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Kinda cute.
@Stack
For anybody wondering, I fixed it by disabling the mod and importing.
Yes.
I haven't got any reports of it not working this year either. I don't think Kenshi has had a major update in well over a year either and that is unlikely to change in the near future.
Examples:
1) Even at night from sleeping in their beds (dreaming about their neighbors being burglarized I imagine), shop guards or shopkeepers will come sprinting from other stores, open the door to what should be to them a normally closed shop at night to "find and rescue" the people I assassinated.
2) I lure gate guards away from a gate to fight them in smaller numbers. I win that fight but then some asshole(s) will come running from within the city, who should be oblivious to the entire situation, to "find and rescue" his downed friends.
I am working on a bugfix compilation mod for various issues in Kenshi, and I was wondering if I may add your mod to that compilation? All credit for the original fix will go towards you of course.
I honestly have no idea.
I've not encounter the bug you just described as I've never built cages in a city house before.
Based on what you said it sounds like the police AI just finds the closest allied cage and doesn't check if it's the NPCs faction or the player's faction. I wouldn't put it past the Kenshi AI to do that. Given your description and my experience with Kenshi AI it sounds entirely plausible that that could happen. I have yet to have an allied guard place another downed guard in one of my city houses though.
As for guards hanging out in bed that's just Kenshi AI being kinda dumb. It happens if you were to place KO'd patrolling NPCs into an allied bed yourself as well.
I've seen it happen in the united cities. In some cases i see the npcs Asjodi pointed out being arrested for burglary.
Is there a particular city/town where it happens frequently?
I'm noticing that happening as well. I keep having to import because all the shopkeepers in the united cities keep getting arrested and enslaved.
No it shouldn't. It adds additional rescue behaviors to the guard ai. It does not, however, alter any of the other behaviors or faction relations.
I've installed few new mods to my playlist and in my newest game I've noticed a lot of massive chaotic fights in cities that previously were orderly (UN Samurai attacking Mercs, attacking Shinobi, attacking slave traders, etc..).I'm trying to pinpoint what caused this massive problem.
My assumption is that this mod should not cause any friction in the regard, correct?
yeah that's just a kenshi thing. It's kinda annoying and I don't how it could be fixed or if it's even possible to fix. Maybe something with more AI fallback options...
YES please!
Thanks.
Come to think of it I do notice that sometimes the AI doesn't seem to "notice" something from time to time and just ignores it. I've seen the patrolling paladins ignore fighting and prioritize healing downed teammates. This mod doesn't touch them so that would probably fall under a problem that can't be fixed through a mod.
There's too much hardcoded in general(I really want to change some job assignment) :(
Also, that thing with guards happened only once, I couldn't reproduce it.
I wish the AI could stay in bed till fully healed. That isn't an option for AI. I could see about at least giving the guards the shopkeeper AI as a workaround so they unlock the door and shopkeep. There isn't a terrible amount I can do about that unfortunately. Luckily that isn't very common an occurrence.
It is funny, but really stupid.
It would be better if the shopkeeper stayed in bed until fully healed...
Also, for some reason sometimes guards prioritizes healing and hauling bodies over fighting, so they getting killed trying to heal and haul...
Thanks. There are some perks to sorta being a game dev as a modder. It's easier to identify what's what when modding.
I can probably go really in depth into how a GOAP (Goal Oriented Action Planner) AI works (I assume thats what kenshi uses) and so forth.
That being said, that's been bothering me as well. However, as I mentioned there really isn't a good way of doing that. I might investigate the dialogue thing when not swamped with work, however, I don't think much would come of it.
Potential solution:
Off the top of my head, I can see possibly looking into abusing the dialogue system which can check if a character is [almost KO'd] and assign the downed guard a new AI temporarily. This would be similar to how dialogue options can override mercenary AI to follow player for a certain amount of time.
Though that would be a significant kludge and would likely break constantly or have unintended side effects. Not to mention it'd be a significantly more invasive alteration and would need special dialogue options for most of the differing guard squads.
More thorough technical answer:
The Kenshi AI to my knowledge uses a particular type of planning AI in which you give it tasks and goals. Both are hardcoded and a modder can only choose which goals the AI can use and the importance of each goal. For this mod I gave the Guard AI the extra goals of high importance related to making sure any downed ally is either picked up or in bed. I cannot add a goal for sleeping until healthy. That isn't a "goal" so to speak. Simply that can't accomplish their guarding goal until they wake up. It's a limitation of the particular way the developer decided to implement this planning AI.
Simple Answer:
I am fairly certain that's not possible through modding. At least no in any sort of straightforward easy approach. There isn't a way to check a character for how healthy they are in the AI.