I am still working on this, once again I underestimated how large the same mod I attempted to incorporate last time was and it's going to be a bit longer. I do not want to say when the next update is as I myself am a bit uncertain, I need to go over multiple grammar fixes I myself have made to make sure things are consistent. I do apologize for the delay, this is my screw up.
Thank you for a fantastic mod! I've gone through the comments and changelogs on both here and Steam but I couldn't find anything regarding a bug with the Composite Runners tech, where it reportedly reduces turret damage instead of increasing it. What are your thoughts on this bug, and would you consider Composite Runners Fix worth integrating? I could just install it alongside yours, but I figured I'd ask before I added another mod to my load order.
I've looked at the Composite Runner Fix before via an older Steam mod here. From what I've been told when asking other modders it supposedly has been fixed in the default game, but there was no documentation on it officially being resolved (though this has happened before). If you want to use Composite Runners Fix it should be compatible with the UPK, I'm fine looking into it again to try and confirm if it's actually resolved.
Thanks for your answer GE0DZ, I forgot to say I ran into similar ambiguous information as to whether it was already fixed or not, which is the main reason I was hesitant to install it. I really appreciate you looking into it.
Just wanted to follow up and let you know I went ahead and implemented the fix in this mod, mostly because I couldn't confirm if the issue was actually resolved. There is another update in relation to it I should hopefully have out soon that will fix an additional issue with mounted crossbows using the same tech upgrades. If you want to check out that fix until I have it included you can find it here.
So it turns out that, yes, the bug still exists. FrankieWuzHere confirmed it when he was testing the bug in Kenshi. Fortunately that part was fixed in the UPK already.
Here's the bad news, Frankie also confirmed there is another bug with Composite Runners. When loading a save game, the Composite Runner upgrade that's already been researched isn't being applied. This means that all Composite Runner fix mods currently do not actually change anything in-game once you save and reload (more info here).
The good news is Frankie has already released a new Composite Runners bugfix that resolves both issues, as well as the missing upgrade issue for mounted wall turrets. You can download the mod here. Frankie has already given me permission to include this mod in the UPK, so the next update will also resolve this as well. The only cavate to this though is I don't know how it will affect existing saves yet, as it removes the Composite Runner research completely in favor of a more modified Crossbow Turret Strings research. Most likely it shouldn't be an issue since Composite Runner's wasn't even really being applied to save games, but I figured I'd better mention this just in case.
Hi, I noticed this mod fixed some things related to AI interaction with beds, do you happen to know/noticed a recurring bug that makes enemies aggro and keep attacking people in bed without doing damage so they're stuck until they wake up?
I just lost a save because of it and Alt+F4'ed
To summarize, I had 2 people in bed in open field, they aggroed after winning the battle and kept attacking without damaging, so they never left the spot so I could recover.
Unfortunately I don't know of an exact fix for that issue. There are AI packages that let characters respond to hostiles, but depending on how injured they are or other variables like being in a bed the AI sometimes doesn't work quite right. There probably are a couple of AI packages that may help fix some of that, but I'll have to play around with them a bit to figure out which ones.
Someone I think over on Steam did find a current bug with the Rescue AI module in my mod, I'll double check to see if maybe that's related when I go to implement it.
It's been a few months since another user told you about a problem with Grayflayer Village's buildings being empty and the gate being locked. If the update's going to take longer, can you tell us about the bugfix you implemented? I'm guessing this is mostly a matter of adding item spawns and bar spawns from the Swampers faction to the Grayflayers faction, but how did you fix the gate? Thanks in advance.
What it looks like happened is the vanilla game uses a template for Swamper Villages to generate most of them, this template didn't rely on adding info to each village as it was auto-generated by the game. Then the devs would add info based on what was needed. This seems to be somewhat reliant on the ownership of the villages being Swamper, so when I changed the ownership to Grayflayers it broke that default template from being able to generate the village correctly.
What I did was I looked at some of the other villages in the Swamp, and found a few of them did have info added to their templates. This was likely to make sure any modifications didn't break what was supposed to generate in those villages. So I went ahead and added a couple of squad packages to the Grayflayer Village based off of what I saw with similar villages and what I could find on the Kenshi wiki to force the game to generate the correct squads. One of the missing squad groups was a swamper gate guards group, which the moment that was added fixed the gate as well.
Edit: Adding a screenshot to show kind of what I'm describing. The blue text on your left means values are edited, the green text on your right means values are added. https://www.nexusmods.com/kenshi/images/305
It's been a bit, but I think that was just because I noticed some grass/plant clipping when I started looking at bugfixing the village. Probably documented it somewhere but I'll make sure to double check before release that that was the case.
Edit: Yup, there was lots of foliage next to the farms that I thought looked kind of bad, so I just added a small no-foliage range value to help clean things up a bit.
Another bug for consideration: Saw some Samurai guards breaking down the door of a noble's house in... I think it was the slave market south of Heng... feel like this wasn't the first time this has happened either
Was happening at night so I assume the guard wanted to go to bed I'm fairly sure this is a vanilla behavior as I vaguely remember seeing this happen when I played 2 years ago too
Here's another potential inclusion: https://steamcommunity.com/sharedfiles/filedetails/?id=2405404519
Also I always wondered if this was addressed in an official patch or not: https://www.nexusmods.com/kenshi/mods/444 "yh I've been meaning to try to bring this up again on the forums for a while. Cut efficiency should be applied dead last in the damage calculations so that only the percentage of the cut damage you actually take is dealt as stun."
I've reached out to Endless Serpent a while back, unfortunately I never heard from them as they seem to be Offline these days. Since this is a community patch effort in many ways, I feel it's appropriate to receive permission first before implementing a fix. Their mod is 100% compatible though, highly recommended!
As for No Cut Efficiency, my understanding is that's a bug with Kenshi's game engine itself. Lyston's mod attempts to fix it within the limitations of what we as modders are capable of, but in the end it's still a broken mechanic. I think BFrizzleforShizzle has been trying to fix it via RE_Kenshi if you want to give that a try. It functions a lot like the Toy Box mod for Owlcat's games.
I considered adding Re Kenshi but it seemed like it'd be a little too much hassle to get it working with everything else I downloaded :-P
But the mercenary one... idk... you might add it to one of your recommended lists if you can't get permission to include it directly? I'd've never known about it if I hadn't stumbled across a mention of it on the wiki as a known bugfix
Something I'd like to see; when I'm training up a new character in Rebirth - I make the place my own. I completely take over. Its a minor annoyance but when I reorganize the slaves and put them all in one building so I can watch over them until the eventual escape - the act of knocking them out and putting them in a different cage seems to break their AI such that freeing them... they will no longer do or say anything... I guess they think I'm their captor now? Would be nice if the escape sequence still worked, but I made a little workaround mod that just disables a couple checks in the standard "slavejoin" dialogue and that lets me recruit them directly now. The random patrols that get captured by the gate guards tho... those hate my guts even tho I just moved them around like the original slaves :S No faction loss, just instantly hostile upon being freed.
Oh and the guards enslaving their own people while humorous should probably be considered a bug too. Eg all the non-respawning sentinels and slavers are now slaves at the hands of their own people in my game :-P Oddly, it seems that the gate guards lack the AI package to enslave like the non-respawning guards have... no I take that back... they enslave those random patrol squads just fine but they don't enslave their own... could be something useful there if you could compare the two AI packages, tho neither group will free their comrades
I can take a look at the dialogue package and AI behavior, no promises though as Kenshi's AI capabilities are a bit broken at times. I tried making a separate mod a while back that, in theory should have worked, but due to how the AI responded there was no way to actually get it working correctly.
I couldn't figure out where in my save the slaves were "remembering" me picking them up and putting them in a different cage, but if you know where that action lives in the files - the first part could be as simple as "If you are already a slave, then no hard feelings about being put in a cage" Otherwise ya, it could be hard to track down why the slave AI just goes catatonic like that.
Thinking about it more... it's probably something like: "If put in cage, then go hostile towards captor." but these NPCs seem to have a "Never Hostile" flag or something and the conflict between the two directives is probably what results in the catatonic behavior.
I'm going through your credits list, checking against mods I had installed, will update as I go but I noticed that your [Shinobi Thieves coexist] looks to be very similar to one I had but might've gone about fixing the same issue differently: Fix Relations Shinobi
Oh and if you want it, feel free to use my Move Rebel Farmer HQ to Sho-Battai just with the caveat that I never got around to fully testing it.
But ya, this mod looks to free up from my mod list: Fix Relations Shinobi, Foodcube_is_a_Lie, Flotsam Ninja Dialogue Fix, Limb icons FiX, Distant Towns, Shidan's Tweaks & Fixes, FishingVillageEast, Craft every vanilla armor
I appreciate the offer! Not planning on incorporating anything else into the next update while I try to finalize it, but I'll take a look once this one's released.
Yeah the Shinobi Thieves fix is a different one from what I remember (did look at Fix Relations Shinobi a while back). I could be completely wrong on this as it's been a while, but Shinobi Thieves coexist just adds the coexistence flag to a lot of factions for the Great Desert that the Shinobi Thieves may interact with. Fix Relations Shinobi I think changes relationship values so that they are considered to be "friends" with some of the other factions.
The Western Hive ends up causing issues in Flats Lagoon, because if the bar fills up then the Shopping part of their "Hang out in a Bar" AI package kicks in and they choose to knock down shop doors. This happens often with other wandering squads that have that package who show up to town at night, or reset AI on game load. Changing the hours from 0 24 to 8 20 fixed it for me.
Currently this mod adjusts their schedule to [6 23]. This is based on when most shops open. If there's still an issue I'm willing to look into it again to adjust their hours further.
So there's a issue when a npc rescue another downed npc and put him in the bed, this injured npc will stay there forever and never wake up, I went in FCS and created the ai task"get out of bed when healed" and put in ai package "addon- rescue squad" and now they leave the bed accordingly, did this because the thieves guiuld in the hub keep leaving town to do some combat to bonedogs and other bandits parties tha wander near the tower, and the trader almost died, this never ocurred in vanilla
Interesting, I guess it doesn't happen all the time as usually the default AI behavior works. I'll look into adding it in for this next update as a bugfix for the UPK. Thanks for the report!
I'm having issues with the grayflayer village buildings being empty of any furniture except for the main building. Ive tested importing my savegame with the mod both at the bottom and top.
The fix I've implemented also fixes the gate issue as well from what testing I've done. Weird that it does that, I'll have to experiment more on my end probably with a test mod.
64 comments
I am still working on this, once again I underestimated how large the same mod I attempted to incorporate last time was and it's going to be a bit longer. I do not want to say when the next update is as I myself am a bit uncertain, I need to go over multiple grammar fixes I myself have made to make sure things are consistent. I do apologize for the delay, this is my screw up.
Also, I have updated my Recommended Performance Improvement Mods with a new addition, Vulkan Based Rendering for Kenshi. I highly recommend checking it out as it looks promising for once again improving Kenshi's performance, though please be aware it is still very much a WIP.
I've looked at the Composite Runner Fix before via an older Steam mod here. From what I've been told when asking other modders it supposedly has been fixed in the default game, but there was no documentation on it officially being resolved (though this has happened before). If you want to use Composite Runners Fix it should be compatible with the UPK, I'm fine looking into it again to try and confirm if it's actually resolved.
So it turns out that, yes, the bug still exists. FrankieWuzHere confirmed it when he was testing the bug in Kenshi. Fortunately that part was fixed in the UPK already.
Here's the bad news, Frankie also confirmed there is another bug with Composite Runners. When loading a save game, the Composite Runner upgrade that's already been researched isn't being applied. This means that all Composite Runner fix mods currently do not actually change anything in-game once you save and reload (more info here).
The good news is Frankie has already released a new Composite Runners bugfix that resolves both issues, as well as the missing upgrade issue for mounted wall turrets. You can download the mod here. Frankie has already given me permission to include this mod in the UPK, so the next update will also resolve this as well. The only cavate to this though is I don't know how it will affect existing saves yet, as it removes the Composite Runner research completely in favor of a more modified Crossbow Turret Strings research. Most likely it shouldn't be an issue since Composite Runner's wasn't even really being applied to save games, but I figured I'd better mention this just in case.
I just lost a save because of it and Alt+F4'ed
To summarize, I had 2 people in bed in open field, they aggroed after winning the battle and kept attacking without damaging, so they never left the spot so I could recover.
Someone I think over on Steam did find a current bug with the Rescue AI module in my mod, I'll double check to see if maybe that's related when I go to implement it.
What I did was I looked at some of the other villages in the Swamp, and found a few of them did have info added to their templates. This was likely to make sure any modifications didn't break what was supposed to generate in those villages. So I went ahead and added a couple of squad packages to the Grayflayer Village based off of what I saw with similar villages and what I could find on the Kenshi wiki to force the game to generate the correct squads. One of the missing squad groups was a swamper gate guards group, which the moment that was added fixed the gate as well.
Edit: Adding a screenshot to show kind of what I'm describing. The blue text on your left means values are edited, the green text on your right means values are added.
https://www.nexusmods.com/kenshi/images/305
I'm assuming that change to "no-foliage range" is a new thing for the next update?
Edit: Yup, there was lots of foliage next to the farms that I thought looked kind of bad, so I just added a small no-foliage range value to help clean things up a bit.
I'm fairly sure this is a vanilla behavior as I vaguely remember seeing this happen when I played 2 years ago too
https://steamcommunity.com/sharedfiles/filedetails/?id=2405404519
Also I always wondered if this was addressed in an official patch or not:
https://www.nexusmods.com/kenshi/mods/444
"yh I've been meaning to try to bring this up again on the forums for a while. Cut efficiency should be applied dead last in the damage calculations so that only the percentage of the cut damage you actually take is dealt as stun."
As for No Cut Efficiency, my understanding is that's a bug with Kenshi's game engine itself. Lyston's mod attempts to fix it within the limitations of what we as modders are capable of, but in the end it's still a broken mechanic. I think BFrizzleforShizzle has been trying to fix it via RE_Kenshi if you want to give that a try. It functions a lot like the Toy Box mod for Owlcat's games.
But the mercenary one... idk... you might add it to one of your recommended lists if you can't get permission to include it directly?
I'd've never known about it if I hadn't stumbled across a mention of it on the wiki as a known bugfix
Oh and the guards enslaving their own people while humorous should probably be considered a bug too. Eg all the non-respawning sentinels and slavers are now slaves at the hands of their own people in my game :-P
Oddly, it seems that the gate guards lack the AI package to enslave like the non-respawning guards have... no I take that back... they enslave those random patrol squads just fine but they don't enslave their own... could be something useful there if you could compare the two AI packages, tho neither group will free their comrades
Otherwise ya, it could be hard to track down why the slave AI just goes catatonic like that.
Either way, thanks again for your work.
[Shinobi Thieves coexist] looks to be very similar to one I had but might've gone about fixing the same issue differently: Fix Relations Shinobi
Oh and if you want it, feel free to use my Move Rebel Farmer HQ to Sho-Battai just with the caveat that I never got around to fully testing it.
But ya, this mod looks to free up from my mod list: Fix Relations Shinobi, Foodcube_is_a_Lie, Flotsam Ninja Dialogue Fix, Limb icons FiX, Distant Towns, Shidan's Tweaks & Fixes, FishingVillageEast, Craft every vanilla armor
Hmmm is No more war in Flats Lagoon covered by your mod?
Yeah the Shinobi Thieves fix is a different one from what I remember (did look at Fix Relations Shinobi a while back). I could be completely wrong on this as it's been a while, but Shinobi Thieves coexist just adds the coexistence flag to a lot of factions for the Great Desert that the Shinobi Thieves may interact with. Fix Relations Shinobi I think changes relationship values so that they are considered to be "friends" with some of the other factions.
No more war in Flats Lagoon is not covered yet.
Do you use any other mods besides this one?