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报告翻译问题






I found one thing about beds placed along walls: Sometimes a bed's node goes into the wall. If it happens, characters climb onto the bed from within the wall. And when they get out of the bed, they try to go into the wall, and will teleport to the rooftop. →→ Image1 , Image2
Tweaking colliders seemed to reduce the behavior.
But it is not the only cause of the teleportation issue. Characters sleeping in indoor beds still teleport to the rooftop immediately after loading, even when the beds are placed in the middle of the room. And the worst problem is, sometimes it does NOT happen.
I am in a standstill for now.
Unite the roof and exterior wall colliders
Add new colliders for railings
Move turret node No.3 and No.21 slightly inward
Problem 1&2
Whether teleportation occurs or not is still inconsistent.
I am trying to combine the colliders of walls and roofs, as many vanilla buildings do.
Problem 3
Making the railing parts
Thank you for the message.
Please feel free to use this mod as required content for your mods :)
Problem 1: Characters sleeping on beds teleport to the roof
Problem 2: Acid rain damage while inside the building
I can partially reproduce the effects, but I still get inconsistent results:
・If you save and quit the game while a character uses a bed against the wall, the character is ejected onto the roof above the bed when you load the save. In this case, the character can return to the bed from the rooftop directly.
・But sometimes no ejection happens...
・Sometimes the character is displayed on the roof for a moment and returns to the bed. In this case, the character would be briefly exposed to acid rain and would say dialogue like "My skin is burning!".
Problem 3: Turret gunners falling from the corner of the rooftop
Still unable to reproduce, but planning to add railing parts to the roof collider so that gunners cannot go near the roof edge.
Problem 1: Characters teleport to the roof after loading
Confirmed, but got inconsistent results
Problem 2: Acid rain damage while indoor
Still unable to reproduce
Problem 3: Turret gunner falling from the rooftop
Still unable to reproduce
*Right after loading, gunners often start running for other turrets, but do not fall to the ground.
Thank you for reporting back and the kind words :)
Regarding the flipping of the building, there are two types of Box Stephouse, L and R. Each type has wide-door variants. So this mod adds 4 Box Stephouses in total.
Now I see the problematic node. → Image
The info is crucial for testing. Thank you so much!
Thank you for letting me know. I will examine the issues.
I would like to ask a few questions to research the problem:
Could you point out the location of the troubled turret node in the image?
→ Image
From your description, I assume that node no. 1 caused the problem. Is that correct?
The turret node issue is likely resolved by adjusting node positions.
However, the teleportation issue and rain leak issue are expected to take time. Until then, it is safe to avoid building the furniture against the wall.
I apologize for the inconvenience.
On the first balcony immediately as you climb the the stairs the spot immediately to your 2 a clock if you position a turret there the character will sometimes teleport down into the doorway. I've had characters die because they'll just teleport into the doorway.
That's all of the issues I've noticed but otherwise I really like the mod even despite how my comment comes across.
Thank you for the message.
Unfortunately, I do not know of any mods that make all interior walls of vanilla houses vertical.
I changed the mesh and collision of the Box Stephouse's base and entrance steps.
This update shifted the Box Stephouse entrance steps slightly forward. → Image
If you are using Box Stephouse in a tightly packed base, you may need to rebuild it.
Thank you for the reporting. I apologize for the inconvenience.
When I encounter similar issues at an entrance, I try the methods below:
1. Back up the save
2. Quick save and reload
3. Press [Shift+Ctrl+F11] , or [Shift+F12] → NAVMESH TOOLS→ press [Regenerate Sector]
4. Dismantle workbenches and storage inside of the troubled building bit by bit
5. Dismantle the building and rebuild it in a slightly different location
Unfortunately, I am unable to eliminate the random entrance issues.
However, I am reworking the meshes and colliders of the Box Stephouse entrances to a simpler form. Because wide and flat entrances, like those of the vanilla Stationhouse, cause less navmesh troubles. → Image
I hope this works.
Characters can't enter or leave the house. I don't know why; it seems to be random. I should clarify that this happened suddenly, as the house was working and had several workstations inside. The bug occurred in the "Box Step House L." The character can reach the stairs but won't be able to enter or leave if they were inside. I tried using the shift + f12 menu to reset the structure or using the "fix stuff" button and resetting the squad position from the load game menu. Unfortunately, none of that worked.
I am totally okay with uploading the translation mod :)
Thank you for trying my mod and translating it!
Thanks for your great Box Stephouse mod! I’ve uploaded a Spanish translation so more players can enjoy it. Full credit is given to you, along with a link to the original mod.
Let me know if you're okay with this — I’ll remove it if needed. Appreciate your work!
Best regards.
Thank you for replying. Now, I am beginning to understand.
But as I wrote in a reply to another user, I do not have time to work on Kenshi mod now. So, I am afraid I cannot build such a building for you.
I would appreciate your understanding.
Thank you for the message.
Honestly, I am unsure if I understood your description correctly, as my language skills are insufficient to understand the terms of architecture.
I am busy and cannot make new mod buildings right now, so I am afraid I cannot be your help.
I think this is a great feature, since it lets you create a barn to store your animals inside, during raids or otherwise.
I love this feature. Thank you.
Thank you for the message.
I took your explanation as you want a Box Stephouse variant with a flat rooftop deck, but I am not sure I understand your description correctly.
Is my understanding correct? → Image
Large, rectangular, and flat buildings have always been my favorite, but I cannot promise anything now.
I will be busy with work and family reasons until mid-June, so I do not have enough energy for new plans.
Thank you for letting me know. I will look into it.
Please give me more details on which Box Stephouse caused trouble or how your characters failed to enter the buildings (e.g., they stopped in front of the door or at the entrance stairs).
Screenshots are appreciated!
Updated.
I shrunk the wall colliders' upper half and chamfered the lower half.
→ Image
Sadly, this update will not eliminate all arrow issues but should improve the situation. (Your characters try to shoot enemies behind walls and floors anyway)
Thank you again for trying the mod and for all your cooperation!
Let me know if there's any more I can do to help and thank you for taking the time to work on this. I normally just assume that mods are "as is." You are a cut above, I see you.
I appreciate your reporting back and preparing a screenshot. That information can be helpful when I tweak wall collisions.
I am testing turrets and walls. → Image1 , Image2
Arrows get stuck on the collider's surface but sometimes fly through the thickest collider. I am puzzled. But, as you said, shrinking the upper parts of wall colliders is promising. I will get to work on it.
I expect the turret Tengu was on to potentially have issues, but not the one that Hench had or the one between them.
I noticed that despite the healthy collision volumes, turrets do not seem to collide with the one they are in/on. Perhaps it is an inward only collision check or there is some other reason, but it seems to only block from this lower level past the separate wall collider that the upper level is comprised of. As such a potential remedy would be to have the colliders be horizontally split rather than vertically. In that way you could tune/limit the upper collider to be such that they would interfere with the turrets without affecting the footprint.
Please let me know if you have more information about where your arrows are stuck. (screenshots would be nice)
For your reference, the image is the current wall collider of Box Stephouse walls.
→ Image
I must admit they are a bit bulky, even if they are meant to mitigate "wall through" problems.
Thank you for trying the mod!
Unfortunately, I have no plan to make box stephouse variants at the moment.
I do not have enough time and energy for modding :(
Thank you for the translation! :)
Thank you for the reporting.
Prisoner disappearance is not a rare issue. So, more detailed information is needed to identify the cause. Sometimes, your prisoners starve to death, are freed by other NPCs, or pass through walls and despawn. Sometimes, they simply despawn when the game is loaded.
But I rarely take prisoners alive nowadays, so I would not be of much help. So, it would be better to consult others in the "Bug Reports" sub-forum in the Discussions section.
Thank you for reporting and giving a solution. It will help other users.
And if it's not too much trouble, would you mind telling me your language settings?
Because I suspect language settings cause the "Can't find mod buildings after research" issues.
I encountered a bug where the technology would not appear in the menu even though I had it, but I have resolved it.
They now appear after deleting the [building group] set for all Box Stephouses in FCS.
Please try this if you are having trouble.
Thank you for the intriguing comment :)
A building can have two doors; for instance, the Double House from the Forgotten Building mod has two functioning doors. → Image
But I do not know of a building with two doors facing opposite each other. It is a nice theme to pursue.
As for the gates, I doubt that gates with two doors work properly, without pathfinding issues - gates are complicate buildings, even vanilla setting.
"WhAt ArE yOu DoInG, StEp-HoUse?"
Thank you for the information.
I still fail to replicate the research issue and have no clue how to solve it. But your comment will surely help other players.
Thank you again for trying my mod!
If you add this mod before you complete the research, I think you'd be safe.
I have failed to replicate the research issue, so I am still uncertain why Box Steps do not appear in the building menu after the research.
Anyway, I have added a note about the issue to the description.
Thank you again for the information.
Happy holidays!