Kenshi
MEGA Item Integration Patch (For the Kaizo/UWE+ Modpack)
281 条留言
Anrhaa  [作者] 11 月 21 日 上午 6:44 
@w-o-w. Yep, worked as inteded
w-o-w 11 月 21 日 上午 5:07 
Thank you for your detailed explanation is much more clear now.
I belived that was possible to assign a condition OR to a single state


I checked the save and the deluged king had is state set to ( 2 Imprisoned)

And after the import the wrath of the deluged event reactivate and the flooded oasis still a no faction bar .
Anrhaa  [作者] 11 月 20 日 下午 2:33 
@w-o-w. Btw that distinction from Alive (1), Dead (0) or Imprisoned (2) means one can set different Town Overrides linked at each state.

For example:

If a Leader A is dead (0), while Leader B is alive (1), Town becomes Leader B's
If Leader B then is imprisoned (2), then Town becomes malnourished.
If later Leader B is killed, then Town becomes ruins

And so on
Anrhaa  [作者] 11 月 20 日 下午 2:29 
@w-o-w. Alright. I checked again and... And everything seems to be working as intended. The 'No Faction' bar is the 'destroyed' state.

Alright, the game recognize 3 states: Alive (1), Dead (0) or Imprisoned (2). Those are mutually exclusive. So if a characters is Imprisoned (2), even for 1 second, it's no longer considered alive (1) or dead (0). So a modder can play with that for different triggers.

Now, 'Flooded Oasis (override) Destroyed' checks for 'deluged king ALIVE = False'. So, if the Deluged King is in a state different than alive (1), that means if he's dead (0) or imprisoned (2), the Town Override happens.
w-o-w 11 月 20 日 下午 1:00 
What about to add also the condition "is imprisoned" along with is dead?
Should make the world state happened and the incompatibility is minimum.

The most probably thing you can do with him is to collect the bounty, so he will have the is imprisoned state, once the world state happened, it can even be recruited, and probably his state will remain "imprisoned".
Anrhaa  [作者] 11 月 20 日 下午 12:24 
@w-o-w. Actually, yes. No faction bar is the default when the Deluged King is not killed outright. I should do a small change so it becomes destroyed instead.

I'm purposely avoiding adding my own world states to avoid future inconpatibilities
w-o-w 11 月 20 日 上午 10:15 
Hey man thank you for checking!
According to the fcs yes, but if you sell the bandit leader for the bounty and recruiting him probably won't affect the world state. For example the deluged king.

- Defeated (alive)
- Sold to holy nation
- recruited.

Flooded Oasis became a no faction bar, even if I import.

From my tests: the deluged king remain in the state alive or imprisoned for the game if sold and recruited and never reach the "is dead state" (condition 0) so the world state for the flooded oasis doesn't change completely to destroyed.

The hideout becoming a no faction bar is kinda of a default world state in any case?

But that's why i pointed it out,
Basically all the swamp bandits factions hideouts according to fcs become bars is kinda of repetitive..
Anrhaa  [作者] 11 月 16 日 下午 9:12 
@w-o-w. About the Swamp gangs, I checked FCS and this what happens to all these towns:

+ Flooded Oasis (The Deluged): It becomes destroyed if the Deluged King is dead.

+ Swamp Hideout (Red Sabres): It's only affected by Kaizo's World States.
- It becomes Swamp Ninja's, if Red Sabre is dead and Shade is alive.
- It becomes a Blackshifter's Casino, if Red Sabre and Shade are dead, while Big Darkbrow is alive.
- It becomes a Grayflayer's Bar, if Red Sabre, Shade and Big Darkbrow are dead, while Big Gray is alive.
- It becomes destroyed is all bosses are dead.

+ Green Katana Hideout (Green Katanas): It becomes a no faction bar if the leader is dead.

+ Blue Cleaver Hideout (Blue Hideout): It becomes a no faction bar if the leader is dead.
w-o-w 11 月 12 日 上午 10:19 
What does this condition?

Sarin Trade 1: Added 'T_ME DC_IS_IMPRISONED = 0'

I bring Tyr to the shek for its bounty. But I can't Complete the quest and have the "reward".

I check the world state for Tyr in the save and it's imprisoned value: 2.
w-o-w 11 月 12 日 上午 10:04 
Just a quick feedback for suspicious lab, for UWE Merdrock . There is a cannibal nest that spam under the ancient lab on the terrain.

Not sure if the nest can be spam inside the building in the first floor or at least in the zone left between the bridge and the beginning of the lab ramp.
w-o-w 11 月 9 日 上午 7:41 
Thank you man!
For the deluged base in the flooded oasis should be a ruin state instead of a no faction bar?

I'm trying to understand if it's possible to ad fishmans for the override instead a no faction squad, make more sense in the place.
Anrhaa  [作者] 11 月 9 日 上午 6:18 
@w-o-w. Good suggestions. I'll try to implement them

About the dropped support, it means that I removed all my edits to the particular mod. Btw the only changes I did to those mods was adding kill items.
w-o-w 11 月 9 日 上午 5:15 
Thanks for checking it! I have some feedback:
-> Bandits faction Town overrides:
After you kill a bandit leader, the layout of the bandit HQ become most of the time a bar of No faction.
It's kind cool for the Greenkatanas
Because they have a base really near to Shem and feel a lore aftermath. Note: the overrided hq can be put" is public" so npc actually will go there.
- The problem is that is becoming boring if it's also happening everytime for other bandits faction.
• Confirmed: green katana, flooded oasis(deluged), Swamp ninjas

• Red saber hq should be conquered by Grayfinders according to kaizo but according to UWE, they becomig a no faction place.

-> Diplomacy feedback:
• no faction should be probably put coexistence for most of the factions, or better friendly (20-30 relation).
• relation Tech hunters - bounty hunters: In flat lagoon they fight each other.

P.s
The dropped support to minor factions mod what's means in the changelog? It will affect the main mod?
Anrhaa  [作者] 11 月 4 日 上午 10:26 
@w-o-w. Indeed they share the same dialogue package. I'll make custom one eventually. But for now they work
w-o-w 11 月 4 日 上午 9:51 
That's totally understandable, they are at least neutral. in that region can be plausible because the lore of the deluged bandits were based on the collaboration between holy nations and tech hunters to stop cannibals

Little feedback, since you are merging and fixing and recruiting, all the bandits leaders (deluged king, swamp ruffian king and probably others uwe) share the same dialog of the dust king recruitment with the related reference to him.
Anrhaa  [作者] 10 月 31 日 上午 11:13 
@w-o-w. I didn't make The Holy Nation directly friends with Machinist, since those are Tech Hunters and The Holy Nation hates them.
w-o-w 10 月 31 日 上午 9:43 
Thank you for the quick fix Sir!
Anrhaa  [作者] 10 月 29 日 下午 1:09 
@w-o-w. Sure!
w-o-w 10 月 29 日 下午 12:48 
thanks man!
I don't remember if is the right mod, can you make the tech hunter, machinist, higlanders, mercenaries and holy nation neutral?

They are slughtering each other at worlds end, it should be a place of study and research, even holy nations close an eye on them :)
Anrhaa  [作者] 10 月 23 日 上午 8:57 
@Jango. Yes. I already made all bandit kings able to be recruited with the RP system
w-o-w 10 月 23 日 上午 8:53 
Just a question about [FIX]UWE- RP Compatibility Patch. Does this patch allow to recruit the deluged king and other bandits leaders that are created by UWE?

I'm waiting the wrath of the deluged for free him from the holy nations, this mechanic should also happened with Npc cities that keeps him imprisoned. After I want to try to recruit him.
RagEgnite 10 月 16 日 上午 11:16 
@Anrhaa Nope, definitely not enemies with the Holy Nation. This happens even on a new game.
Anrhaa  [作者] 10 月 16 日 上午 10:57 
@RagEgnite. No conditions, but I changed her faction to Holy Nation or HNO (I don't remember which one) so the other residents from the rained town don't kill her. You may be enemies which that faction, so perhaps that's the reason why it's not triggering
RagEgnite 10 月 16 日 上午 10:20 
Does Bread (from Band of Rejects) have any conditions related to talking to her? She can follow you around like you're supposed to talk to her, but you can't actually initiate it.

There might be a conflict somewhere.
HankTheCowdoge 9 月 29 日 下午 1:48 
Okay perfect, must have been a load order thing, reinstalled the entire pack and it is normal again, thank you! While i have you here, i am getting CTDs twice now entering the Scrapyard. I'll try again in a bit
Anrhaa  [作者] 9 月 28 日 下午 7:24 
@HankTheCowdoge. Unless something changed in the 22 days I was away, then it's a load order issue.

The mod's name is:

UWE - Items Integration Patch.mod
HankTheCowdoge 9 月 28 日 下午 5:02 
Hello the weapons and armor integration patch is showing up green and says it is missing references to gastronom and RecruitPrisoners, both are downloaded and above this patch. I also cannot find this is my mod list, what name is it under in the modlist? Thank you!
.:Shieldiver Naraine:. 8 月 2 日 下午 11:57 
can you add Expansion of Food Culture to the pack :blight: love chef experience in Kenshi :momoshroom:
.:Shieldiver Naraine:. 8 月 2 日 下午 8:41 
love your works! :blight:
w-o-w 8 月 1 日 下午 12:25 
This damm bug always lurking around..
Not on your watch!
Thank you Sir
Anrhaa  [作者] 8 月 1 日 上午 9:16 
And one more time the Missing Reference bug is fixed again. Yay
Anrhaa  [作者] 7 月 31 日 下午 2:07 
Notice: The missing reference bug is back! I'll fix it later
w-o-w 7 月 31 日 下午 12:02 
thanks bro! I like to feed cage beasts with the grass and they need hige amounts :)
Anrhaa  [作者] 7 月 31 日 上午 11:56 
@Jango Excelent suggestion. Going to do so
w-o-w 7 月 31 日 上午 11:35 
Toksi 7 月 7 日 上午 10:08 
this person @Anhraa helped a lot, what and how to do with mods, thank you man, you are the best!
Toksi 7 月 7 日 上午 5:27 
we can go to discord, I’ll send you a screenshot of what everything looks like
Toksi 7 月 7 日 上午 5:24 
hi, I don't think this is a false positive, because in the armor store almost all my armor is displayed as red crosses
Anrhaa  [作者] 7 月 6 日 上午 11:54 
Hi @Toksi. I'm using google translate to understand your comment. It's a false warning because an engine limitation. Ignore it. It's harmless. Sorry for the trouble.
Toksi 7 月 6 日 上午 11:51 
у меня показывает этот v2 и он серый, как будто бы не работает
Anrhaa  [作者] 7 月 6 日 上午 7:26 
@Jango. Yep. They're very likely to get out of their way to eat that too
w-o-w 7 月 6 日 上午 4:29 
Does bonedogs, processos units and other voltures animals eat limbs?
They tend too accumulate especially where there are a lot of bandits attacks in npc town.
Anrhaa  [作者] 7 月 2 日 上午 6:05 
@Captain Krieg. This monster of a patch goes to a very specific place at the load order. At the collection, at the discussion tab there's the load order of the collection for easy copy and paste.
Captain Krieg 7 月 2 日 上午 2:04 
i cant find where it goes in the load order as the info screen is so big it wont stay on screen to see dependencies
Anrhaa  [作者] 6 月 20 日 下午 1:33 
@Jango. It's a work in progress. I'm taking it slow to review all cannibal overwrites
Marmot 5 月 20 日 上午 11:28 
Thanks for the quick response
Anrhaa  [作者] 5 月 20 日 上午 11:25 
@@Marmot. and done
Anrhaa  [作者] 5 月 20 日 上午 11:17 
@Marmot. I'm going to revert the merge right now. Thanks for the report
Marmot 5 月 20 日 上午 11:04 
The mod integrated into this patch "Actual Strength XP from Combat" occasionally causes an integer overflow when dealing damage which sets the body part health to -1. and keeps it stuck. This can only be fixed by manually editing the savefile