Kenshi

Kenshi

Star Wars: Vehicles Expanded
Počet komentářů: 85
Dork  [autor] 27. čvc. v 12.46 
@Karthadon The characters' lore is ambiented around 20-140 DBY, this means characters "Anakin Solo" and "Lando Calrissian" know each other. Other characters are around this period
Dork  [autor] 27. čvc. v 12.27 
@Noctis @Rachel L If I am not mistaken, the Project Kathun Reworked (in mod load list) goes after project kathun (unknownregionsadventures) right? Thus, If you load the Project Kathun, Vehicles expanded and then Project Kathun Reworked, should work? Vehicles Expanded expands project kathun so main assets are not erased, rather modified or extended. If PK Reworked removes assets there may be a conflict but only if you load it before my mod. Try that order, if not, try reversely. Happy to hear report of any problems
Dork  [autor] 27. čvc. v 12.22 
@Vanaheymr What does it mean that "Landspeeders assets infinitely load memory until a crash occurs..."? If this can be fixed through FCS, please extend. These are many assets and therefore if you know any specific field in the FCS that must be changed to fix this. Very specifically, for Landspeeders' assets were inherited from vanilla Project Kathun (where they were available internally but not present as spawn) I extended upon these original assets. Please specify the field that should be fixed and how to remove this load memory loop. @Leon
Leon 25. čvc. v 9.16 
So this is the reason why my game crash all the time. Love this mod but make my game crash so many time and almost make me give up on this game are very bad. Fix it please.
Vanaheymr 25. čvc. v 4.01 
Landspeeders assets infinitely load memory until a crash occurs...
I recommend the author to change these assets to others or players not to use them if there are frequent crashes with this mod
I checked it on my modpack with and without them. Without them there were practically none :steamsad:
the man who scammed the world 23. čvc. v 19.24 
any chance of a version without the milenium falcon?
Noctis 11. čvc. v 2.50 
@Rachel L, I'm wondering the same thing.
Karthadon 5. čvc. v 20.31 
the vehicles seem cool, but the starts are kind bonkers. anakin and lando in the millenium falcon? ouegh?
Rachel L 27. čvn. v 17.33 
Does this work with Project Kathun: Reworked?
Jorahm 27. čvn. v 7.41 
Tento komentář čeká na kontrolu naším automatizovaným systémem. Dočasně je tedy skryt, dokud si neověříme, že nezahrnuje žádný nevhodný obsah (např. odkazy na webové stránky, které chtějí ukrást přihlašovací údaje uživatelů).
Jorahm 26. čvn. v 17.22 
The Spacecraft trader in World's End is selling A contracts instead of B contracts, I'm guessing that's a mistake?
Dork  [autor] 17. čvn. v 8.05 
@Messina13 - TWITCH you can't, some vehicles come with a pilot and then you can carry one more character so at the end you are carrying one character. This is the game mechanic and can't be changed, as one character can only PUT UP or PUT DOWN another character, not two. If this was able in the game core, this would be implemented for vehicles.
Messina13 - TWITCH 12. čvn. v 17.24 
hello! i don't understand! how do i put two chara on the same vehicle?
Leon 8. čvn. v 23.38 
Love all these SW mods. Great job guys. Mando, Baby Yoda, Skywalker n so many great SW things. Real appreciated. Some how all these sw mods run great in gog version and no crash for hours.
Messina13 - TWITCH 2. čvn. v 21.03 
hello! did there is a version withotu the millenium?
DesignerWarfare 1. čvn. v 22.05 
I agree, seeing more imperial vehicles of different classes would be quite fitting. @Cyclops1522
Cyclops1522 21. kvě. v 20.19 
Part 2) Also about the YT’s, I get that the idea of them as tanks is cool but for the RP, theme and vibe of kathun it doesn’t make any sense. As that one addition goes against the lore of Kathun. Ive seen my guys talk about the lasers in the sky and they say thats why we cant leave the planet via ship. So I propose that there be an alternative to this. The imperials have the at-st (two leg walker) To maybe fit the vibe of kathun, instead of occasional YT it would be cool to see a repurposed AAT (cis tank) or maybe a imperial hover tank with different themes for the factions. Some other form of ground vehicle that isn’t a ship.
Cyclops1522 21. kvě. v 20.19 
@Dork thank you kindly sir. Yeah the ones in the shops have no pilots so I thought of an idea (maybe that I could transport 2 guys instead of 1) but in my game they went into the passenger seat with an invisible driver (same with bikes) also don’t get why they like to huddle around inside and prevent me from entering or exiting the mechanical shop when im just trying to sell things. I found a traveling trader with some that had pilots and managed to get one now I use it as safe transport for bounties.
Dork  [autor] 21. kvě. v 16.49 
@Cyclops1522 Some vehicles have pilots and others don't, in vehicle shops you can find either (randomly) or order specific ones with pilots. If I remember as I defined, the main advantage is that the ones with pilot are not dumb (can talk to npcs).
Cyclops1522 19. kvě. v 7.00 
@Dork I'm not to sure whats wrong with my client as I am only running a few star wars mods but my vehicles for sale don't have pilots on them. How do I fix this?
Dork  [autor] 31. bře. v 18.47 
According to all petitions, just uploaded the version with no ships. The vendors are still conserved. You'll be able to get and build these ships with the materials/research in stores but you will not see at all wandering ones (empire/rebel/thug/mercenary/bounty hunter), will spawn with very low probability in only 1 in 5 areas through all the map, so you will not see them unless you go to these 5 dodgy areas (spring for rebel, mercenary camp for merc, venge for wandering thugs, swamp for bounty hunter, desert for empire).
ProfessorDaiHard 27. úno. v 11.35 
If the ships were gone this would be 10/10. Just doesnt feel right seeing them the way they are. Everything is great, but too many Han Solo ships
Ebonyte 25. úno. v 4.57 
throwing my support for a no-ships and no canon npcs version. This is *really* cool!
Joe Winko 20. led. v 13.06 
is there a way to just get the vehicles without the starwars mods?
DesignerWarfare 11. led. v 14.24 
@alphastar1183 I agree. A patched version of this where it was just speeders would be solid.
alphastar1183 3. led. v 6.23 
Seems cool. The ships are a bit out of place. Would like to see a version without the ships added, or add them as just a static build for your base.
Butterface 28. pro. 2024 v 11.32 
where do i build capacitors?
Dork  [autor] 15. pro. 2024 v 9.54 
@Vaelanthart @Nubyplays I have checked this issue and apparently some added armours (but from Project Kathun) were bugged for races that have distinct skeletons such as wookies, droids and hivers. The current project kathun mod has for those armours exluded wookies and droids, not hivers. Considering that adding races from other mods (here I checked deactivating the Hiver Expansion mod) the bodies appeared regularly. So I have replaced the races exclude by specific races only field in the FCS for those races compatible with these armours (Humans, Chiss, Mon, Thrandoshan, Shek, etc.), meaning that only the compatible races will equip these. In this way, adding mods that add races will not create the bug.
Dork  [autor] 11. pro. 2024 v 19.05 
@vineca @Proteus @Lean Demon @Dvatrij I have made many changes on the latest update. Changelog: FIXES, now you can buy licenses from mechanics and buy the vehicles directly from the factory. Added more spawns for traders and added new vehicle specialist and mechanics spawns of bars. Added more Research.
vineca 26. říj. 2024 v 15.10 
Can some one explain what I am doing wrong here. I go and order vehicles, however as as soon as I order them, and go to faction, it says expired and they never show up to my outpost. Can anyone explain what I am doing wrong please.
Vaelanthart 30. zář. 2024 v 17.25 
@Dork, I meant a version that is only specifically the landspeeders and speederbikes, none of the extra stuff like the spaceships or npcs like Jaden and Anakin Solo. I may have worded that incorrectly. My bad.
Dork  [autor] 30. zář. 2024 v 17.22 
What do you mean get a version with the landspeeders and speederbikes ? Weren't these included? @Vaelanthart
Vaelanthart 28. zář. 2024 v 16.28 
I saw someone else comment this, but I experienced it too

bug that I encountered with this mod is that for some reason Hive Princes have their bodies go invisible when equipping Padded Armor or Bone Armor.

I saw your comment though stating the fix, but I'm not sure how to do it in FCS. I'm not familiar with the application.

Also would it be possible to just get a version with the landspeeders and speederbikes? Love the mod man.
Dork  [autor] 15. zář. 2024 v 15.38 
@Proteus I am not entirely sure if mods like Clone Wars would be compatible with this.
Proteus 4. zář. 2024 v 4.17 
@Dork After extensive testing I still can't get this to work again (I got it to work a few weeks ago before swapping to the Clone Wars add-on). I've tried even with only this mod and Kathun installed on a fresh save. I've tried the Hub, Flats Lagoon, and Rebirth. Oddly, the civilian recruitment specialists work just fine. Where do the squads for the vehicle deliveries spawn?
Deafbringer 4. zář. 2024 v 3.39 
Love them all except the YT-1300's. They're OP and even thugs roam around with them...
Dork  [autor] 30. srp. 2024 v 15.30 
@Nubyplays due to the new update of Kathun, the old crossbow entries are removed, this causes meshes not to load. you can fix it manually (restoring entries) in "UnknownRegionAdventures" in FCS or wait for Kathun's to update that. Check my report https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2840444811/4758703365057812760/
Dork  [autor] 28. srp. 2024 v 18.40 
@Proteus the mod is thought to be used for Project Kathun. Any other mod conflicting with Project Kathun will conflict with this one. Although this problem could happen, maybe try another town specialist or another vehicle?
Proteus 28. srp. 2024 v 12.38 
I'm running into an issue with the Clone Wars modlist with this mod. I order a speederbike from a specialist and wait back at my base (usually I put down a single construction and don't even complete it) until the event in the Faction tab expires. The speeder never arrives. Is this mod compatible with the Clone Wars mod or am I doing something wrong here?
Kersakof 28. srp. 2024 v 10.30 
Ah gotcha. Thanks
Dork  [autor] 28. srp. 2024 v 10.11 
Made some tweaks. If you want a landspeeder fast, go to Stoat and talk with the Mechanic at the garage, will give you a ticket for instant landspeeder takeout.

For the bug related to delivery, as I mentioned, delivery works the same way as recruits (using the exact same mechanic) so try to keep doors open upon delivery and arrival for the AI path to go there. Takes some long hours btw.
Kersakof 19. srp. 2024 v 14.09 
I ordered a landspeeder to be delivered to my base with no pilot and it showed up with no model. It couldn't do anything either other than be a unit on the map. I was confused on what I need to buy for the vehicle, since I thought I could just have someone hop in.
Dvatrij 13. srp. 2024 v 8.30 
I'm keeping total party size at 60-70 members with around 15-20 at my base and other squads are smaller: 3 melee, 3 ranged and 1-2 vehicles/mounts/etc at each one
And droid squad of 6-8 units.

Import is helping only for a one-two ingame days.
And as it kinda resets gameworld, its harder to achieve ingame goals then.

Most of my field troops are euqipped with scout legs and have high athletic so they're almost as fast as vehicles... (:

Anyway, key moment is somewhy with a few venicles there's A LOT of lags...
And no lags at all without them:(

Maybe I'll make a light version of your mod some time if you dont mind.
With vendors at towns and delivery system only, no roaming squads and random characters having it.
Its very immersive but kenshi is not optimised for that and I dont want to limit my ingame habbits...:)
Dork  [autor] 13. srp. 2024 v 7.47 
If the game is slow, try to import. If the squad is too big the game will go slow. As the vehicles are fast the game needs to load a lot of map zones meanwhile. This is an optimization issue from kenshi. My game works flawlessly so mainly kenshi required big ram for fast loads and big squads.
Dvatrij 13. srp. 2024 v 4.51 
If you're willing to continue working on it, I willing to try and test more. I love your mod and almost all of its content :P Also there is at least one person who might help us to resolve issues.. and he's also was interested in your mod and pretty good with FCS.

P.S. Sorry for a lot of text. I read too many books lol
Dvatrij 13. srp. 2024 v 4.49 
Also it somewhy generates lags in specific situations: when I change any equipment on my troops. When I pick up/put someone in bed or cage, when I start dialogue with new NPC - game fps drops to 0 for 1-2-5 minutes.
So I'm forced to reload the game every 30-40 min.

After I've dismissed all vehicles and deactivated mod - smooth and fast perfomance again.

P.S. Ships and boats mod doesnt have this issue and works just fine. But it has less content the yours..
Dvatrij 13. srp. 2024 v 4.49 
Well, I didnt want to say but I guess I should to.
Somewhy I've encountered the same problem which I had with mod about Riding Bulls (Sage Seed or smth like that).

After I get 2-3-4-5 Bulls (there) or Speederbikes (here), Kenshi starts to... misbehave, lol.
It begins to consume a lot of RAM.
Eg. Without vehicles mod it uses 3-7GB in feels just fine for hours of gameplay.
With mod activated and some vehicles in squads it starts to use more and more memory, increasing from 3GB right after loading save to 12GB + (I have 16 total) when lags and freezes makes gameplay too painful xD
Dork  [autor] 12. srp. 2024 v 19.03 
@Dvatrij Perfect!!! I am happy everything works with no bugs. If there is any bug, please write in this forum. Thanks for testing :)
Dvatrij 11. srp. 2024 v 20.20 
yasss, it worked:) 1st speederbike succesfully arrived at my base
purchased at Stoat, received at Okran's gulf
Dvatrij 10. srp. 2024 v 8.18 
Giving it another try, thank you for your efforts and time:)