Kenshi
City Architecture Total Overhaul V4.04
326 Comments
Barry Macaroon 4 hours ago 
First, I love this mod. I love being able to have a collection of quality town updates and upgrades. However, I'm having an issue with Fish Isle. It seems like there's two different versions laid on top of each other. I carefully looked through my mods to make sure there were no conflicts. Help would be appreciated.
你好,我之前安装的v3版本,游戏从来不会闪退,自从更新v4.04后,在蒙格勒左边地区,无论一倍速或者其他倍速均会闪退,目前回退版本到v3版本一切正常,后台我看报错问题是导航网格问题,不知道我应该如何上传报错包
Amduskas 23 Aug @ 7:25pm 
@Larkas, yes, it's in his mod collection together.
Larkas 23 Aug @ 7:12pm 
@crunk aint dead: Quick question, is CATO compatible with your Clouds and Wind for World's End?
Amduskas 14 Aug @ 5:27pm 
@Terribilis, yeah, you can use the same version from Nexus that you're on, and not have it update automatically through Steam if you don't want to import without buildings.
Terribilis 14 Aug @ 5:45am 
Or rather, on Nexus it’s still the older version of the mod right now, if I’m seeing that correctly. Can I just unsubscribe from the Steam version, install the one from Nexus, and keep playing without importing?
Terribilis 14 Aug @ 5:37am 
I have a question: a new update just came out, and you’re supposed to import with player buildings disabled. However, I currently only have one house in Squin where I’ve stashed all kinds of stuff. My next plan was actually to build an outpost, but if I import now, all the stuff in my house will be gone. Is it in any way problematic if I import without disabling buildings, considering I only have this one house anyway? I also decided to manually install the mod through Nexus. If an update suddenly comes out and all the buildings are gone, that would be pretty frustrating...
Lil O' 14 Aug @ 3:22am 
They will be fine if the mod updates or if you import with buildings checked. However, after an update it is recommended to important with buildings UNCHECKED - this WILL remove player-built structures.
Horhyzon 13 Aug @ 12:34pm 
So no player made buildings will survive if this mod updates or you import a save?
年迈的斧王 8 Aug @ 9:30am 
能不能和Functioning market stalls兼容一下,枢纽城一个酒吧被小商贩挡住了,还有就是水泡山庄一段寻路容易卡住,是通往王座楼梯哪里
Flash 3 Aug @ 11:36am 
UWE compatible?
Ser Duke of Dennis 2 Aug @ 10:39pm 
im playing with your collection and the Shek moved back into the shek ruins but the walls make it impossible for anyone to get in or out
leon2356 28 Jul @ 11:55am 
@crunk aint dead

Thanks!
crunk aint dead  [author] 28 Jul @ 9:37am 
@leon2356 i simply made a mod and changed the objects to exterior furniture temporarily
leon2356 28 Jul @ 2:01am 
Hi! I wanted to ask a quick question. How did you place indoor objects, outdoors? Like I saw that in the hub you placed indoor walls, and tables outside. When I try it it says I need to place them in doors. I love how the indoor objects look and want to use them to decorate the outside of my base.
crunk aint dead  [author] 26 Jul @ 3:28pm 
@Emerald-kun i wonder if maybe its because your game is regenerating a large amount of the navmesh due to the new roads.

Try leaving your game paused for 5-10 minutes in this area and see if performance improves, otherwise i have no clue what happened.
Emerald-kun 26 Jul @ 3:08pm 
@crunk aint dead, yes, I do have FASTR in my modlist—I use the Vanilla Remastered (for my WIFE) collection (which I think you made?) and just have some armor mods installed on top, so no clue what happened there.
crunk aint dead  [author] 26 Jul @ 2:58pm 
@Emerald-Kun super weird, no additions were made to any locations near here. Do you also use FASTR? Stobes garden has poor performance in vanilla so i recommend it
Emerald-kun 26 Jul @ 2:47pm 
@crunk aint dead, I first noticed when I loaded the save around the Reavers' main base (Ark) in UC territories; after I downgraded to V3, it ran just fine.
crunk aint dead  [author] 26 Jul @ 2:14pm 
@Emerald-kun where are you getting poor performance? V4 adds a lot more clutter but it shouldnt harm performance that much
crunk aint dead  [author] 26 Jul @ 2:13pm 
@Tonny Lawrence hell yeah glad you got everything working 🙏
Tonny Lawrence 26 Jul @ 1:45pm 
OK, MADE A COMPABILITY PATCH FOR EMPIRE REBUILT AND CATO V4!!!! :mbnecoup:
Amduskas 26 Jul @ 12:18pm 
@Emerald-kun, I took a bit of a dip as well. Seems to be from a lot more lights and added furniture/clutter around cities. It looks so much better though, I'd rather turn off shadows to make up the difference than go back lol.
Emerald-kun 26 Jul @ 11:35am 
I don't know what happened, but V4 absolutely tanked my FPS from 120 to 30-40. It's the only updated mod in my modlist in the past week, so it must've conflicted with something. Going to downgrade for now.
Tonny Lawrence 26 Jul @ 11:21am 
Thanks, I did that, crisis averted lol I thinking of making a patch for Empire Reborn cities and Cato v4, wish me luck!
Laughing Forest 26 Jul @ 9:48am 
@Tonny it’s on the Nexus page. Just download the mod, then drop the mod into Kenshi’s mod folder. Simple as
Laughing Forest 26 Jul @ 7:55am 
Thanks mate, sorted and will leave that modlist using V3 from Nexus from hereon.

Now to update my current play modlist that is Lore Friendly Crunk + Reactive World...

[*pulls out hacksaw*]
crunk aint dead  [author] 26 Jul @ 6:35am 
@Laughing Forest Thanks! All previous versions will always be available on the nexus
Laughing Forest 26 Jul @ 5:24am 
Congrats crunk, what a huge update.

Going to have to change my main modlists to accommodate/center around the new CATO v4!

Will you leave v3 up on Nexus? For the Empire Reborn Redux collection I don’t think I have it in me to redo, so will either remove CATO from it or link to Nexus v3

Well done and look forward to a fresh play-through with your great work. Thanks again
crunk aint dead  [author] 25 Jul @ 6:31pm 
@GayusJuliusCaesarRainbowus hell yea love to hear that
GayusJuliusCaesarRainbowus 25 Jul @ 5:32pm 
Awesome update! This has actually inspired me to play with the FCS. Created a little flavor mod for myself that adds some human retainers for the Shek when they take over Bad Teeth and Stack. Basically just a copy of the Flotsam Refuge squads, so the cities have workers and farmers.
crunk aint dead  [author] 25 Jul @ 5:03pm 
@Amduskas fixed!
Amduskas 25 Jul @ 3:52pm 
V4 is looking great!

I did notice this annoying lamp poking through the wall on the storm house near the stationhouse in The Hub. It's intrusive enough to keep me from placing a bed near the wall.
Here are some screenshots showing what I'm talking about, if Steam allows the link. :doyougetit:
https://imgur.com/a/n9c7nLy
Paco 25 Jul @ 11:27am 
Gonna check out V4, thanks boss man!
Amduskas 25 Jul @ 11:25am 
Thanks @crunk, I was looking forward to getting into this today!
crunk aint dead  [author] 25 Jul @ 10:49am 
CATO V4 is finally live! I put a lot of work into this one, this is the largest update to CATO in a very long time so I hope yall enjoy it!
crunk aint dead  [author] 22 Jul @ 12:47pm 
@Omnissiah_Priest the nexus update was not V4, the nexus version was outdated compared to the steam version
Omnissiah_Priest 22 Jul @ 12:43pm 
Seems like you upload update right now, version on Nexus was updated few mins ago...
Omnissiah_Priest 22 Jul @ 12:39pm 
Awesome! So I will wait untill update for my new playthrough...
crunk aint dead  [author] 21 Jul @ 7:41am 
@Omnissiah_Priest it will have all swamp locations, black desert city and more.
Omnissiah_Priest 20 Jul @ 11:27pm 
Crunk, is there will be swamp in next update? I was found nice mod for swamp towns - Urbanism+ (The Swamp) - want to avoid conflicts
Lil O' 17 Jul @ 6:25pm 
That's amazing!
crunk aint dead  [author] 17 Jul @ 5:25pm 
@Lil O' everything is pretty much ready, might post before bed
Lil O' 17 Jul @ 5:23pm 
How goes the update, Crunk?
Mitsurugi 13 Jul @ 2:20pm 
Thank you very much for the response. I tried looking up the zones Bark uses and removing those, but I think I missed 1 and that's why I still had a wall through the town. I should have occurred to me to cross check it against the other mod, tho...lol
crunk aint dead  [author] 13 Jul @ 1:54pm 
@Mitsurugi it is pretty simple, look in the leveldata folder for each mod and delete the conlicting level data from CATO.
Mitsurugi 13 Jul @ 11:34am 
Would you be willing to give any insight on how to remove Bark from your mod so it doesn't place on top of the Bark Expanded mod I use? I looked in the FCS and didn't see Bark named in there, so wasn't sure how to remove it. I really like the idea of this mod, but have 2 or 3 of MasterSteve343's expanded city mods, and I'd like to keep them.
Shela Monster 6 Jul @ 5:22pm 
Ah, I understand! And I never thought about the manual update of Nexus... I'm just always giddy for updates on Steam. Thanks for all you do though! :steamhearteyes:
crunk aint dead  [author] 6 Jul @ 4:47pm 
@Shela Monster it wouldnt be a standalone roads only mod, but a different version of CATO. A seperate version for vanilla Architecture would need to be made, which i dont think is worth the time. I recommend using the nexus version so you wont have to worry about updates
Shela Monster 6 Jul @ 4:31pm 
I would be interested in a standalone road-fix mod if that's applicable! :steamhappy: I hesitate on a lot of city mods only because of having to import and redo everything if there's a major update, but roads like around the Hub, or as Crux mentioned, that rock at The Swamp/Burning Forest have always been a pain point. :steamdeadpan: