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报告翻译问题






So,
TL;DR - Ruka's safe and won't change, Kang and Rane should update with an import.
=)
Of course, she'll probably still end up looking weird if she gets too beefy, and this preset does actually look even younger than I think Izumi is supposed to be, but maybe this can be useful if you decide to tweak her proportions a little more.
HOWEVER since I wasn't using it, will it affect characters I recruited already? My only unique recruit is Ruka, and I got her without the mod active, so will she update automatically? I also found Kang and Rane but didn't recruit them yet, but I figure they'll probably update with an import, and I'll be importing anyway.
The thing is, I'm doing a Let's Play, and if Ruka's look changes too much it might break my continuity unless I can work it into the story somehow. So if my having already recruited her means she won't get the custom appearance, I don't really mind. I'm going to install it anyway and see what happens, I just want to know what SHOULD happen so I know what's working.
I'd recommend then keeping sourcefile backups then stored locally. I'm trying to get into the habit of doing that myself.
This is why I hate the Workshop. On Nexus all previous versions are always available and if a new mod version has a showstopper, you just roll back to the previous. Can't do that here.
It would also be helpful if the kenshi devs would warn us when an update breaks the FCS backwards compatability, which has never happened before x_x
oh well.
I recommend to downgrade back to the stable branch and recompile the mod for that. It's only going to cause issues for the roughly 98 percent of people that don't use experimental.
COMPLETELY PURGE any existing trace of the mod before getting a new version, if the ones you have are broken. That includes going into the numbered Steam directories and killing this mod's numbered folder, and/or "Remove Archive" when deleting it from Nexus/Vortex!
Ubsub from this mod, delete it from Vortex (or whatever you use with Nexus), go into Kenshi's mods folder and make sure it isn't there - then check the steamapps/workshop folder to make sure it isn't there either (those directories have numbers but the URL of this page ends in the number of the mod). Then try subbing again, and see if it all works.
That weird version number was appearing in my modlist in the launcher. I did try just loading the game without it and it worked except for giving me an error that it was unable to load the mod.
Thanks again for your help, I'll verify my files.
Update: just checked the mod in the FCS with no other mods loaded. No issue, no dependency warning. Where are you seeing that weird version number, anyway?
Also, the version number is written as (v. 1,722) as in one thousand seven hundred twenty-two. Was this intentional? I imagine that's how many revisions you had to do, but I was just wondering.
To try to see what the dependency was, I copied the mod folder over to Kenshi's mod folder and renamed it appropriately, and the FCS won't start at all — it gives me an "unhandled exception." The FCS worked properly before I copied this mod over (that was when I remembered I needed to copy it) and again worked fine after deleting the copied mod folder UniqueNPCs from the Kenshi mod folder.
I hope you can fix this soon, I don't want to have to remove it. Thanks for your attention!
i even made a new race of warrior geisha as part of emperor tengu's body guards. (using geisha face mod)
anyways, problem with some mods is that they add too many stuff that changes vanilla too much, so i'm stuck with the tedious work of weeding them out.
then there's also the unique NPCs that are incomplete or removed from the vanilla game. so i'm trying to find more lore about them..
i even already started doing the unique NPCs. although i use a crapton of mods that added new races and armor sets. but i edited the stats of those races to be closer to vanilla stats. (coz some of them are overpowered).
anyways, it's still a work in progress. i keep modifying the characters whenever i learn new lore about them (which usually means changing their equipment, their race, their gender, robotic limbs, their stats, etc..)
though sometimes it's mostly just thematic or personal preference. (ie : i gave lumi a robotic crab arm from a mod)
@Lucid and @keylocke, I've added a "Discussion" with the details on how to do this =)
i tried doing something like this for a personal mod i made, by giving most of the unique recruits, notable NPCs, and bounties each have specific race and spawn at specific locations. (instead of only having a percent chance to spawn randomly in some locations, sometimes never)
i also tried to make unique recruits more inclusive (ie : i turned espher into a dead hive queen, changed unique bounties like Screamer the False to use screamer skeleton subrace, turned green into a western hive prince, silvershade into southern hive prince, turned "soldier drone sword slinger" into a southern hive soldier (coz ray is already a western hive soldier), etc..
then i modified child mod racial stats and applied it to some characters like izumi who are supposed to be very young and wanted to give her a smaller stature, but keep mostly vanilla stats (just less strength/toughness and more dexterity/perception)
it changes none of those characters as i have found hobbs bard wing giant and doctor chung with no changes