Kenshi
Unofficial Patches for Kenshi
437 条留言
GE0  [作者] 12 月 3 日 下午 4:51 
I appreciate it. I'll go through prior to the next update and see what I can do to fix that stuff.
Melooo 12 月 3 日 下午 4:42 
I went through all other zone files and those two were the only ones with strange stuff in it, the rest seems ok
GE0  [作者] 12 月 3 日 下午 4:39 
I probably will unless I remember what I did, now I'm paranoid xD
Melooo 12 月 3 日 下午 4:33 
I guess you can safely remove that particular zone file then xD
GE0  [作者] 12 月 3 日 下午 4:20 
I have no idea then. Personally I've hardly gone to the southern coast in-game. The only edits made should be some FCS edits.
Melooo 12 月 3 日 下午 4:17 
It''s not World's End, it's rather on the southern coast of the map, close to the "Dead Fishing Village", that one that it's full of "cop bots".
GE0  [作者] 12 月 3 日 下午 4:14 
Only reason I think that is that zone sounds very familiar, mostly because I had to troubleshoot that area a lot when trying to figure out if those windmills would play nice with a number of other mods.
GE0  [作者] 12 月 3 日 下午 4:12 
That looks like it's World's End, which I believe may be that zone too. The only thing that should have been moved there are the windmills so that they fit better with mods that change the landscape.
Melooo 12 月 3 日 下午 4:07 
https://ibb.co/GfjxvkLG
Zone 39.58 hehe looks cool though Intrigued from which mod is that
GE0  [作者] 12 月 3 日 下午 4:04 
The Blister Hill market stalls sounds like when I was trying to realign the market stalls so they weren't floating in mid air. Not sure how two got added though.

The Minor Factions Expansion mod sounds like something I might have created a while back before scrapping the idea, but again I don't remember anything about adding buildings.

The only thing that makes any sense to me with either of those zones is somehow I copied and pasted game objects and didn't realize it if they were overlapping.
Melooo 12 月 3 日 下午 3:26 
zone.23.22.zone (Blister Hill) has 2 market stalls added, intentional?, however they seem like left over from a savegame by the nomenclature of the entries.
Melooo 12 月 3 日 下午 3:19 
I have a question about zone.39.58.zone, not sure if those buildings there are left overs from some other mod scrapped or if they actually serve a purpose?

They seem to be owned by a non existing faction 2760605-Minor Factions Expansion.mod 🤔
GE0  [作者] 12 月 3 日 下午 2:00 
@Melooo Yeah just a regular merge level data. I know it did merge, but the oven was still flipped for me in Ark. I'll see about trying a more specific merge like what you're describing and check if that worked.
Melooo 12 月 3 日 下午 1:58 
About the Oven Fix for Ark interiors, you can merge into UPK's interiors.level the date from the fix mod, 1st you have to merge the entries that end in -S23 (those contain some Oven building state data) then you go with the actual interior entries (14535-Newwworld.mod-Reaver) and (14535-Newwworld.mod-Crab Takeover) both for reavers and crab raiders versions of it.
That would be it.

Did you try a normal "Merge Level Data" from the UPK .mod file already? that should work, AFAIK only the nodes from the BUILDING is what fails to merge/import with it, needing to recreate them manually, but interiors should merge just fine.
GE0  [作者] 12 月 3 日 下午 1:49 
@Melooo I got it, thanks :steamthumbsup:
Melooo 12 月 3 日 下午 1:40 
Oh apparently that link will die in an hour, let me know if you need them I'll upload it to a more lasting filesharing site
Melooo 12 月 3 日 下午 1:36 
Apparently is just those two zones, here you can DL them
https://tmpfiles.org/13569356/modcompatiblesshidantweaksfixes.7z
Melooo 12 月 3 日 下午 12:54 
Noticed another possible source of conflict with other mods that make changes on Sho-Battai and Stobe Garden's Waystation Ruin, it's the same principle than in the Fishing Village. New entries with new IDs were created to correct something that could had been easily changed on Original game entries and IDs, thus avoiding conflicts with other mods and the need of patches.

So far only spotted them on zone.43.11.zone (Sho-Battai) and zone.50.32.zone (Waystation Ruin), but should probably check all that it's part of Shidan's Tweaks & Fixes.
GE0  [作者] 12 月 2 日 下午 6:28 
@Arby I can take a look. I vaguely remember the mod you're mentioning. From what I remember it was a game engine limitation, but I'm sure there are ways to curb how bad it gets over time.
Arby 12 月 2 日 下午 6:09 
Any chance you could look into the issue with escaped slave AI that results in them piling up at the entrance to cities? There was another mod that fixed this but it hasn't worked in some time, apparently.
Sugar & Spice 12 月 2 日 下午 1:07 
Thank you very very much for the response, that's totally understandable!
GE0  [作者] 12 月 2 日 下午 1:00 
@Melooo Thank you very much, I was thinking of trying that as well. I did manage to get the leveldata fix working for the fishing village. Should hopefully be posting that very soon.
Melooo 12 月 2 日 下午 12:58 
Yeah FCS is quite versatile, it can also open interior.level and .zone files as well as .bod2 and most of what is stored in the savegame folders.
I'll get a look into the updated version to see if I can spot why your attempt of merging the Oven fix failed.
GE0  [作者] 12 月 2 日 下午 12:54 
@Sugar & Spice I plan on releasing a new version once I fix everything in the UPK. Open Bar had a few compatibility issues I wanted to try and find workarounds for if possible.
Sugar & Spice 12 月 2 日 下午 12:47 
Hey! What happened to that casino bar inventory mod? :(
GE0  [作者] 12 月 2 日 下午 12:22 
@Melooo Thanks for all the info! It'll take me a bit as I was unaware you could even do this in the FCS, but I'll see if I can identify where 2-FishingVillageEast-INGAME is listed and change it. Much appreciated!
Melooo 12 月 2 日 下午 12:08 
After merging, return to the UPK leveldata.level.
In GAMESTATE_TOWN_INSTANCE_LIST, find "298-rebirth-INGAME" again, open it, and replace

"1222-gamedata.base"
with
"55650-rebirth.mod"

Lastly you rename back to 0 the merged entry "298-rebirth-INGAME-S5e" and can also delete every GAMESTATE_TOWN entry with "0 Ref", they just bloat the file for our bugfixing purposes.
You can also safely delete the temporary copy of rebirth/leveledata.level too.

And that’s it. The fix is now proper, and you won’t get duplicate towns from other mods that also attempt to solve this same bug.

I hope this guide isn’t too confusing xD
If you have any questions, feel free to DM me here or on Discord.
Melooo 12 月 2 日 下午 12:08 
Now open the UPK leveldata.level in FCS (enable all columns for easier identification).

Go into GAMESTATE_TOWN_INSTANCE_LIST and delete both

2-FishingVillageEast-INGAME

and the greyed-out 298-rebirth-INGAME.

Now merge the fishing village entries from the copy of rebirth/leveldata.level you made earlier.

Search for your renamed "298-rebirth-INGAME-S5e" and checkmark it.

Expand GAMESTATE_TOWN_INSTANCE_LIST and find "298-rebirth-INGAME" and checkmark that as well.

Merge only those two entries.
Melooo 12 月 2 日 下午 12:07 
CATO includes a patch to fix this when used with Reactive World because RW incorporates the “Unique Settlement Placements” system. That system gives every settlement its own separate TOWN entry so settlements like Waystations don’t share the same FCS TOWN... but that’s beside the point here.

The important thing is: with the way UPK handles this fix, you will need a patch that disables either the CATO/RW bugfix or the UPK one. This whole conflict could be avoided if the original map location entry (298-rebirth-INGAME) was used for the fix instead of creating a new one.

So how do you do that? It's fairly easy:

Go to ...\Kenshi\data\newland\leveldata\rebirth\...
Make a temporary copy of the leveldata.level somewhere easy to find since we're gonna edit it.

Open that copy in FCS and search for "298-rebirth-INGAME-S5e".
Change its entry name from 0 to something recognisable and save, just for easier reference later.
Melooo 12 月 2 日 下午 12:06 
It's quite simple once you get familiarized with leveldata.level opened in the FCS.

leveldata.level contains a list called GAMESTATE_TOWN_INSTANCE_LIST, which links map locations to settlement (TOWN) entries in the FCS.

The bug with the UC fishing village happened because the Kenshi devs apparently forgot to link the correct FCS entry (55650-rebirth.mod) to the correct map location (298-rebirth-INGAME).

What the UPK currently does is create a completely new map location (2-FishingVillageEast-INGAME) linked to 55650-rebirth.mod, while disabling the original location (298-rebirth-INGAME).

This becomes a problem if another mod also fixes this issue by creating its own replacement map location for the same TOWN entry. Reactive World and CATO both do this, which results in multiple instances of the same town in the same spot (or close by), visible on the in-game map.
Laughing Forest 12 月 2 日 上午 11:54 
You rock, thanks for the update and keep up the great work GE0
GE0  [作者] 12 月 2 日 上午 10:47 
@Melooo I'll need to research this a bit more. I'm unfamiliar with the other patches mentioned.
GE0  [作者] 12 月 2 日 上午 10:43 
Version 3.6.1 released. This is the first of a series of updates I plan on releasing to address various issues the UPK has introduced. There are many bugs I'm still not 100% sure on how to resolve completely, but I will do what I can to fix what I am able to.

Over the next few updates, my goal is to re-merge all changes pre-v3.3 back into the main UPK module, and remove the EN module. I do plan on fixing a few grammar issues here and there, but these will mostly be related to bugfixes (i.e. Honest Big Grim quest fix, Recruit Ray, Shidan's raid fixes, actual Skeleton repair bed cost, correct bounty amounts), or naming corrections for characters and items.
Melooo 11 月 26 日 下午 9:40 
I noticed that the way the UC fishing village is fixed, causes problems with other mods that also fix this like Reactive World (through Unique Settlement Placements) and CATO causing multiple overlapping instances of the same settlement, requiring a patch.

The correct way of fixing this would be using the original instance 298-rebirth-INGAME and make it reference the correct town ID 55650-rebirth.mod instead of creating a new instance 2-FishingVillageEast-INGAME for that.

RW and CATO already have a patch that fixes the duplicate instance between them and disable 298-rebirth-INGAME as well. So no extra patching would be required for leaving 1 single instance of the village.
GE0  [作者] 11 月 8 日 上午 11:47 
@Shela Monster I'm doing fine financially, though I really do appreciate the thought.

@w-o-w Thank you. I'm just glad to help, a lot of really talented modders did most of the legwork. If I can pull their fixes together and contribute what I can I'm happy.
w-o-w 11 月 8 日 上午 4:27 
@Geo we believe in your fixes
Shela Monster 11 月 7 日 下午 10:15 
Would/do donations help at all? I'm with Laughing Forest, we greatly appreciate your work, especially adding so many new fixes this long after the game's completion. :steamhappy:
Laughing Forest 11 月 6 日 上午 6:13 
No stress mate. We all immensely appreciate your work.
GE0  [作者] 11 月 6 日 上午 12:36 
@Wandering Sol First I've heard of it.

@Laughing Forest Combination of burnout from last year going into earlier this year and lots of life changes on my end. I've been getting a lot of feedback on various issues, and while I don't know if I can fix them all I'll see what I can do.
Laughing Forest 11 月 6 日 上午 12:14 
Hey mate - when do you think you’ll post the next update to include some fixes from this year?
Wandering Sol 11 月 5 日 下午 8:27 
Hey does anyone know what's the deal with the floating trashed ashland dome/throne building on the the mountain ridge over cheater run? just curious, nothing interesting in it but its a pretty cool build.
Shela Monster 11 月 1 日 下午 8:54 
Thanks, GE0! Looks like according to their notes, some of the weapon weights for pawns to use were off, using 100 instead of 1 or 0? I'm not familiar with the FCS but seems like a dev oversight based on their comments, but thanks for taking a look at it! The texture one is also apparently a bug fix since it's a mapping issue with textures already included in the game. :steamhappy:
GE0  [作者] 11 月 1 日 下午 8:50 
@Shela Monster I can reach out to Kodi to see if they're interested in me including their work in the UPK. Weapon distribution I will need time to take a look at, as I've seen a number of mods that adjust how weapons are placed throughout the game end up not being super compatible. While I wouldn't mind including it, I do want to try to keep the UPK as compatible as I can.
Shela Monster 11 月 1 日 下午 7:52 
Any consideration for adding "Kodi Sky's Vanilla Fixes - Rusted Junk Normal Map" and "Kodi Sky's Vanilla Fixes - Weapon Distribution" which both seem to fix vanilla bugs?
GE0  [作者] 11 月 1 日 下午 1:44 
@FonAnoN I'd be happy to, thanks! Saw you post these on Nexus, they look really good :steamthumbsup:
FonAnoN 10 月 31 日 下午 2:23 
Hello, GE0. Could you please take a look at these mods and, if you like them, add them to the Unofficial Patches for Kenshi?
Bread Oven fix
Corpse Furnace fix
GE0  [作者] 10 月 14 日 上午 11:08 
@GameHenceForwarc Unfortunately that's the nature of how the AI works in Kenshi. There are ways to fix it, but it would require so much tweaking of behavior I might as well make an Overhaul mod. The UPk isn't the most compatible mod, but I've tried to limit changes as much as I can that would affect things for other mods.
GameHenceForwarc 10 月 14 日 上午 8:22 
NPCs become Aimless pretty often
Nactarune 9 月 12 日 下午 11:13 
Appreciate it alot man, thank you
GE0  [作者] 9 月 12 日 下午 10:31 
@Nactarune I can take a look.