Not sure if this is still being supported/replied to, but the mod is loaded, and no building has an option to upgrade or downgrade. Is this deprecated?
Hello! I'm really enjoying the mod, but recently I upgraded a small shack into a watchtower, but it doesn't seem like anyone in my squad can ascend the tower. When scaling up to higher floors and clicking a position to travel to, they just run to the nearest equivalent point on the ground floor.
As it happens, the buildings there are regular buildings that can be transformed by this mod. Sadly, you cannot buy buildings from a hostile faction to begin with. As a workaround, i put 2 files in miscleanous that allow the player to claim the place by killing the gurglar boss in the lab. It is basically a mini world change mod that mimic reactive world (mod) to trigger the land claim.
You can either chose the file that grant you direct control (ruins become a player owned base), or the one that give the ruins to a new faction you buy the buildings from (they also bring a few traders and guards). WIth this file, you can always kill the Dunman located in the town to claim the place and trigger another world change, if you change your mind later on. In the end, just chose one of those two files to be able to steal the land from the gurglar and claim it for yourself, or the Duns (with the option to get it later). Make sure the gurglar king is dead (take his head).
Yes, its possible. Concerning the upgrade path it was just an arbitrary decision. As long as it is a preexisting building (vanilla or modded), anything can be upgraded into whatever suits the player. Even vanilla assets can be upgraded into modded constructions and vice versa. It is the same for things like wells, machinery, forges etc etc. Any alteration of this type could be made on the fly and published if it wasnt for the permission and rules. It took me a minute to find the proper buildings and ajust the upgrade tree, its very simple to mod when you know what you are looking for. Tbh, it doesnt even modify any assets form his mod, but instead, add new rules in addition to his that acts like overrides. I made dozen of mods i will never publish for that reason, since they are mods of mods (firearms, buildings, technologies, races etc). That being said, am not really sure how the nexus would consider this technicality, so am just covering my account by waiting for stilldoll's answer. Sorry about that, even i admit that something so simple that doesn't directly alter his mod shouldn't require an authorization, but who knows^^.
Yea, I can understand that. I've started to play around a little with the editor myself now, though a couple of things I haven't been able to figure out...
What I would like to see are some upgraded armor pieces for instance, that combines a couple of the armor types... Sort of like how the Ashland hat is a hat and goggles combined... I would like to combine an Iron Hat and Gas Mask for instance... The Samurai cloth pants goes straight from cloth to Plate, I would like to make a Dark leather Option... Things like that..
And of course, a Skeleton overhaul... They are robots, should be starting with removable Skeleton only limbs, like how the Hivers have only hive fitting parts... Skeleton PHYSICAL bonuses based on said skeleton only limbs, while the MENTAL bonus are all dependent on the AI model... Then have the ability to craft a Generic Torso, and AI Model to make a limbless Skeleton, of which you would then add desired limbs to. For the basics anyways..
Unfortunately, combining two head pieces together like the Mask and hat, would probably require model editing of some kind, that I am definitely not ready to do... *Sigh*
Any chance of swamp platform upgrades? I would like to be able to build something like the city platform in Lagoons...
There is 2 ways to combine headpieces the way you want. One you can find in the "Wear your hats with everything. (Gas masks and smaller hats for belt slots)" Mod. This mod works by making a duplicate of the armor piece he wanted (in this case hats) and assigned it the propriety" belt slot" instead of "head slot". This simple but effective way allow you to combine any headpieces (or whatever) you want on the fly.
The other way is indeed to merge the 2 items together trough a software like blender. To be honest its not very complicated, you import the files, then you should be able to manipulate the meshes with your mouse and keyboard (volume that form the item shape) the way you like, and combine multiple ones together to form one big item. I used it myself to edit several armors, guns and to make a skeleton soldier attached to a hummer truck mesh i downloaded online during one of my multiple retarded attempts to make a vehicle mod (i created a monster). Feel free to give it a try if you have the time, blender is free ^^.
Concerning the skeleton, i believe the issue is actually spawning creatures out of thin air. I don't know if its possible to make a building like a forge than can spawn living creatures. It's the reason why we don't have animal husbandry yet (or maybe we do, didn't pay attention to recent mods). I wanted to craft my own iron spiders ^^. For the skeletton limbs, yes, its just a matter of merchant inventories. You can easily edit the list with the tool. You can also use the same method to distribute weapons and other stuff to npcs, guards and raiders by adding them to inventories (for instance for the gun_manufacturer mod).
Btw, i added the swamp buildings you asked for, and made a file to integrate those in the vanilla tech tree. Have fun
Oh YES! I gotta try em out... Was just about to Ask how to add the building Blueprints (Fully stocked buildings) to the build tree... From the Shift+F12 Menu, you can change buildings into a different blueprint, say Slavers building with full set of Cages... Is that building somewhere that can be specified as a tech upgrade? So I could buy a house in the town, and Instantly upgrade it to a building ready for slaves, or full of batteries....
As for Animal Husbandry, yes, apparently you can... Both the Goat and Cattle Mods, thus I'm assuming his Chicken mod... Can do it. It looks like it is done via the Chat, or what I will refer to as Triggers (Yea, the old MUDder in me..), which I haven't played with just yet From my brief glance it looks like it uses a console command to summon if conditions are met, thus milking the cow using the bell, recieving milk and faction or breeding... (So like the mod that gives you a starting Skelly with no limbs, you can Craft(Summon), thus summoning a limbless skelly, but likely will require an NPC to do it with. But I have been playing with the Editor, and been going through all the AI Functions, as they can be assigned to Squads, thus your Leader, Squad members, and their slaves... Which can make for additional automation. Also played with the UI a hair, adding the Import option to the popup menu when you hit escape... Trying like CRAZY to find the dang AI Control Tab settings, so I can Add more in game settings to it, frusterating the crap outa me.
Really frustrates me.. The more I play with it, the More I realize just how half assed the game is done. I would actually consider this game to be Alpha state, not finished product...
I really hope they Get things together, and instead of just doing partial bug fixes as they work on Kenshi 2 in the Unreal Engine.. That they instead FINISH Kenshi by Re-Encoding it to the Unreal Engine like others are doing, especially since they are alrdy transfering the assets from Kenshi 1 to it for Kenshi 2, and then after they Finish it, they can finish up Kenshi 2 as a DLC, and Opening up the posiblilities of Multiple DLC's... *sigh* Sorry, Rant over..
Yes, i believe this game grew over the years beyond what the creator initially imagined. As a result, a lot of elements seems to have been "patched in", while a lot of content are not easy to modify (touch something, everything collapse). Hence the crashes, the awefull memory management and all the weird stuff that happen when you start modding the game. That being said, i believe the creator is aware of this, and that may be why he decided to recreate the game from scratch on a better engine, now that the concept is well tailored.
I believe the fact that we don't have access to the source codes doesn't really help the community to alter the game in dept, fix some other stuff, or to simply add new concepts in it, the way the community is able to do with Skyrim... or to simply unpack assets, add sounds and recompile the game assets. A more friendly engine might help to circumvent the problem moders and developers encountered using this obscure engine (for instance transport animals like the cage beast being completely scrapped from the game, very limited world stage mechanic or the complete lack of trade system/economy).
After all, initially, it started as an exploration sandbox game and ended up as a "Rise to power" game (From solo RPG to leader of a faction). This game could be so much more, just see what is possible with Rimworld and all the crazy mods and insane depth, to the point you start with a spear, and can then build a space ship to do planet hopper. For kenshi, the engine is way too clunky to even add basic concepts if it doesn't rely on already existing stuff. Kenshi 2 sounds very promising since kenshi 1 despite all its engine related issues still manages to be a great game with crazy stuff.
Yea. What I read, is that they cut a bunch out in order to finish it. So I think it was originally planned to have a broader scope then it does. Which again, I would like them to actually finish it...
But anyways...
I found how he is doing the breeding.. He is using the dialog system to trigger Campaigns with "New Squads (Babies)"... Which looks rather interesting.. The Dialog system is quite a frustrating thing as well.. *sigh*
I found that the Moor_C house is a combination of three buildings... Old Small Shack, Old House C, and Moor Tower... Not sure how to transform that... Had a brief idea of trying to use the newer looking parts of the Small Shack for it, but I haven't figured out the (Parts) system at all.. *grumbles* There were a couple other Moor buildings that were combos as well...
Yea, I thought about using the Hat Belt mod... But.. You can only use one item in the belt slot, thus restricting all belt items, and you can then use various hats that don't mesh well.. I would rather merge the stuff that go well together... Well, ACTUALLY, what I would LIKE to do is, make new armor slots... Hat, Face, Chest, Stomach, ect.. Go full Piecemeal.. Was thinking of a way to take away the inventory slot, replace it with additional buttons like the Limbs and backpack buttons, for said expanded equipment slots.. Hell, they even have unused slots for gloves and shit... Boat parts that aren't in use... *GERR* I might attempt to do some UI editing.. But my last attempt, I was able to add the missing Import button to the popup menu, but it didn't function, even though it had the same activation as the main menu... *sigh*
You might want to have a look at dark ui mod https://www.nexusmods.com/kenshi/mods/253 to see how they handle the ui editting. I remember some time ago the game recieved a patch but you couldnt access the new functions before they updated this mod, since the old UI was actively hiding the new options (related to import export). On the paper, it should then only be a matter of setting the right property to the item to match the item slot.
That being said, i believe a workaround would be to reduce the slots a new item is using to squeeze multiple ones, the same way you can carry 2 blades in the same slot when the iventory model doesnt take 2 rows. I remmeber doing it to be able to carry 2 moded weapons and to resize food items, but i never tried it for armor pieces now that i think about it. The size (inventory squares 4x6 8 x1 etc etc) can be altered directly in the properties of the item. This way, you might be able to, lets say carry 1 set of glasses, one hat, one mask and a belt if you make 1x1 versions of them. Then you just create a tech, or tie them to an existing research (for instance, the one that grant the original item) to have them appear in the game.
That being said, it does work for the backpack slot, so nothing stops you from creating multiple small backpack type items if the previous workaround doesnt work. Backpack items can have properties too. You could even use the helmet as some limited ammo carrier =).
I put the file as an optional in the download section. If you have Stilldoll's Mod in your load order as usual, just make sure town building upgrade and town building patch (the optional) are loader after in the list. The swamp file is just the tech, so its fine as long as it come after town buildings.
I bought a stormhouse in Hub and it has no upgrade option, so I built a small shack near my mining area by Hub and it also has no upgrade option. Is there a research requirement to unlock the upgrades? I'm only at tech 3 right now if that helps
I checked and the stormhouse I bought in Hub is one of the "old stormhouses" so that explains that issue, but still not able to upgrade my small shack that I built myself to a watchtower
Yes, you are only able to upgrade into a building if you already have the technology to make this building. This mod will not bypass the proper tech development, only allow you to evolve a settlement organically, or to transform a property you own in a faction town into another type of building. If i'm not mistaken, to make a watchtower, you will need to research the "Large Building Shells technology". Your engineers will of course take from your resource storage the materials needed to cover the difference between the old building, and the new one.
I bought 4 Shacks and 3 Storm-houses. 2 Buildings in 3 Cities, and 1 in a 4th City with another character sav file, but none of them could be Up or Downgraded. The Mod did work for Buildings in my base though, so thank you for that! I'll run more tests later since I'd really like to Upgrade one shack in one city at least
This is strange. As ou can see from the 1rst screenshot, i was able to transform a stormhouse into a snailhouse and a shack into a watchtower in "The Hub" (the unfinished ones in the middle). The other ones are in my base. That being said, i noticed that one of the buildings wasnt upgradable because it wasnt called "stormhouse" but "old stormhouse", making it a different building. I will make more tests when i have the time (work), see if "regular buildings" are a rarity in cities (worth making a parallel tree or not). In the meantime, check the names of the buildings you bought, if its the regular ones or not. Thank you for your feedback.
Sorry for the late reply. So, I believe it's working properly. The issue was with a feature I had active. "Instant Construction". Because of that, when I up or downgraded a building, it would just stay a framework and my people could not finish building it. I'm currently working on a HK-47 Recruit mod, and craftable lightsabers mod. This weekend I'll mess with houseformer more.
33 comments
Try putting the file last in your mod order.
Did you check if you had the proper technology level to unlock the upgrades? You can only upgrade with the right research.
You can either chose the file that grant you direct control (ruins become a player owned base), or the one that give the ruins to a new faction you buy the buildings from (they also bring a few traders and guards). WIth this file, you can always kill the Dunman located in the town to claim the place and trigger another world change, if you change your mind later on. In the end, just chose one of those two files to be able to steal the land from the gurglar and claim it for yourself, or the Duns (with the option to get it later). Make sure the gurglar king is dead (take his head).
Could you add a patch to upgrade the houses to the slave versions of the Players Slavery mod?
Thanks
I am itching with anticipation!
Any way to alter the upgrade path? Some of them seem like odd upgrade paths.
Ohh, man... Speaking of Stilldoll.. I would love an option to upgrade something into a barn/farm fence to put his animals into...
It is the same for things like wells, machinery, forges etc etc. Any alteration of this type could be made on the fly and published if it wasnt for the permission and rules. It took me a minute to find the proper buildings and ajust the upgrade tree, its very simple to mod when you know what you are looking for. Tbh, it doesnt even modify any assets form his mod, but instead, add new rules in addition to his that acts like overrides.
I made dozen of mods i will never publish for that reason, since they are mods of mods (firearms, buildings, technologies, races etc).
That being said, am not really sure how the nexus would consider this technicality, so am just covering my account by waiting for stilldoll's answer. Sorry about that, even i admit that something so simple that doesn't directly alter his mod shouldn't require an authorization, but who knows^^.
What I would like to see are some upgraded armor pieces for instance, that combines a couple of the armor types... Sort of like how the Ashland hat is a hat and goggles combined... I would like to combine an Iron Hat and Gas Mask for instance... The Samurai cloth pants goes straight from cloth to Plate, I would like to make a Dark leather Option... Things like that..
And of course, a Skeleton overhaul... They are robots, should be starting with removable Skeleton only limbs, like how the Hivers have only hive fitting parts... Skeleton PHYSICAL bonuses based on said skeleton only limbs, while the MENTAL bonus are all dependent on the AI model... Then have the ability to craft a Generic Torso, and AI Model to make a limbless Skeleton, of which you would then add desired limbs to. For the basics anyways..
Unfortunately, combining two head pieces together like the Mask and hat, would probably require model editing of some kind, that I am definitely not ready to do... *Sigh*
Any chance of swamp platform upgrades? I would like to be able to build something like the city platform in Lagoons...
The other way is indeed to merge the 2 items together trough a software like blender. To be honest its not very complicated, you import the files, then you should be able to manipulate the meshes with your mouse and keyboard (volume that form the item shape) the way you like, and combine multiple ones together to form one big item. I used it myself to edit several armors, guns and to make a skeleton soldier attached to a hummer truck mesh i downloaded online during one of my multiple retarded attempts to make a vehicle mod (i created a monster). Feel free to give it a try if you have the time, blender is free ^^.
Concerning the skeleton, i believe the issue is actually spawning creatures out of thin air. I don't know if its possible to make a building like a forge than can spawn living creatures. It's the reason why we don't have animal husbandry yet (or maybe we do, didn't pay attention to recent mods).
I wanted to craft my own iron spiders ^^. For the skeletton limbs, yes, its just a matter of merchant inventories. You can easily edit the list with the tool. You can also use the same method to distribute weapons and other stuff to npcs, guards and raiders by adding them to inventories (for instance for the gun_manufacturer mod).
Btw, i added the swamp buildings you asked for, and made a file to integrate those in the vanilla tech tree. Have fun
As for Animal Husbandry, yes, apparently you can... Both the Goat and Cattle Mods, thus I'm assuming his Chicken mod... Can do it. It looks like it is done via the Chat, or what I will refer to as Triggers (Yea, the old MUDder in me..), which I haven't played with just yet From my brief glance it looks like it uses a console command to summon if conditions are met, thus milking the cow using the bell, recieving milk and faction or breeding... (So like the mod that gives you a starting Skelly with no limbs, you can Craft(Summon), thus summoning a limbless skelly, but likely will require an NPC to do it with. But I have been playing with the Editor, and been going through all the AI Functions, as they can be assigned to Squads, thus your Leader, Squad members, and their slaves... Which can make for additional automation. Also played with the UI a hair, adding the Import option to the popup menu when you hit escape... Trying like CRAZY to find the dang AI Control Tab settings, so I can Add more in game settings to it, frusterating the crap outa me.
I really hope they Get things together, and instead of just doing partial bug fixes as they work on Kenshi 2 in the Unreal Engine.. That they instead FINISH Kenshi by Re-Encoding it to the Unreal Engine like others are doing, especially since they are alrdy transfering the assets from Kenshi 1 to it for Kenshi 2, and then after they Finish it, they can finish up Kenshi 2 as a DLC, and Opening up the posiblilities of Multiple DLC's... *sigh* Sorry, Rant over..
As a result, a lot of elements seems to have been "patched in", while a lot of content are not easy to modify (touch something, everything collapse).
Hence the crashes, the awefull memory management and all the weird stuff that happen when you start modding the game.
That being said, i believe the creator is aware of this, and that may be why he decided to recreate the game from scratch on a better engine, now that the concept is well tailored.
I believe the fact that we don't have access to the source codes doesn't really help the community to alter the game in dept, fix some other stuff, or to simply add new concepts in it, the way the community is able to do with Skyrim... or to simply unpack assets, add sounds and recompile the game assets.
A more friendly engine might help to circumvent the problem moders and developers encountered using this obscure engine (for instance transport animals like the cage beast being completely scrapped from the game, very limited world stage mechanic or the complete lack of trade system/economy).
After all, initially, it started as an exploration sandbox game and ended up as a "Rise to power" game (From solo RPG to leader of a faction). This game could be so much more, just see what is possible with Rimworld and all the crazy mods and insane depth, to the point you start with a spear, and can then build a space ship to do planet hopper. For kenshi, the engine is way too clunky to even add basic concepts if it doesn't rely on already existing stuff.
Kenshi 2 sounds very promising since kenshi 1 despite all its engine related issues still manages to be a great game with crazy stuff.
But anyways...
I found how he is doing the breeding.. He is using the dialog system to trigger Campaigns with "New Squads (Babies)"... Which looks rather interesting.. The Dialog system is quite a frustrating thing as well.. *sigh*
I found that the Moor_C house is a combination of three buildings... Old Small Shack, Old House C, and Moor Tower... Not sure how to transform that... Had a brief idea of trying to use the newer looking parts of the Small Shack for it, but I haven't figured out the (Parts) system at all.. *grumbles* There were a couple other Moor buildings that were combos as well...
Yea, I thought about using the Hat Belt mod... But.. You can only use one item in the belt slot, thus restricting all belt items, and you can then use various hats that don't mesh well.. I would rather merge the stuff that go well together... Well, ACTUALLY, what I would LIKE to do is, make new armor slots... Hat, Face, Chest, Stomach, ect.. Go full Piecemeal.. Was thinking of a way to take away the inventory slot, replace it with additional buttons like the Limbs and backpack buttons, for said expanded equipment slots.. Hell, they even have unused slots for gloves and shit... Boat parts that aren't in use... *GERR* I might attempt to do some UI editing.. But my last attempt, I was able to add the missing Import button to the popup menu, but it didn't function, even though it had the same activation as the main menu... *sigh*
I remember some time ago the game recieved a patch but you couldnt access the new functions before they updated this mod, since the old UI was actively hiding the new options (related to import export). On the paper, it should then only be a matter of setting the right property to the item to match the item slot.
That being said, i believe a workaround would be to reduce the slots a new item is using to squeeze multiple ones, the same way you can carry 2 blades in the same slot when the iventory model doesnt take 2 rows. I remmeber doing it to be able to carry 2 moded weapons and to resize food items, but i never tried it for armor pieces now that i think about it. The size (inventory squares 4x6 8 x1 etc etc) can be altered directly in the properties of the item. This way, you might be able to, lets say carry 1 set of glasses, one hat, one mask and a belt if you make 1x1 versions of them. Then you just create a tech, or tie them to an existing research (for instance, the one that grant the original item) to have them appear in the game.
That being said, it does work for the backpack slot, so nothing stops you from creating multiple small backpack type items if the previous workaround doesnt work. Backpack items can have properties too. You could even use the helmet as some limited ammo carrier =).
If you copied the mod and called it your own there would be a problem, but what you are doing is clean.
This mod will not bypass the proper tech development, only allow you to evolve a settlement organically, or to transform a property you own in a faction town into another type of building. If i'm not mistaken, to make a watchtower, you will need to research the "Large Building Shells technology". Your engineers will of course take from your resource storage the materials needed to cover the difference between the old building, and the new one.
That being said, i noticed that one of the buildings wasnt upgradable because it wasnt called "stormhouse" but "old stormhouse", making it a different building. I will make more tests when i have the time (work), see if "regular buildings" are a rarity in cities (worth making a parallel tree or not). In the meantime, check the names of the buildings you bought, if its the regular ones or not.
Thank you for your feedback.