glory to you, /FLATSKIN/."
crowd trigger:Shek esata hail player100
removed crowd trigger:Shek cheers100


Added the following mod:

Title:Flotsam ninja Dialogue fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2773603761

- Fixes several lines of dialogue that were missing from the base game when interacting with the Flotsam Ninjas for the first time, expanding your options for how to reply.
* Modified the Dialogue 'Flotsam interrogation' with the following line changes:
Moved Branch:"Okran is no god of mine." to "Wait! I have allies that know I'm here. You kill me, they'll come looking for me."
Referenced Branch:"/IWE/ have supplies. Food, med kits, weapons..."
Referenced Branch:"WI'm a doctor. I can help tend to your wounded."
Referenced Branch:"I'm a merchant, I'm looking to sell some supplies."
Referenced Branch:"I'm a traveller seeking rest and supplies."
Referenced Branch:"I'm a refugee. Please, help me."
Referenced Branch:"I'm a merchant looking for business."


Added the following mod:

Title:Limb icons FIX
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2515950648

- Replaces multiple limb inventory images to match what the limb should look like, visually much more pleasing and helps to distinguish what limb you are looking at/buying.
* Utilized the following icons in the format, 'Unofficial Patches for Kenshi/items/icons...' from Limb icons FIX:
cannibal arm right.png
cannibal left arm.png
cannibal left leg.png
cannibal leg right.png
Economy arm left.png
Economy arm right.png
economy leg left.png
Economy right leg.png
Fog left leg.png
Fog right leg.png
fogman left arm.png
fogman right arm.png
human arm right.png
human left arm.png
human left leg.png
human leg right.png
KLR Arm left.png
KLR Arm right.png
klr leg left.png
klr leg right.png
lifter arm right.png
lifter left arm.png
S hive left arm.png
S hive leg left.png
S hive leg right.png
S hive right arm.png
scav hand left.png
scav hand right.png
scav leg left.png
scav leg right.png
Scout leg left.png
Scout leg right.png
shek arm right.png
shek left arm.png
shek leg left.png
shek leg right.png
Skeleton arm left.png
Skeleton arm right.png
steady arm left.png
stealth left leg.png
stealth leg right.png
W hive left arm.png
W hive leg left.png
W hive leg right.png
W hive right arm.png
* Changed the 'icon' path for the 'Economy Arm (left)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Economy arm left.png'.
* Changed the 'icon' path for the 'Economy Arm (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Economy arm right.png'.
* Changed the 'icon' path for the 'Economy Leg (left) ' item to '.\mods\Unofficial Patches for Kenshi\items\icons\economy leg left.png'.
* Changed the 'icon' path for the 'Economy Leg (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Economy right leg.png'.
* Changed the 'icon' path for the 'Industrial Lifter Arm (left)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\lifter left arm.png'.
* Changed the 'icon' path for the 'Industrial Lifter Arm (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\lifter arm right.png'.
* Changed the 'icon' path for the 'KLR Series Arm (left) ' item to '.\mods\Unofficial Patches for Kenshi\items\icons\KLR Arm left.png'.
* Changed the 'icon' path for the 'KLR Series Arm (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\KLR Arm right.png'.
* Changed the 'icon' path for the 'KLR Series Leg (left)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\klr leg left.png'.
* Changed the 'icon' path for the 'KLR Series Leg (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\klr leg right.png'.
* Changed the 'icon' path for the 'Scout Leg (left)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Scout leg left.png'.
* Changed the 'icon' path for the 'Scout Leg (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Scout leg right.png'.
* Changed the 'icon' path for the 'Severed Cannibal Left Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\cannibal left arm.png'.
* Changed the 'icon' path for the 'Severed Cannibal Left Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\cannibal left leg.png'.
* Changed the 'icon' path for the 'Severed Cannibal Right Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\cannibal arm right.png'.
* Changed the 'icon' path for the 'Severed Cannibal Right Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\cannibal leg right.png'.
* Changed the 'icon' path for the 'Severed Cannibal Skav Left Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\scav hand left.png'.
* Changed the 'icon' path for the 'Severed Cannibal Skav Left Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\scav leg left.png'.
* Changed the 'icon' path for the 'Severed Cannibal Skav Right Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\scav hand right.png'.
* Changed the 'icon' path for the 'Severed Cannibal Skav Right Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\scav leg right.png'.
* Changed the 'icon' path for the 'Severed Hive Left Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\W hive left arm.png'.
* Changed the 'icon' path for the 'Severed Hive Left Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\fogman left arm.png'.
* Changed the 'icon' path for the 'Severed Hive Left Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\S hive left arm.png'.
* Changed the 'icon' path for the 'Severed Hive Left Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\W hive leg left.png'.
* Changed the 'icon' path for the 'Severed Hive Left Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Fog left leg.png'.
* Changed the 'icon' path for the 'Severed Hive Left Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\S hive leg left.png'.
* Changed the 'icon' path for the 'Severed Hive Right Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\W hive right arm.png'.
* Changed the 'icon' path for the 'Severed Hive Right Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\fogman right arm.png'.
* Changed the 'icon' path for the 'Severed Hive Right Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\S hive right arm.png'.
* Changed the 'icon' path for the 'Severed Hive Right Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\W hive leg right.png'.
* Changed the 'icon' path for the 'Severed Hive Right Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Fog right leg.png'.
* Changed the 'icon' path for the 'Severed Hive Right Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\S hive leg right.png'.
* Changed the 'icon' path for the 'Severed Human Left Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\human left arm.png'.
* Changed the 'icon' path for the 'Severed Human Left Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\human left leg.png'.
* Changed the 'icon' path for the 'Severed Human Right Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\human arm right.png'.
* Changed the 'icon' path for the 'Severed Human Right Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\human leg right.png'.
* Changed the 'icon' path for the 'Severed Shek Left Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\shek left arm.png'.
* Changed the 'icon' path for the 'Severed Shek Left Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\shek leg left.png'.
* Changed the 'icon' path for the 'Severed Shek Right Arm' item to '.\mods\Unofficial Patches for Kenshi\items\icons\shek arm right.png'.
* Changed the 'icon' path for the 'Severed Shek Right Leg' item to '.\mods\Unofficial Patches for Kenshi\items\icons\shek leg right.png'.
* Changed the 'icon' path for the 'Skeleton Arm (left)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Skeleton arm left.png'.
* Changed the 'icon' path for the 'Skeleton Arm (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\Skeleton arm right.png'.
* Changed the 'icon' path for the 'Skeleton Leg (left)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\klr leg left.png'.
* Changed the 'icon' path for the 'Skeleton Leg (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\klr leg right.png'.
* Changed the 'icon' path for the 'Steady Arm (left)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\KLR Arm left.png'.
* Changed the 'icon' path for the 'Stealth Leg (left)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\stealth left leg.png'.
* Changed the 'icon' path for the 'Stealth Leg (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\stealth leg right.png'.
* Changed the 'icon' path for the 'Thief's Arm (right)' item to '.\mods\Unofficial Patches for Kenshi\items\icons\lifter arm right.png'.
* The item, 'Economy Arm (left)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Economy Arm (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Economy Leg (left) ' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Economy Leg (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Industrial Lifter Arm (left)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Industrial Lifter Arm (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'KLR Series Arm (left) ' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'KLR Series Arm (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'KLR Series Leg (left)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'KLR Series Leg (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Scout Leg (left)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Scout Leg (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Cannibal Left Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Cannibal Left Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Cannibal Right Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Cannibal Right Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Cannibal Skav Left Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Cannibal Skav Left Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Cannibal Skav Right Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Cannibal Skav Right Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Left Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Left Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Left Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Left Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Left Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Left Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Right Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Right Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Right Arm' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Right Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Right Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Severed Hive Right Leg' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Skeleton Arm (left)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Skeleton Arm (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Skeleton Leg (left)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Skeleton Leg (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Steady Arm (left)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Stealth Leg (left)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Stealth Leg (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.
* The item, 'Thief's Arm (right)' had 'auto icon image' value set to 'True', changed this value to 'False'.


Added the following mod:

Title:Stop smashing doors hive! Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2048100986

- Stops all wandering AI behavior at nighttime for Hive, Nomad and Trade Guild caravans, which would sometimes result in NPCs trying to lockpick doors to get into private residencies and starting faction wars.
* Modified the AI package behavior 'hang out in a bar' for Leader AI Goals:
'Patrol hometown (fluff) [0 24 3]' --> 'Patrol hometown (fluff) [6 23 3]'


Added the following mod:

Title:Yoshinaga Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2725254347

- Corrects a bug in game where Yoshinaga disappears from Heng if the city is captured or half-destroyed. In the case of the city being captured, he will be available in the Looted Ruins east of the city.
* The town 'Heng (override) half destroyed' has had the following New References added:
residents:Empire Noble Yoshinaga[14]
* The town 'Heng (override) half destroyed' has had the following New References added:
residents:Empire Noble Yoshinaga[12]
* Created a Squad Template package 'Rogue Samarai ruins' with the following parameters:
building designation:BD_BARRACKS
AI packages:noble house0
building:Outpost s-III
housemates:Rogue Samarai ruins[10]
leader:Lord Yoshinaga1
squad:Empire noble guard hooded[55]
vendors:wealthy house100
armor vendor UC100
weapon vendor UC small-time100
house contents100
* Created a Squad Template package 'Empire Noble Yoshinaga ruins' based off of the Town package 'Empire Noble Yoshinaga' with the following parameters:
force speed:GROUPED
vendors fill total amount:60
AI packages:stay in home relaxing0
building:Outpost s-III
squad:Samarai Rogue[815]
* Created a Town package 'Looted Ruins (Override) ruined' based off of the Town package 'Looted Ruins' with the following parameters:
world state:Lord Yoshinaga is alive0
* Created a Town package 'Looted Ruins (Override) Yoshinaga' based off of the Town package 'Looted Ruins' with the following parameters:
type:TOWN_OUTPOST
faction:United Cities
override town:Looted Ruins (override) ruined
residents:Empire Noble Yoshinaga ruins[14]
_ruined empty building (NO SELL)[62]
world state:Lord Yoshinaga is alive1
Longen is alive0
Tengu is alive0
* The town 'Looted Ruins' has had the following New References added:
override town:Looted Ruins (override) Yoshinaga


Additional changes made by me:

- Adjusted the AI package behavior for the Holy Prisoner Caravan modified earlier with 'Shidan's Tweaks & Fixes' to match the AI behavior introduced with 'Stop smashing doors hive! Fix'.
* Modified the AI package behavior 'hang out in a bar no shopping' with the following parameters:
Leader AI Goals:'Patrol hometown (fluff) [0 24 3]' --> 'Patrol hometown (fluff) [6 23 3]'
- Changed ownership of the Rebel Base outside of The Hub, as the inhabitants of the location belong to the Trade Ninja faction.
* Modified the Town 'Rebel Base' with the following parameters:
faction:Trade Ninjas
removed faction:Holy Nation Outlaws
- Adjusted The Holy Nation's relations for the Hivers and Skeletons racial factions, to better match their lore. Not entirely sure this is needed, but it might help with faction hostility inconsistencies.
* Modified the Faction 'The Holy Nation' with the following parameters:
relations:Fogmen-100
Skeletons-100
Southern Hive-100
Western Hive-100

Version 2.1

Added the following mod:

Title:Bonedog Reduced Bite Range
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1677677717

- Corrects all bonedog's attack range so they are not attacking the air in front of their opponents.
* '_dog type weapon' had a 'length' of 25, changed this to 15.


Additional changes made by me:

- Per the comments in Bonedog Reduced Bite Range, attempted to correct all Beak Thing's attack range so they are not attacking the air in front of their opponents. The value can probably be reduced a bit lower as there are noticable attack range issues with varying terrain height, but I noticed Beak Things start clumping up weird during combat. This is experimental, so feel free to provide feedback.
* '_giraffe type' had a 'length' of 65, changed this to 55.

Version 2.0

With version 2.0 comes several new mods that have been included in the UPK. Most likely there won't be any new additions from existing mods that have already been included, though I will fix any issues that are reported.

Added parts of the following mod:

Title:Foodcube is a Lie
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2385662816
Note:The only part of Bookhorse's mod being incorporated is the new mesh for foodcube items when dropped, see the mod's description for more info.

- Changes the item mesh of foodcubes to not look cuboid shaped.
* Utilized the following mesh in the format, 'Unofficial Patches for Kenshi/items/misc/Foodcube.mesh' from Foodcube is a Lie.
* Changed the 'mesh' path for the 'Foodcube' item to '.\mods\Unofficial Patches for Kenshi\items\misc\Foodcube.mesh'.


Added the following mod:

Title:Guards Give a Shit (AI Enhancement Mod)
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2248673274

- Corrects guard behavior so that they will pick up KO'd squad members after combat has ended and put them in beds. Should help keep certain characters like The Hub barman from being killed so easily and wiping out the faction.
* Created a new AI Task 'Rescue squad' with the following parameters:
ending:TEE_REMOVE_MINE_ONLY
enum:FIND_AND_RESCUE
* Created a new AI Task 'Rescue squad and put in bed' with the following parameters:
enum:FIND_AND_RESCUE_IF_THERES_BEDS
* Created a new AI Package 'addon- rescue squad' with the following parameters:
Leader AI Goals:Put cairried dude in bed
Put cairried dude down when they can walk
Rescue squad and put in bed
Rescue squad
Squad AI Goals:Pickup downed leader
Put cairried dude in bed
Put cairried dude down when they can walk
Rescue squad and put in bed
Rescue squad
Squad2 AI Goals:Pickup downed leader
Put cairried dude in bed
Put cairried dude down when they can walk
Rescue squad and put in bed
Rescue squad
* Added 'addon- rescue squad' AI Package to 'Gate guard  -no turrets -arrests' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Gate guard  -turrets -arrests' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Gate guard -no turrets' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Guard building 24hr service' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Guard building, residents' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Guard town no shifts 24hr' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Guard town shifts -base' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Shop' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Shop catun' so it inherits from new behavior.
* Added 'addon- rescue squad' AI Package to 'Shop-24hr' so it inherits from new behavior.


Added the following mod:

Title:No Combat 'Limbs' (Bonedog AI Change)
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2266171995

- Corrects Bonedog behavior so that running around with limbs does not take priority, especially in combat.
* The AI Task 'dogs chasing dogs with limbs' classification was listed as 'TP_URGENT', changed this value to 'TP_NON_URGENT'.
* The AI Task 'dogs grabbing severed limbs' classification was listed as 'TP_URGENT', changed this value to 'TP_NON_URGENT'.
* The AI Task 'dogs running around playing with limbs' classification was listed as 'TP_URGENT', changed this value to 'TP_NON_URGENT'.

Version 1.2

This version of the UPK has been cleaned with the latest FCS, removing 308 references and reducing the file size from 153 KB to 79 KB. Previously when this was attempted, it kept reverting the leveldata changes imported from Fixed Fishing Village and Spider Factory Route Fix. From the testing I have done, there does not appear to be any changes that were reverted in the process. Please feel free to provide feedback if you find any issues with these locations.

Added parts of the following mod:

Title:Shidan's Tweaks & Fixes
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=913241774

- Added an additional orange color variation for tool tips to help differentiate Specialist/Edge tier from Masterwork/Meitou equipment.
* Created the following XML file, 'Unofficial Patches for Kenshi/gui/colours/kenshi_colours.xml' from existing Kenshi data.
* Changed the XML code from:
<!-- Items rating -->
<Property key="ItemStandard" value="#e0cccc"/>
<Property key="ItemArtifact" value="#0dfceb"/>
<Property key="ItemGrade0" value="#666666"/>
<Property key="ItemGrade1" value="#d9ccbf"/>
<Property key="ItemGrade2" value="#4099b3"/>
<Property key="ItemGrade3" value="#66fc80"/>
<Property key="ItemGrade4" value="#fceb0d"/>
  to:
<!-- Items rating -->
<Property key="ItemStandard" value="#e0cccc"/>
<Property key="ItemArtifact" value="#0dfceb"/>
<Property key="ItemGrade0" value="#666666"/>
<Property key="ItemGrade1" value="#d9ccbf"/>
<Property key="ItemGrade2" value="#4099b3"/>
<Property key="ItemGrade3" value="#66fc80"/>
<Property key="ItemGrade4" value="#ffa500"/>
<Property key="ItemGrade5" value="#fceb0d"/>

- Added missing weather immunity stats to the Deadhive race.
* The Deadhive Prince's had the stat 'WA_NONE' for 'weather immunity0', replaced this with 'WA_ACID'.
* The Deadhive Soldier's had the stat 'WA_NONE' for 'weather immunity0', replaced this with 'WA_ACID'.
* The Deadhive Worker's had the stat 'WA_NONE' for 'weather immunity0', replaced this with 'WA_ACID'.

- Changed several NPC's to have names, as their default naming conventions didn't make sense or didn't line up with similar character's stats.
* The character 'Bar Thug' had 'named' set to 'False', changed this to 'True'.
* The character 'Bar Thug' had 'named' set to 'False', changed this to 'True'.
* The character 'Bar Thug Drunk' had 'named' set to 'False', changed this to 'True'.
* The character 'Drunken Bar Thug' had 'named' set to 'False', changed this to 'True'.
* The character 'Shek Warrior Last stand bar 1' had 'named' set to 'False', changed this to 'True'.
* The character 'Shek Warrior Last stand bar 2' had 'named' set to 'False', changed this to 'True'.
* The character 'Shek Warrior Last stand bar 3' had 'named' set to 'False', changed this to 'True'.
* The character 'Twitchy Bar Thug' had 'named' set to 'False', changed this to 'True'.
* The character 'Ugly Bar Thug' had 'named' set to 'False', changed this to 'True'.


Additional changes made by me:

- Corrected a dialogue condition when recruiting Crumblejon so it doesn't count as monologuing.
* The dialogue 'crumblejon' had 'monologue' value set to 'True', changed this value to 'False'.

- There is a rare bug with bar thugs being listed as Vagrants, where after recruiting them as mercenaries for your outpost/town, any guards stationed at your turrets may attempt to kill them due to recognizing them as bandits (see https://kenshi.fandom.com/wiki/Vagrants?commentId=4400000000000012374). To try and fix this issue, I replaced bar thug squads factions listings with the faction the Swamper Bar Thug uses. This also appears to be the correct faction for bar thugs. Both factions were also considered bandit factions, so I've adjusted the Bar Thug faction behavior to be considered militaristic, like mercenaries. This is very experimental, so feel free to provide feedback.
* The 'Bar Thug' squad had the 'Vagrants' faction assigned to them, replaced this with the 'Bar Thugs' faction.
* The 'Bar thugs Mourn' squad had the 'Vagrants' faction assigned to them, replaced this with the 'Bar Thugs' faction.
* The 'Crab bar patrons 2' squad had the 'Vagrants' faction assigned to them, replaced this with the 'Bar Thugs' faction.
* The 'Bar Thugs' faction had the 'fundamental type' stat set to 'OT_BANDIT', changed this to 'OT_MILITARY'.

- Corrected a naming issue with a bandit boss character, as their bounty had a different name listed.
* Renamed the character 'Red Sabre Boss' to 'The Red Bandit'.

- Fixed a few floating market stalls in Stack.
* Reset Market Stall B coordinate values to the following, any values not listed were not changed:
Y: 1077.75-->Y: 1072.43
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Pitch: 2.13769-->Pitch: 6.1858
Y: 1082.97-->Y: 1081.1
* Reset Market Stall B coordinate values to the following, any values not listed were not changed:
Pitch: 0.00522221-->Pitch: 0.00522104
Roll: 1.94199-->Roll: 7
Y: 1069.68-->Y: 1061.7

- Fixed a market stall in Stack that was partially buried, and caused flickering when the camera passed over.
* Reset Market Stall C coordinate values to the following, any values not listed were not changed:
Y: 1047.27-->Y: 1049.5

Version 1..1.1

This update purely fixes multiple naming references that were broken with the FCS update. When I uploaded my last changes I saved my mods under the FCS update before they patched it.

- The building 'Food Store' was renamed by FCS to 'barrel rand', reverted this change.
- The building 'Market Stall A' was renamed by FCS to 'MarketStall Grouped01', reverted this change.
- The building 'Market Stall B' was renamed by FCS to 'MarketStall Grouped02', reverted this change.
- The building 'Market Stall C' was renamed by FCS to 'MarketStall Grouped03', reverted this change.
- The building 'Moor A' was renamed by FCS to 'moor03', reverted this change.
- The building 'Moor Tower' was renamed by FCS to 'moor05 tower', reverted this change.
- The building 'Moor B' was renamed by FCS to 'moor06', reverted this change.
- The building 'Moor C' was renamed by FCS to 'moor71', reverted this change.
- The building 'L-House' was renamed by FCS to 'Storm_House_04_NEW', reverted this change.
- The building 'Longhouse' was renamed by FCS to 'Storm_House_05_NEW', reverted this change.
- The item 'Ninja Mask' was renamed by FCS to 'Ninja Zukin', reverted this change.

Version 1.1

Added parts of the following mod:

Title:Shidan's Tweaks & Fixes
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=913241774

- Added missing dialogue conditions to trigger correct dialogue for Non-Western Hiver characters.
* Added 'Hive Prince South Hive' to 'screaming torture' dialogue.
* Added 'Deadhive Prince', 'Deadhive Soldier', 'Deadhive Worker' and 'Hive Queen' to 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue.
* Added 'Deadhive Prince' and 'Hive Queen' to 'Skeleton bandit attack enemy' dialogue.

- Added missing target race conditions to trigger correct word usage for Hivers.
* Added 'Deadhive Prince' and 'Deadhive Soldier' to 'FLATSKIN' word swap dialogue package.
* Added 'Hive Queen' to 'RACENAME' word swap dialogue package.
* Added 'Deadhive Prince', 'Deadhive Soldier', 'Deadhive Worker' and 'Hive Queen' to 'RACISTBABBLE' word swap dialogue package.
* Added 'Deadhive Prince', 'Deadhive Soldier', 'Deadhive Worker' and 'Hive Queen' to 'RACISTNAME' word swap dialogue package.

- Added missing race parameters for certain characters
* The character 'Bayan' had no race listed, added 'Shek 100' race value to character.
* The character 'Garp' had no race listed, added 'Greenlander 100' race value to character.
* The character 'Ghost' had no race listed, added 'Shek 100' race value to character.
* The character 'Jimbad' had no race listed, added 'Greenlander 100' race value to character.
* The character 'Kumo' had no race listed, added 'Greenlander 100' race value to character.
* The character 'Little Jon' had no race listed, added 'Greenlander 100' race value to character.
* The character 'White Eyebrow' had no race listed, added 'Scorchlander 100' race value to character.

- Corrected a characters spawn chance to being only female, as there is no male model for the character.
* The character 'Oron' had 'female chance' value set to 50, changed this value to 100.


Additional changes made by me:

- Corrected other power-related issues with buildings.
* The building 'Moor A' had a 'power output' of -1, changed this to 0.
* The building 'Moor B' had a 'power output' of -1, changed this to 0.
* The building 'Moor C' had a 'power output' of -1, changed this to 0.
* The building 'Moor Tower' had a 'power output' of -1, changed this to 0.
* The building 'Oil Refinery' had a 'power output' of -1, changed this to 0.

- Corrected and added racial trigger conditions when for unused dialogue.
* Re-added 'Scorchlander' player race condition when playing 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue 'Bow before the Skele-tons!' (this had previously been removed by me, but I suspect it is needed for this dialogue to even possibly function when implemented).
* Added 'Greenlander' to 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue 'Bow before the Skele-tons!'.

Version 1.0

Added the following mod:

Title:-1 Power?
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1901585747

- Fixes an issue with some of the buildings in Kenshi requiring power, even though there is no reason for it.
* The building 'L-House' had a 'power output' of -1, changed this to 0.
* The building 'Longhouse' had a 'power output' of -1, changed this to 0.


Added the following mod:

Title:Animal Selection Crash Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1357351858

- Replaced several animal anatomy values with their correct body part listings (previously fixed CTDs when selecting animals while using outdated mods that change animals, this appears to have been fixed by the devs already).
* Big Bone's combat anatomy showed 'Left Arm' and 'Right Arm', replaced these values with 'Left Foreleg' and 'Right Foreleg'. The max health for new combat anatomy has also been adjusted to 1500 to match previous limb values.
* Garru's max health for 'Left Foreleg' and 'Right Foreleg' has been adjusted to 250 to match 'Left Leg' and 'Right Leg' values.
* Goat's combat anatomy showed 'Left Arm' and 'Right Arm', replaced these values with 'Left Foreleg' and 'Right Foreleg'.
* Leviathan's combat anatomy showed 'Left Arm' and 'Right Arm', replaced these values with 'Left Foreleg' and 'Right Foreleg'. The max health for new combat anatomy has also been adjusted to 2500 to match previous limb values.
* Swamp Turtle's combat anatomy showed 'Left Arm' and 'Right Arm', replaced these values with 'Left Foreleg' and 'Right Foreleg'.


Added the following mod:

Title:Crab Tournament FIX
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2520244566

- Fixes the Crab Tournament looping bug that occurs, and should prevent having to reload/import saves in order to successfully complete the tournament.
* Changed the condition 'for enemies' from 'False' to 'True' for the 'crab raider base discovery' dialogue.
* For 'Crab tournament 0 (remedial)', replaced 'Crab tournament 0 (remedial)' with 'Crab tournament 2 (quarter finals)' with values [72 100 100] as a victory condition, also increased the stat 'chance per day' from 0.1 to 0.2.
* For 'Crab tournament 1', replaced 'Crab tournament 1' with 'Crab tournament 2 (quarter finals)' with values [72 120 100] as a victory condition.
* For 'Crab tournament 2 (quarter finals)', replaced 'Crab tournament 0 (remedial)' with 'Crab tournament 3 (semi finals)' with values [72 100 100] as a victory condition.
* For 'Crab tournament 3 (semi finals)', replaced 'Crab tournament 0 (remedial)' with 'Crab tournament 4 (finals)' with values [70 140 100] as a victory condition.
* For 'Crab tournament 4 (finals)', replaced 'Crab tournament 0 (remedial)' with 'crab champion' with values [1 1 100] as a victory condition.


Added the following mod:

Title:Crumblejon recruiting fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1393330135

- Fixes a rare bug when attempting to speak with Crumblejon that makes it impossible to talk to him.
* Removed the condition 'T_MEDC_IS_RECRUITABLE == 1-1' in the dialogue 'crumblejon'.


Added the following mod:

Title:Ex-Slave recruit fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1712283930

- Fixes a join squad effect for a specific line of dialogue that could cause your game to freeze. Please see this video if you want an example of this bug: https://www.youtube.com/watch?v=W3llEt04pXE
* Removed the effect 'DA_JOIN_SQUAD_WITH_EDIT1' from 'You saved me!' dialogue.


Added the following mod:

Title:Fixed Fishing Village
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2348787545

- Fixes the fishing village near Black Scratch, all changes made in Fixed Fishing Village have been merged except for the name change. This village should have belonged to the United Cities faction, but due to an overwrite issue it was classified as belonging to the Deadcat Faction. This fix also adds another guard squad for the unmanned gate.
* Merged leveldata from Fixed Fishing Village to UPK.
* Increased town residents from 'Empire Gate guard mini [1 2]' to 'Empire Gate guard mini [2 2]' instead.


Added the following mod:

Title:Food Storage Fix!
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1776285051

- Fixes the food storage in Kenshi so AI will correctly withdraw food from it, this should also fix modded food items as long as they are designated correctly.
* The building 'Food Store' had the functionality reference 'Resource storage- NO EMPTYING', replaced this with 'Resource storage'.


Added the following mod:

Title:Honest Big Grim - Quest Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1646743956

- Corrects a line of mission dialogue from Big Grim, by making the description more accurate and descriptive so there is no confusion regarding how to complete the quest.
* Changed line from "Set up a base, not too far away from here. You can take some materials to get started..." to "Set up a base in the swamp region, not too far away from the village called Rot, north-east of Shark. Rot is our HQ. If your base gets attacked, Hounds will come from Rot to protect you. You can take some materials to get started..." for 'Grim talks to new ally' dialogue.


Added parts of the following mod:

Title:King AI fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2624885892
Note:The only part of something's mod being incorporated are the AI fixes and the stat decrease fix, see the mod's description for more info.

- Fixes several AI issues with the character King so it does not suddenly stop fighting enemies in the middle of combat. This also fixes King's health stat when the Southern Hive is raiding your base with King.
* The 'south hive patrol w/ King gorilla' squad had King's health adjusted to 250 to match the squad 'King squad'.
* The 'King feeding time' AI package's 'clears existing jobs' value was set to 'True', replaced with 'False'.
* The 'King feeding time' AI package's 'signal func' value was set to 'SIGNAL_NONE', replaced with 'SIG_START_PATROL'.
* Added Leader AI Goals package 'Attack enemies [0 24 0]' to 'King feeding time' AI package.
* Added Leader AI Goals package 'Protect allies [0 24 0]' to 'King feeding time' AI package.


Added the following mod:

Title:Ruined Town Pathing Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2505726024

- Fixes an issue where squads trying to enter destroyed slave camps couldn't due to trying to path through a closed gate. This fix forces all destroyed slave camp gates to remain open.
* Created a new squad package 'Holy Gate Guards small (override)' based off of the squad package 'Holy Gate Guards small' with the following parameters:
initial door state:OPEN
building:Defensive Gate II
Defensive Gate III
Defensive Gate IV
Defensive Gate V
Wall B Solo Gate
Makeshift Gate
faction:The Holy Nation
* Created a new squad package 'Work Camp Gate Guard (override)' based off of the squad package 'Work Camp Gate Guard' with the following parameters:
initial door state:OPEN
building:Wall B Solo Gate
Defensive Gate II
Makeshift Gate
Defensive Gate III
Defensive Gate IV
Defensive Gate V
faction:Slave Traders
* Added residents 'Holy Gate Guards small (override) [3 3]' to 'Holy Mines (override) destroyed' town.
* Added residents 'Work Camp Gate Guard (override) [3 3]' to 'Eyesocket (override) destroyed' town.
* Added residents 'Work Camp Gate Guard (override) [3 3]' to 'Port North (override) destroyed' town.
* Added residents 'Work Camp Gate Guard (override) [3 3]' to 'Port South (override) destroyed' town.
* Added residents 'Work Camp Gate Guard (override) [3 3]' to 'Slave Farm (override) destroyed' town.
* Added residents 'Work Camp Gate Guard (override) [3 3]' to 'Slave Farm S (override) destroyed' town.
* Added residents 'Work Camp Gate Guard (override) [3 3]' to 'South Stone Camp (override) destroyed' town.
* Added residents 'Work Camp Gate Guard (override) [3 3]' to 'Stone Camp (override) destroyed' town.


Added the following mod:

Title:Running Garru Herd Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=1327235850

- Fixed the large herd of garru in The Great Desert that always runs, they will now walk as a group like all other garru herds.
* The garru 'wild pack beast herd' squad had 'force speed' value set to 'RUN', changed this value to 'GROUPED'.


Added parts of the following mod:

Title:Shidan's Tweaks & Fixes
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=913241774

- Corrected several issues with unique characters not being tagged as unique, should hopefully fix potential character duplication bugs.
* The character, 'Dack' had 'unique' value set to 'False', changed this value to 'True'.
* The character, 'Lord Mirage' had 'unique' value set to 'False', changed this value to 'True'.
* The character, 'Quin' had 'unique' value set to 'False', changed this value to 'True'.
* The character, 'Yamdu' had 'unique' value set to 'False', changed this value to 'True'.

- Corrected a dialogue condition when recruiting Grey so it doesn't count as monologuing.
* The dialogue 'Grey talk to join' had 'monologue' value set to 'True', changed this value to 'False'.

- Corrected a dialogue condition when entering a hive town/city to play the correct dialogue for specific races.
* Removed condition 'T_TARGETDC_IS_SAME_RACE_AS_ME == 0-1' from 'Hiver follows player' dialogue.
* Added 'Greenlander', 'Scorchlander' and 'Shek' to 'Hiver follows player' dialogue.

- Corrected a couple of squad's faction listings.
* The blood spider 'Ancient Lab n.4 spiders' squad had no faction listed, added 'Spiders' faction to squad.
* The blood spider 'Ancient Lab n.5 empty spiders' squad had no faction listed, added 'Spiders' faction to squad.
* The blood spider 'spider squad mini baby swarm' squad's faction was listed as 'Swamp Creatures', replaced this faction with the 'Spiders' faction.
* The blood spider 'spider squad mini swamp' squad's faction was listed as 'Swamp Creatures', replaced this faction with the 'Spiders' faction.

-  Set a few domesticated animals to have no faction importance, now healing and/or fighting them will not affect relations with their associated factions.
* Garru's faction importance value was set to 1, replaced this value with 0.
* Pack Beast's faction importance value was set to 1, replaced this value with 0.
* War Gorillo's faction importance value was set to 1, replaced this value with 0.

- Added a few dialogue conditions to help prevent exploits when selling slaves/turning in bounties.
* Added conditions 'T_MEDC_CARRYING_BOUNTY_ALIVE == 0' and 'T_MEDC_CARRYING_BOUNTY_DEAD == 0' to 'Inquisitor heretic bounty' dialogue.
* Added conditions 'T_MEDC_CARRYING_BOUNTY_ALIVE == 0' and 'T_MEDC_CARRYING_BOUNTY_DEAD == 0' to 'police chief bounty' dialogue.
* Added conditions 'T_MEDC_CARRYING_BOUNTY_ALIVE == 0' and 'T_MEDC_CARRYING_BOUNTY_DEAD == 0' to 'Shek law bounty' dialogue.

- Fixes an issue with the Holy Prisoner Caravan where members of the squad could get stuck when shopping. This is done by removing a part of the AI package that tells the squad to go shopping.
* Created a new AI package 'hang out in a bar no shopping' based off of the AI package 'hang out in a bar' with the following parameters:
Leader AI Goals:Protect Squad[0 24 0]
Patrol hometown (fluff)[0 24 0]
obey the AI package (non urgent)[0 24 0]
Medic (non urgent)[0 24 0]
Slave AI Goals:Follow slavemaster[0 24 0]
* The squad 'Holy Prisoner Caravan' had the AI package 'hang out in a bar', replaced this with 'hang out in a bar no shopping'.

- Fixed the Gurgler Head not using its custom icon image.
* The item, 'Gurgler Head' had 'auto icon image' value set to 'True', changed this value to 'False'.

- Added missing dialogue conditions to trigger correct dialogue for Non-Western Hiver characters.
* Added 'Hive Prince South Hive' and 'Hive Soldier Drone South Hive' to 'Misc biome entry' dialogue.
* Added 'Hive Prince South Hive' to 'Biome arrival bugmaster' dialogue.
* Added 'Hive Prince South Hive' to 'Biome entries Esata world state' dialogue.
* Added 'Hive Prince South Hive' to 'Biome entries Phoenix world state' dialogue.
* Added 'Hive Prince South Hive' to 'Biome entries Tengu world state' dialogue.
* Added 'Hive Prince South Hive' to 'Biome journey to ashlands pt 1' dialogue.
* Added 'Hive Prince South Hive' to 'Caged neighbour pt 1' dialogue.
* Added 'Hive Prince South Hive' to 'Caged neighbour talk to pt 2' dialogue.
* Added 'Hive Prince South Hive' to 'Crazy mongrel reaction' dialogue.
* Added 'Hive Prince South Hive' to 'Dack and quin unlock' dialogue.
* Added 'Hive Prince South Hive' to 'Depressed One Skeleton' dialogue.
* Added 'Hive Prince South Hive' to 'Enslaved hiver ronin' dialogue.
* Added 'Hive Prince South Hive' to 'Finished healing hiver ronin' dialogue.
* Added 'Hive Prince South Hive' to 'First contact shek guard' dialogue.
* Added 'Hive Prince South Hive' to 'Flotsam Talk To' dialogue.
* Added 'Hive Prince South Hive' to 'Forbidden/ drug check holy nation part 2' dialogue.
* Added 'Hive Prince South Hive' to 'Harmothoe trade' dialogue.
* Added 'Hive Prince South Hive' to 'Hiver catches looter' dialogue.
* Added 'Hive Prince South Hive' to 'Hiver ronin attacked by player' dialogue.
* Added 'Hive Prince South Hive' to 'Hiver ronin attacked by someone else' dialogue.
* Added 'Hive Prince South Hive' to 'Hiver ronin job ended' dialogue.
* Added 'Hive Prince South Hive' to 'Hiver ronin loots everything' dialogue.
* Added 'Hive Prince South Hive' to 'Hiver ronin loots weapon' dialogue.
* Added 'Hive Prince South Hive' to 'Hiver ronin shoo' dialogue.
* Added 'Hive Prince South Hive' to 'Hiver witness lockpick' dialogue.
* Added 'Hive Prince South Hive' to 'Imprisoned merc asking for help' dialogue.
* Added 'Hive Prince South Hive' to 'Imprisoned merc' dialogue.
* Added 'Hive Prince South Hive' to 'Junkyard skeleton talk to' dialogue.
* Added 'Hive Prince South Hive' to 'Merc spots intruder' dialogue.
* Added 'Hive Prince South Hive' to 'Miu recruit' dialogue.
* Added 'Hive Prince South Hive' to 'Noble outta my way' dialogue.
* Added 'Hive Prince South Hive' to 'Patritoic bandit sees player base' dialogue.
* Added 'Hive Prince South Hive' to 'Pia healing other' dialogue.
* Added 'Hive Prince South Hive' to 'Picklock attempt hiver ronin slave' dialogue.
* Added 'Hive Prince South Hive' to 'Picklock attempt hiver ronin' dialogue.
* Added 'Hive Prince South Hive' to 'Racist meets player again' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin being healed start' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin betrayed' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin defeats squad' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin finished healing other' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin get up fight' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin get up peace' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin hiver defeats someone' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin hiver starts healing other' dialogue.
* Added 'Hive Prince South Hive' to 'Ronin marked for death' dialogue.
* Added 'Hive Prince South Hive' to 'Savant talk to' dialogue.
* Added 'Hive Prince South Hive' to 'Saved hiver ronin from master' dialogue.
* Added 'Hive Prince South Hive' to 'Shek Warrior Foreigner reactions' dialogue.
* Added 'Hive Prince South Hive' to 'Shek low relations aggressive' dialogue.
* Added 'Hive Prince South Hive' to 'Shek picking fight' dialogue.
* Added 'Hive Prince South Hive' to 'Shek warrior healing other' dialogue.
* Added 'Hive Prince South Hive' to 'Shoo civilian' dialogue.
* Added 'Hive Prince South Hive' to 'Skeleton bandit attack enemy' dialogue.
* Added 'Hive Prince South Hive' to 'Skeleton town oneliners' dialogue.
* Added 'Hive Prince South Hive' to 'Skin bandit sees player' dialogue.
* Added 'Hive Prince South Hive' to 'Slave esc opp hiver ronin' dialogue.
* Added 'Hive Prince South Hive' to 'Starving mugging one line' dialogue.
* Added 'Hive Prince South Hive' to 'Stealing from ronin' dialogue.
* Added 'Hive Prince South Hive' to 'Sundemon witness assault' dialogue.
* Added 'Hive Prince South Hive' to 'Unlocked hiver ronin' dialogue.
* Added 'Hive Prince South Hive' to 'Unlocked ronin hiver slave' dialogue.
* Added 'Hive Prince South Hive' to 'Wandering trader' dialogue.
* Added 'Hive Prince South Hive' to 'armour king see neutral' dialogue.
* Added 'Hive Prince South Hive' to 'assassination failed' dialogue.
* Added 'Hive Prince South Hive' to 'biome - stobes garden' dialogue.
* Added 'Hive Prince South Hive' to 'biome obedience' dialogue.
* Added 'Hive Prince South Hive' to 'biome- howler maze' dialogue.
* Added 'Hive Prince South Hive' to 'biome- venge' dialogue.
* Added 'Hive Prince South Hive' to 'captured - finds fellow prisoner' dialogue.
* Added 'Hive Prince South Hive' to 'captured - meets imprisoner' dialogue.
* Added 'Hive Prince South Hive' to 'fish shouter' dialogue.
* Added 'Hive Prince South Hive' to 'hive shop talk' dialogue.
* Added 'Hive Prince South Hive' to 'hive shopkeep sees' dialogue.
* Added 'Hive Prince South Hive' to 'ronin still has cage' dialogue.
* Added 'Hive Prince South Hive' to 'ronin still has shackles' dialogue.
* Added 'Hive Prince South Hive' to 'ronin unlocked by captor' dialogue.
* Added 'Hive Prince South Hive' to 'shopkeep greet holy' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Biome heng' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Esata disturbed' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Esata spots assault' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Hiver southern attack no-hives' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Holy Nation Greeting' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Holy Nation spots foreign beast' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Holy Nation spots skeleton' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Merc poison gas' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Phoenix sees robot' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Priest sees robot/ beast' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Racist attack patriotic bandits' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Southern hive get up' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Southern hiver generic assault' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Stealing from holy shop guard' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Swamp biome entry' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'Wise one robot' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'You Stop!' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'arrival- cannibal plains' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'biome Holy Nation' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'biome cower' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'crumble jon being healed' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'fish and drugs shout' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'patriot see neutral' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive', 'Hive Worker Drone' and 'Hive Worker Drone South Hive' to 'Cannibal talk to diplomat --Unfinished-- --Needs Handover Action--' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive', 'Hive Worker Drone' and 'Hive Worker Drone South Hive' to 'biome- bonefields' dialogue.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone', 'Hive Worker Drone' and 'Hive Worker Drone South Hive' to 'biome- deadlands' dialogue.
* Added 'Hive Prince' to 'biome vain' dialogue.
* Added 'Hive Prince', 'Hive Prince South Hive', 'Hive Soldier Drone', 'Hive Soldier Drone South Hive', 'Hive Worker Drone' and 'Hive Worker Drone South Hive' to 'Ronin spots player town' dialogue.
* Added 'Hive Worker Drone South Hive' to 'Shek shopkeeper shoo' dialogue.
* Added 'Hive Worker Drone South Hive' to 'biome Floodlands' dialogue.
* Removed 'T_TARGETDC_IS_SAME_RACE_AS_ME == 1-1' from 'Ronin spots player town' dialogue.

- Added missing target race conditions to trigger correct word usage for Hivers.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'FLATSKIN' word swap dialogue package.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'GOD' word swap dialogue package
* Added 'Hive Prince South Hive' to 'RACENAME' word swap dialogue package.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'RACENAMEHIVE' word swap dialogue package.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'RACISTBABBLE' word swap dialogue package.
* Added 'Hive Prince South Hive', 'Hive Soldier Drone South Hive' and 'Hive Worker Drone South Hive' to 'RACISTNAME' word swap dialogue package.

- Removed several dialogue conditions that can cause a bug where dialogue is not said, specifically when freeing slaves or stealing from them.
* Removed condition 'T_TARGETDC_TARGET_IN_TALKING_RANGE == 1' from 'Bought shek from slavery' dialogue.
* Removed condition 'T_TARGETDC_TARGET_IN_TALKING_RANGE == 1' from 'Caught stealing from sundemon' dialogue.
* Removed condition 'T_TARGETDC_TARGET_IN_TALKING_RANGE == 1' from 'Freed from slavery tough' dialogue.
* Removed condition 'T_TARGETDC_TARGET_IN_TALKING_RANGE == 1' from 'Merc thief caught stealing from me' dialogue.
* Removed condition 'T_TARGETDC_TARGET_IN_TALKING_RANGE == 1' from 'Steal from skeleton' dialogue.
* Removed condition 'T_TARGETDC_TARGET_IN_TALKING_RANGE == 1' from 'Stealing from ronin' dialogue.
* Removed condition 'T_TARGETDC_TARGET_IN_TALKING_RANGE == 1' from 'Thug bought me from slavery' dialogue.

- Added missing bounty faction listings to prisoners in Tengu's Vault and a few UC outlaws.
* Added 'United Cities' bounty factions listing to the character 'Espher'.
* Added 'United Cities' bounty factions listing to the character 'Gutterhead'.
* Added 'United Cities' bounty factions listing to the character 'Hex'.
* Added 'United Cities' bounty factions listing to the character 'Luquin'.
* Added 'United Cities' bounty factions listing to the character 'No-Face'.
* Added 'United Cities' bounty factions listing to the character 'Psycho'.
* Added 'United Cities' bounty factions listing to the character 'Screamy'.
* Added 'United Cities' bounty factions listing to the character 'Sinklyde'.
* Added 'United Cities' bounty factions listing to the character 'Yabuta of the Sands'.

- Fixed a noble squad, as there was an additional squad that appears to be a test case that was never removed (see https://kenshi.fandom.com/wiki/Sanda%27s_Noble_Guard?commentId=4400000000000014544 ).
* Removed 'Empire noble guard---' squad from the 'Empire Noble Sanda' squad.

- Corrected several War Campaign listings that had special leaders listed as active when they are dead.
* Removed special leader 'High Inquisitor Seta' from war campaign 'HN Assault (inquisitor seta killed)' ai package.
* Removed special leader 'High Inquisitor Seta' from war campaign 'HN Assault (killed phoenix) valtena alive' ai package.
* Removed special leader 'High Inquisitor Valtena' from war campaign 'HN Assault (Phoenix kidnap) seta alive' ai package.
* Removed special leader 'High Inquisitor Seta' from war campaign 'HN Assault (Phoenix kidnap) valtena alive' ai package.
* Removed special leader 'High Inquisitor Valtena' from war campaign 'HN Assault (ultimate) (trigger1) seta alive' ai package.
* Removed special leader 'High Inquisitor Seta' from war campaign 'HN Assault (ultimate) (trigger1) valtena alive' ai package.
* Removed special leader 'High Inquisitor Valtena' from war campaign 'HN Assault (ultimate) (trigger2) seta alive' ai package.
* Removed special leader 'High Inquisitor Seta' from war campaign 'HN Assault (ultimate) (trigger2) valtena alive' ai package.
* Removed special leaders 'High Inquisitor Seta' and 'High Inquisitor Valtena' from war campaign 'HN Inquisitor Enemy Hunt (trigger) inquisitors dead' ai package.
* Removed special leader 'High Inquisitor Valtena' from war campaign 'HN Inquisitor Enemy Hunt (trigger) seta alive' ai package.
* Removed special leader 'High Inquisitor Seta' from war campaign 'HN Inquisitor Enemy Hunt (trigger) valtena alive' ai package.


Added the following mod:

Title:Spider Factory route fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2431158638

- Fixes the invisible foliage on the 2nd floor of the Spider Factory that characters are unable to move through.
* Merged leveldata from Spider Factory route fix to UPK.
* Increased the 'no-foliage range' general stat to 900 at the 'Spider Factory' town.


Added the following mod:

Title:Swamp Dome Black Flicker Fix
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2417486288

- Fixes the Z fighting in swamp dome buildings by removing a redundant mesh that was causing the bug.
*Removed the 'phs or mesh' value '.\data\buildings\RebelCamp\RebelFBlack_Lower.mesh' from the 'Rebel F BLACK Lower' building.


Added the following mod:

Title:Swamp Turtle FIX
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2237731365

- Corrects the swamp turtle's attack type so it is no longer invisible. This also significantly increases the attack power and reach of the swamp turtle in combat as it is now recognized as an AoE attack.
* Swamp Turtle's combat attack type was set to 'ATTACK_BULL', replaced this value with 'ATTACK_ELEPHANT'.


Added the following mod:

Title:Wandering merc fix: Always able to talk to them!
Link:https://steamcommunity.com/sharedfiles/filedetails/?id=2523899045

- Fixes a bug when attempting to recruit wandering mercenaries, whose leader required a specific trait in order to recruit their group. If the leader did not spawn with this trait, recruitment becomes impossible.
* Removed the condition 'T_MEDC_PERSONALITY_TAB == 1PT_BRAVE' from 'mercenary shop'.


Additional changes made by me:

- Corrected other power-related issues with buildings.
* The building 'Black Market' had a 'power output' of -1, changed this to 0.
* The building 'Dome Ruin' had a 'power output' of -1, changed this to 0.
* The building 'HIVE Door A' had a 'power output' of -1, changed this to 0.
* The building 'HIVE Door B' had a 'power output' of -1, changed this to 0.
* The building 'HIVE Door C' had a 'power output' of -1, changed this to 0.
* The building 'L-House  Lagoon' had a 'power output' of -1, changed this to 0.
* The building 'Market Stall A' had a 'power output' of -1, changed this to 0.
* The building 'Market Stall B' had a 'power output' of -1, changed this to 0.
* The building 'Market Stall C' had a 'power output' of -1, changed this to 0.

- Corrected an issue with the ninja mask where the bonus stealth stat for the armor was not applied due to the armor category it was under. Special thanks to Rye Bread for noticing this issue.
* The armor, 'Ninja Mask' had 'class' value set to 'GEAR_MEDIUM', changed this value to 'GEAR_CLOTH'.

- Added missing dialogue conditions to keep dialogue from triggering when law enforcement for the United Cities or the Shek Kingdom weren't in their building. The Holy Nation already had this implemented in their dialogue.
* Added conditions 'T_MEDC_IN_MY_BUILDING == 1' to 'police chief bounty' dialogue.
* Added conditions 'T_MEDC_IN_MY_BUILDING == 1' to 'Shek law bounty' dialogue.

- Added missing dialogue conditions to keep dialogue from triggering when either a player character is imprisoned, or law enforcement from the United Cities/Shek Kingdom are imprisoned. The Holy Nation already had this implemented in their dialogue.
* Added conditions 'T_MEDC_IS_IMPRISONED == 0' and 'T_TARGETDC_IS_IMPRISONED == 0' to 'police chief bounty' dialogue.
* Added conditions 'T_MEDC_IS_IMPRISONED == 0' and 'T_TARGETDC_IS_IMPRISONED == 0' to 'Shek law bounty' dialogue.

- Added missing dialogue conditions to keep dialogue from triggering when law enforcement wasn't carrying bounties for the United Cities or the Shek Kingdom. The Holy Nation already had this implemented in their dialogue.
* Added conditions 'T_TARGETDC_CARRYING_BOUNTY_ALIVE == 0' and 'T_TARGETDC_CARRYING_BOUNTY_DEAD == 0' to 'police chief bounty' dialogue.
* Added conditions 'T_TARGETDC_CARRYING_BOUNTY_ALIVE == 0' and 'T_TARGETDC_CARRYING_BOUNTY_DEAD == 0' to 'Shek law bounty' dialogue.

- Corrected trigger conditions for a couple lines of dialogue when encountering acid rain.
* Removed 'Hive Prince' player race condition when playing 'Acid rain tough reaction' dialogue, replaced with 'Greenlander' player race.
* Added 'Scorchlander' player race condition when playing 'biome- deadlands' dialogue.

- Corrected a line of dialogue that plays with a human female member in your group when discussing the death of the Phoenix. The reason this fix has been implemented is to differentiate female shek player dialogue from female human dialogue in a way that makes sense in Kenshi lore. This is very experimental, so feel free to provide feedback.
* Changed line of text from 'BECAUSE YOU'RE A HUMAN!' to 'BECAUSE YOU'RE A MAN!' for 'Biome entries Phoenix world state' dialogue.
*  Added 'Greenlander' and 'Scorchlander' player races as conditions when playing 'Biome entries Phoenix world state' dialogue.

- Corrected trigger conditions for dialogue that had incorrect race listings.
* Removed 'Hive Soldier Drone South Hive' from 'biome- howler maze' dialogue.'
* Removed 'Leviathan' player race condition when playing 'Cannibal talk to diplomat --Unfinished-- --Needs Handover Action--' dialogue.
* Removed 'Hive Worker Drone' from 'more bar thugs (dancing skeleton)' dialogue.'
* Added 'Hive Soldier Drone' and 'Hive Soldier Drone South Hive' to 'more bar thugs (dancing skeleton)' dialogue.'

- Corrected trigger conditions for a line of dialogue that didn't categorize scorchlanders as human.
* Removed 'Scorchlander' player race condition when playing 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue 'Bow before the Skele-tons!'.
* Added 'Scorchlander' player race condition when playing 'Tin can spot human attack --UNFINISHED-- (add masked branch)' dialogue 'We will own you, humans! You serve US now!'.

- Added missing dialogue condition for a line of dialogue when dealing with shek shopkeepers as a Scorchlander.
* Added 'Scorchlander' player race as a condition when playing 'Shek shopkeeper shoo' dialogue.

- Created a word swap dialogue package for different races of hivers when describing their skin color, this is to help fix a few issues with dialogue where the only reference was to 'green' hivers. This is very experimental, so feel free to provide feedback.
* Created 'RACEHIVECOLOR' word swap dialogue package with the following parameters:
gray, grey:'Deadhive Prince', 'Deadhive Soldier', 'Deadhive Worker'
green:'Hive Prince', 'Hive Soldier Drone', 'Hive Worker Drone'
pink:'Hive Prince South Hive', 'Hive Soldier Drone South Hive', 'Hive Worker Drone South Hive'
* Changed 'Didn't you learn to stay the fuck out of my town after the last time I kicked your green butt?' to 'Didn't you learn to stay the fuck out of my town after the last time I kicked your /RACEHIVECOLOR/ butt?' for 'Racist meets player again' dialogue.
* Changed 'What.. is... that? A human? A green human?' to 'What.. is... that? A human? A /RACEHIVECOLOR/ human?' for 'Skeleton town oneliners' dialogue.

- Corrected a couple of squad's faction listings.
* Western Hive's 'Hiver Merchant caravan --Not in use--' squad's faction was listed as 'Traders Guild', replaced this faction with the 'Western Hive' faction.
* Drifters 'Recruits list Holy Nation 4' squad's faction had multiple factions listed, removed 'Tech Hunters' faction from squad.

- Fixed a few of the floating market stalls in the Outlands Fishing Village.
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Y: 143.306-->Y: 135.141
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Y: 142.409-->Y: 134.253
* Reset Market Stall A coordinate values to the following, any values not listed were not changed:
Y: 141.587-->Y: 132.773

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