Kenshi

Version 2.7

- 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 2.6

- 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'.

- 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'.

- 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 2.5

- 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 2.4

This update has been cleaned with the stable version of the FCS, removing 1 property from 1 object.

- 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 2.3

- 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.
[/size][/b]* 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'.[/left]

- 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 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 2.2.1

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, due to having two windmills overlapping the same location.

- Repositioned a windmill at World's End that was epositioined in the same location as one added by the mod, World's End Revamp.
* 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 2.2

- 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 2.1

- Changed ownership of the Rebel Base outside of The Hub, as all 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 package 'The Holy Nation' with the following parameters:
relations:Fogmen-100
Skeletons-100
Southern Hive-100
Western Hive-100

Version 2.0

- 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.

- 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 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 1.3.1

Note: 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 '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 item 'Ninja Mask' was renamed by FCS to 'Ninja Zukin', reverted this change.

Version 1.3

- 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 1.2

- Corrected trigger conditions for dialogue lines that had incorrect race listings.
* Added missing 'Hive Prince South Hive' dialogue condition to 'Racist meets player again' dialogue (I'm bringing this over from Shidan's Tweaks & Fixes, because otherwise the dialogue condition and test will not work).
* Added missing 'Hive Prince South Hive' dialogue condition to 'Skeleton town oneliners' dialogue (I'm bringing this over from Shidan's Tweaks & Fixes, because otherwise the dialogue condition and test will not work).

Version 1.1

- Corrected trigger conditions for dialogue that had incorrect race listings.
* Added missing 'Hive Soldier Drone' dialogue condition to 'more bar thugs (dancing skeleton)' dialogue that was overlooked last time.
* Added 'Hive Soldier Drone South Hive' to 'more bar thugs (dancing skeleton)' dialogue (previously this was listed in my notes as being changed by Shidan because I got my edits mixed up, but this is a change I made).

Version 1.0

- 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' 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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