Kenshi
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Living World Patch+
   
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2023 年 10 月 4 日 下午 4:05
2024 年 3 月 19 日 下午 9:27
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Living World Patch+

在 Niska24 的 1 个合集中
Kenshi +
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描述
Living world has an override for dust bandits to take over the hub but it was never added to the override list and thus would never occur :(

Simply added it to the override town list to fix :)

UPDATE: Also includes fixes for Krals Chosen overrides

UPDATE: Various tweaks and fixes for living world

UPDATE: Scout posts reinforced if moll wins the war

This is starting to turn into a full living world patch rather then just a single world override that was not setup properly...
14 条留言
Niska24  [作者] 11 月 13 日 下午 10:09 
Interesting, thanks for clarifying. I'm not familiar with UWEs world changes so I'm not exactly sure what the UWE compatibility patch for living world is doing, but assuming it mostly keeps living world intact, then yes this patch should work just fine. It is a pretty light patch that doesn't add any new buildings or anything like that, just fixes to world states, minor adjustments to buildings or squads that get selected by town overrides and of course fixes for overrides that were clearly intended by living world but not set up to execute correctly. Any edits included in this patch were tested over and over again to confirm it only fixes and improves the living world overhaul while not overstepping in any dramatic way. TLDR: I cant say with absolute certainty it will work with UWE but I do know it works fantastic as intended with living world by itself. Hope this helps. Cheers
Teralitha 11 月 13 日 下午 9:42 
Ok let me rephrase. UWE has a compatibility patch for living world, would this patch mod work with that, or would UWE have to make another compatibility patch for this.
Niska24  [作者] 11 月 13 日 下午 9:21 
Alright... I really don't see how it would be expected for a Living world Patch to be compatible with a completely different overhaul mod like UWE... While the short answer would be NO, the long answer would be that any values which do not exist would not be edited and thus this mod will not do much for someone who uses UWE or any overhaul mod other then the living world one that it was intended for... However any changes that do not directly rely on living world may still work if they don't conflict with any other mods. Like power stations being chosen instead of abandoned shacks for the flotsam ninjas override of blister hill, or that the scout outposts will have some extra squads for defence if Mani is OK, things like that.
Teralitha 11 月 12 日 上午 11:28 
Is this patch compatible with UWE?
Wirewing 5 月 16 日 下午 5:40 
so rad
Vizinix 2024 年 7 月 15 日 下午 10:41 
Thanks for making this and all your hard work!
Niska24  [作者] 2024 年 3 月 26 日 下午 10:32 
Similar to dust bandit override not occurring for the hub there was multiple places where living world adds an override for Krals chosen but doesn't facilitate the override actually ever taking place due to conflicts with other override states. This is resolved now so Krals chosen will take over the places that the living world overhaul appears to have intended for them too if you choose to do a Krals chosen playthrough. Various changes also includes things like stopping the holy nation override that LW adds from taking over the rebel bar even when holy nation is your enemy. IF you want more info you can reference my change notes but I realize now it may not be very detailed so simply open this mod in the FCS if you want to review all the various changes.
x Panda Ez 2024 年 3 月 25 日 下午 2:04 
In regards to "UPDATE: Also includes fixes for Krals Chosen overrides, and UPDATE: Various tweaks and fixes for living world" what was changed?
Vidalia 2023 年 11 月 22 日 下午 11:32 
I have not freed any slaves from their cages but I think the same mechanic would apply - you can lockpick cages and shackles without harming relations but freed recruits will be considered as escaped slaves so you need to get them out quickly or carry them out.
Vidalia 2023 年 11 月 22 日 下午 11:26 
You can recruit upto 3 reaver whelps from the reaver camps (not slaves but the lowest ranking reavers) - there is a dialogue option added by LW that checks squad size for recruitment. Above and beyond that you can freely pick up downed reaver slaves (without harming relations) take them some distance away from reaver camps and patrols and free them - the usual slave joining mechanic applies...I do have another mod that influences the chances of slaves joining - just make sure that they stay away from the patrols and camps as they will be considered as escaped slaves and enslaved if spotted. You are neutral with Tech hunters with this start so having a house in Black Scratch helps.