Kenshi
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Genesis_Legacy

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GenesisLegacy101

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33 comments

  1. Frogeman53
    Frogeman53
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    This mod is approved by Okran, Kral and Papa Tengu. Very good.
  2. Bidiguilo
    Bidiguilo
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    will the unique npcs leave you when you join an enemy faction on the purist version?
    1. GenesisLegacy101
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      Yes, purist version only affects dialogues, including those dialogues in specific world states. It does not add items, new npcs, rework stats. You have to be careful whom you align yourself with, lest you lose those uniques.
  3. Beaniegaming
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    yo, just wanted to say thanks for the mod man. been playing with it for a while now and as a sucker for unique character flavor of any kind this thing is absolutely perfect. u a real one thanks man
  4. iwantmodsplz
    iwantmodsplz
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    Does this mod cause companions to leave your group if you ally with certain factions? for example, I'm allied with HN and all the flotsam recruits and ruka is trying to leave my party
    1. GenesisLegacy101
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      You might have seen this answer on a different website, but for brevity sake, yes, there are consequences of whom you pledge your allegiance to as of the writing of this post. Spreadsheet just updated, click to see who can leave and the conditions.

       https://docs.google.com/spreadsheets/d/1J619TH6D7nQ3N2oDQAp9qJs6LC4WP5wFmXudulF9aLE/edit?usp=sharing
  5. necromancer579v2
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    I'm running a large mod list and haven't pinned down the cause, but is this the mod that adds the large compound near the vanilla Iron Trail tech lab?  If so, the Purist version still has the buildings but the town is no longer defined.  The vanilla tech lab is assigned to one of the compound's buildings (though the upper floors are oddly inaccessible) and the vanilla tech lab is empty.

    I have identified this mod (also Purist) as the cause of mercenaries frequently picking fights with other squads.  They'll sometimes identify their targets as the Maho-Gany Company despite there being no such company.

    I suspect this mod is also the reason I'm sometimes praised for defeating the cannibal leaders despite never having approached a cannibal settlement.
    1. andyatcrux
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      The merc vs merc dialogue appears to have zero references in Purist version, so should not be happening there, unless I already fixed it and forget. I saw that zone data in the mod for that area on the Iron trail but did not check it out yet, thanks for the heads up. There is also something edited in Sonorous Dark. I have no conflicting mods with those zones so I left them untouched but would be great to know if we can delete them and import our saves without breaking anything. 

      There are deleted conditions for a bunch of interjection nodes. This has the unintended effect of the dialogue being said without condition, as in all the time. I think this may have happened from deleting characters for the Purist version then cleaning the mod removed those condition references. Sticking any non-referenced placeholder in there fixes it. Ideally instead of deleting characters, just leaving them unreferenced would have been better because the dialogue would never fire if the character no longer exists in the game world.

      In your particular example though it is caused by an incorrect World State in this mod: World State "Cannibal Wizard is Dead" has  the opposite state under "NPC is" It has a 1 for alive instead of 0 for dead, so the dialogue about being a hero for taking him out is spoken when he is actually alive. I listed this fix in my post below. 
    2. andyatcrux
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      Okay, so did some testing in game and the two zone edits in Sonorous Dark was a Skinhouse with no town assigned, probably from a deleted character and the other was the Barrier Tower, though nothing discernable. Probably both left over from deleted squads. The Iron Trail Lab same thing. Could find no references in the FCS that might cause a problem with them removed. Deleted this mods leveldata folder, imported and checked out both areas in game. The original lab is back to its stocked state, the erroneous Skinhouse is gone and the Barrier Tower has the squads in it acting as usual. No CTD or anything unusual.   
  6. andyatcrux
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    Quick FYI, the "Biome Banter Short" dialogue "excuse me, what is that your drinking....." that goes on to talk out the Holy nation forbidding it is presumably for a holy nation character like Griffin so it was weird hearing Ruka espouse about HN beliefs because there is not defined package. I just added the "Player Griffin" package to it for my own game, thought you might want to make a note for your next update. Thanks for the great mod again, enjoying the Purist version. 

    Found some more errors with fixes:

    Your World State "Cannibal Wizard is Dead" has  the opposite state under "NPC is" It has a 1 for alive instead of 0 for dead. 

    In the Purist Version, Cannibal Hunter Robun's Squad has been deleted from the bastion. He is a vanilla character so I assume this is unintentional. Also the Heft HQ override "resident" to leave the palace vacant is deleted. Unsure about that one. 

    Having Crow face added as a "resident" to towns causes a vacant building to be owned by the Shinobis. In the Hub that would be the Stationhouse. This is unnecessary, if you add his Squad as a bar squad, when he spawns in he will just start his "wandering trader" AI and his squad will head out of town. Same result without removing optionality of buying the stationhouse. Also, in the Purist version, he no longer has his vanilla stats. It seems you buffed his "quick but average" stat set and then just deleted it instead of reverting the changes, resulting in him be very weak. 

    Dialogue "Biome Banter The Shek has an undefined interjection node. It's the one that is referenced by the Poetry Book item. Adding package Player SHEK Warrior fixed it. Noticed when Chad starting calling Hamut a Shek Warrior, lol. 

    Dialogue "Skeleton Town Barkeep See Important Figure Being Carried Off To Gods Know Where"  and "Skeleton Town Generic See Important Figure Being Carried Off To Gods Know Where" automatically refers to Cid in the purist version as if the player is carrying him. It appears you removed the "target carrying player condition" of Cid but this just makes the npcs state it without condition. Just adding in a placeholder Cid as a condition would fix it. The skeleton town generic also talks about the screamer model being carried and also Dack about Cid. I may find other examples. 

    Arc's saber still on Catun vendors list in Purist

    Recruit Rane dialogue still charges 15K instead of vanilla 7.5K in vanilla and most entries were missing the action to actually have her take the money, so she was free. 

    Biome entries tinfist world state dialogue has an undefined interjection that that would make even Bo call him a terrorist because it is blank. Again, there may be many such left over.

    I won't add any more here, just will keep the file handy in case the mod author wants my Purist version fixes. (thoughmy version still retains Crowface and Robun's content) 
  7. Sannh
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    does this work with radiant unique dialogue?

    edit:: i also have a mod that i made myself that changes the colour of unique recruit names, would this be an issue?
    1. GenesisLegacy101
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      If it edit player dialogue package, it will likely conflict. Changing the colour of the unique names, I don't see how that would be an issue, unless you rename the uniques.
    2. Sannh
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      I'm new to the fcs so i dont understand how prioritizations work yet. I believe it does involve renaming the unique. the method is by pasting the colour hexcode infront of the characters name. I remedied it by just editing the names in your mod. 
  8. merctime
    merctime
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    Hi!  I have a question:  I'm super interested in the Purist version, but when I open the zip up, the file structure still shows a leveldata folder.  Is this because that data includes the biome talking etc?  Also, there are some .bod files in characters/body/export... Do they belong in the Purist version?  Just checking, as I'm not really intersted in world changes or adding new characters.  Am I correct in assuming I only need to install the .img, .info, and .mod files for this Purist version?
    1. GenesisLegacy101
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      The bodies and level data is leftover data. Almost everything from the base mod is removed (deleted in the fcs) and dialogues remain. Only thing Purists should now only add new dialogues and change stats of recruit, however there may be lore-related items that may escaped my notice (for now), I am in the process of reverting npc stats back to vanilla.
    2. merctime
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      Thanks for the reply!  I think I'll wait for your vanilla NPC stats rework to try this.  Thanks for the mod, and the informative spreadsheet!  I can't wait to try this mod out.  
  9. andyatcrux
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    I appreciate the Purist version!
  10. thevm
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    Hi, there seems to be a problem with mercs at the moment, for example at the Hub. They're a little too aggro and keep talking crap to each other, starting random fights all the time, possibly killing the barman and/or pacifiers around, which is not good. And that happens nearly every day.
    1. GenesisLegacy101
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      I adjusted it and they shouldn't fight in towns or during contracts now. They're still fight, just out of police's eyes now.