Kenshi
Symbiosis: An Animal Overhaul
185 kommentarer
Screaming Worm 23. sep. kl. 11:48 
I tested it out on the mountain dog you get in the Guy with a Dog start in a new game and had him run a bit to level athletics, but it didn't seem to work. I don't have any mods that affect the animals besides this one, unless you want to count Tame Beasties, so I dunno what could be causing that.
Screaming Worm 23. sep. kl. 7:25 
I only tested it on animals I recruited before installing the mod, which was the bonedog from the Guy with a Dog start and a crab I have on my main save. I'll try recruiting another critter on my main and see if that only happens with animals that were converted to their new versions.
Skolokiroptera  [ophavsmand] 22. sep. kl. 22:54 
Definitely a bug. I'll do some testing on my end. Is it only with specific animal types or in general?
Screaming Worm 22. sep. kl. 20:47 
I've noticed that with this mod enabled, animals can't train stats. While the experience bars go up, the levels themselves stay static where they are, as if the bar reset to 0. Intended feature or a bug?
TheBillestBill 10. sep. kl. 4:51 
Alright! If you will be in the mood for the idea, you can always add me or coment for me to add you
Skolokiroptera  [ophavsmand] 9. sep. kl. 22:25 
The offer is interesting and tempting, but at this time I've paused on modding as I'm going through a very rough patch IRL. I was even on the finishing touches of my patch for More Dogs and Symbiosis, but had to shelve that for the time being. Currently my focus is securing new work and housing, had a bad falling out with my folks and sheltering with extended family until I can get back on my feet. Once I have, I'll be at ease enough to get back into my hobbies, including Kenshi modding.
TheBillestBill 9. sep. kl. 21:31 
Lurker would you want to maybe team up with ideas/if you really like it, make your/our mod on hardcore ecosystem? This mostly comes from my selfish desire, since, having a lot of beakthings is cool but kinda repetative, would be better to have more threats on the map in general. But if you also like this idea - we could make an extreme version of this mode that really pushes idea of wilderness being impactful to its logical extreme. It could be done through simply changing spawn rates - but I think that maybe adding more variations, more variations of "builds" of animals ( for example, bone dogs have a chance to spawn a special vampiric dog that drains hunger, has small hp and does extreme damage, designed to use peeling of other dogs to two-tap players and then leave them stranded ). Would love to work on something like that even on my own, thinking if you like the idea too.
Skolokiroptera  [ophavsmand] 9. sep. kl. 18:35 
Agreed. Way to profitable in general.
TheBillestBill 9. sep. kl. 7:41 
Lurker how I did that, is that I made animal skin to not be a trade item, and then reduced general loot multiplier to 0.1 ( I am okay with nerfing looting corpses, walking bandits into the town is too easy )
Skolokiroptera  [ophavsmand] 5. sep. kl. 22:40 
In the FCS, there's a value for 'trade price/value' or something similar named. It always shows the full price (so what you buy it for, not sell) but it takes into account selling markdowns. You could reduce that to whatever you think is fairer. For example, IIRC animal skins are 400 cats purchase, and 240 cats to sell. If you reduced the 400 to 100, then the skins would only sell for a measly 66 cats a pop (again IIRC). It's easy to do manually, but there might already be mod on the workshop already that does that, but I'm not aware of it.
TheBillestBill 5. sep. kl. 21:48 
Lurker thats a very true statement. I, in general am looking to do some heavy buffs to enviroment, but I dont know how in a ways that doesnt break game completely or makes it too boring. I could only think of giving animals some busted stats and self-regen, but thats it. Do you have any ideas to make enviroment/animals A LOT more threatening?
Another problem I ran into with using beak things mod is that my animal skins allow me to earn more money than Id like in early game, because I can just run into city guards and sell gazillion animal skins. I could already do that in vanila in a lot of places, but since beakies are now everywhere - I can now do it more, everywhere and at any time.
So do you know how to nerf trader items?
Skolokiroptera  [ophavsmand] 5. sep. kl. 14:18 
@TheBillestBill, shouldn't really interfere to much. You could potentially see an imbalance of spawn frequency when using both however. For example, the Spider Plains had a lot of new potential animal spawns added in Symbiosis, and I had to carefully adjust the chances of each so it still felt like the Spider Plains, so hypothetically if the mod in question would result in a 25% chance of Beak Things appearing, because of the new additions increasing the overall pool size, it might be reduced to only about 5% chance for them to spawn. You get what I mean? For best results I'd load the mod you have in mind after just so it's values take priority though.
TheBillestBill 5. sep. kl. 11:39 
Is this mod compatible with mod that changes spawn locaion of beak things?
I am doing a somewhat hardcore modpack for myself to use. It includes having a mod that makes beak things spawn everywhere + in game modifier to make more animal nests in general.
Will that compute and not break anything?
再玩钢四没牛子 31. aug. kl. 16:56 
People grow crops, sheep eat people
Skolokiroptera  [ophavsmand] 24. aug. kl. 0:34 
@mors I'll take a look at it when I get the time. Unfortunately updates to the mod and release for the More Dogs integration/patch are going to be on hiatus for a while. There was a falling out between me and some close family, and now I have to focus on both new housing and work. Thank you all for your understanding.
touny 23. aug. kl. 9:42 
the amount of animals in the desert seems a little extreme, considering how desolate and barren it is.
Technicalitch 21. aug. kl. 6:07 
@Wyvax of Viridvay, Hey, really cool that you took the time to check it out. I use Kaizo instead of Living World or Reactive World, because for me the more varied spawn tables are more interesting than the worldstate changes. It’s also the only overhaul mod that feels closer to vanilla compared to most others. That’s also why I like your mod—it’s vanilla, but with some nice extras :)
Thx
Skolokiroptera  [ophavsmand] 20. aug. kl. 17:10 
Okay, I've checked the FCS with Kaizo, and the most differences are just a result of altered spawn rates. You could safely use Symbiosis afterwards to benefit from the animals spawn changes while still keeping the new spawns of Kaizo intact. The only other meaningful change I saw was a new version of the domestic pack bull included in Kaizo, a new large dog and a tweak to the Great White Gorillo's size scaling (which in combination with Symbiosis may make it a more dangerous fight.)
Skolokiroptera  [ophavsmand] 20. aug. kl. 16:11 
@Technicalitch, honestly I'm not sure. I constructed Symbiosis with Vanilla in mind. I typically use Reactive World, but have been considering exploring Kaizo for my own play-throughs. I'll go ahead and give Kaizo a thorough exploration within the FCS in search for any potential conflicts and get back with the answer in a later post.
Technicalitch 20. aug. kl. 5:09 
Hey, awesome mod!
I started new game recently with this and Kaizo. I gave loading priority to Kaizo but started wondering, if they overlapp at all? Will I miss anything out of this mod if it loads before Kaizo?
Skolokiroptera  [ophavsmand] 19. aug. kl. 6:23 
No worries mate!
Nactarune 19. aug. kl. 6:22 
Sweet thank you so much for the clarifications I will sub and wait for the patch for more dogs, great work man!
Skolokiroptera  [ophavsmand] 19. aug. kl. 6:14 
I'm familiar with Snicks Swamp Creatures Patch, he's made some great QoL mods. (Plus I forgot to include him in my credit section!) The fix is actually included in both Unofficial Patches for Kenshi and Symbiosis, so technically you don't even need to sub to it anymore if you use either.

You can safely run both Crunk Tweaks and the Unofficial Patches mods, I do myself. Crunk does have some incompatibilities, but it should be pretty high in any mod list/load order while Symbiosis should be much lower, which means any changes will be overwritten by the ones in my mod except a few inconsequential ones like the age of the Settler's Pup.
Nactarune 19. aug. kl. 5:50 
The one I guess won't be compatible per your words and the one I had in mind is Swamp Creatures Patch , if so how about including it in this mod since it sounds reasonable
Skolokiroptera  [ophavsmand] 19. aug. kl. 5:46 
No problem, though I knew I forgot something! I highly doubt it unless it's a simple goal addition to a preexisting AI package. Almost all of the animal squads in Symbiosis have received AI overhauls of some kind with a lot of custom packages I've made to make them more nuanced. It it's to the AI of a character profile instead of a squad profile however, then it might work out fine. I've barely touched those as it tends to cause problems in game. If you got a specific one in mind, I'd happily check it out in the FCS to give you a concrete yes or no though.
Nactarune 19. aug. kl. 5:39 
Oh thanks for the quick response! I will favorite it till the patch comes out as I use more dogs mod looks great! Also does mods that does changes in AI in animals compatible ?
Skolokiroptera  [ophavsmand] 19. aug. kl. 5:36 
@Nactarune, right now I know that it and More Dogs have a few conflicts (but I'm putting the finishing touches on a compatibility patch/expansion for it at this very moment, which will probably be up later this week). Other than that, the only other incompatibilities that I can think of off the top of my head would any mods that radically adjust the spawn rates of a given area. I've been pretty diligent about getting the balance right, especially in areas that have wacky high rates in Vanilla Kenshi like Dreg and the UC territories, as I had to downsize a lot there to keep the same balance. So something like UWE might lead to radically altered spawn rates.
Nactarune 19. aug. kl. 5:13 
Any known incompatibilities or what mods could be not compatible with this or what this mod changes that would make other mods incompatible.
Skolokiroptera  [ophavsmand] 18. aug. kl. 19:39 
You've no idea how much I appreciate that. :cactusrum: friend!
Drestalos 18. aug. kl. 19:37 
BADASS, BIGGUY! Aye man, I get that life thing.
My hours got cut at work out of the blue, and my boss is having a rough time, so that seeped into the workplace, and I guess towards her schedule making decisions, and I guess I was considered the unfavourable one.
But, I just downloaded Kenshi on my new computer so I've been chilling, but so much time away from doing something productive is rough on my mental state, not really sure how to put it but, we can all relate to having the side quests of life be in the way of the main quest of life lmao. Good or bad, we ain't multitasking robots, so keeping your eyes on what really matters to you is how you'll keep your head straight I reckon. Don't rush stuff bigguy and keep up the good work! I'm rooting for you in the Kenshi scene and IRLs.
Skolokiroptera  [ophavsmand] 18. aug. kl. 19:28 
Yes, I've got plans for multiple different animal mods in the works. First expansion will be compatibility for More Dogs, (which is almost finished, I've just been focused on IRL stuff recently) afterwards it'll be some smaller creature mods like Waste Fiends before moving onto more large mods. I've started quite a few side projects and have gotten sidetracked by them recently as well, which has hampered my larger projects a bit honestly in addition to life.
Drestalos 18. aug. kl. 15:44 
Cheers bigguy, I went and verified files, and it fixed my issue. Didn't know it also disabled my mods and reset the load order, so I had to reorder everything for like half and hour lol. I appreciate your chillness. Great mod bigguy.

Side question any compatibility planned or like patch added for "Animals, animals, All kinds of animals" or any other mod that adds various animals?
Skolokiroptera  [ophavsmand] 18. aug. kl. 15:24 
No worries, it's cool. I've noticed icons disappearing and reappearing at random with multiple modded items in my own games, just the other day it was occurring rampantly while I was testing out Sahilarious's feminine clothes mods. But as far as I can tell I think it's a bug in the game itself that just rears it's head with custom icons. No idea what causes it. I do have some plans in the future for custom icons and new backpacks, but that's way down the line after I get more proficient in GIMP and Blender, so there's just a couple of empty placeholders in Symbiosis's code that don't spawn in the game world for now.
Drestalos 18. aug. kl. 12:05 
nevermind I'm slow, that probably has no affect on animal backpacks, still dunno what caused the missing texture, but don't worry about your mod bigguy, sorry for the trouble
Drestalos 18. aug. kl. 11:32 
I'm not familiar at all with the FCS, but does 4003-gamedata.base mean anything in particular?
Drestalos 18. aug. kl. 11:22 
might be garru backpack no lantern sold at adventurer shops(?)
Drestalos 18. aug. kl. 11:19 
I didn't see anything in your mod in FCS that references a backpack at all either
Drestalos 18. aug. kl. 11:18 
Hey bigguy, was messing around with load order, and for whatever reason, your mod makes a backpack icon that disables all the backpack icons from appearing in the mod "Animal Backpacks", when I go to a trader who sells their packs, the item is missing textures, I check the icon folder, and your mod generates an icon the same as animal backpacks, but I'm not sure why it removes the textures from animal backpacks, I'd figure I would ask you, if you have any ideas.

The image texture is the same as the garru backpack from base game, for both the icon that is generated by your mod, and the ones generated by "Animal Backpacks"
Skolokiroptera  [ophavsmand] 16. aug. kl. 16:13 
@Ancell if you're asking about importing, I would say yes to be safe.
Ancell 16. aug. kl. 15:23 
Need a transfer?
brickhead 14. aug. kl. 7:44 
thank you my goat :cactusrum::beeped:
Skolokiroptera  [ophavsmand] 13. aug. kl. 13:03 
@brickhead, Hot dang, you're right. I can't believe that I missed that, and now my OCD will never allow me to live with it. Yeah it'll change for sure now lol.
brickhead 13. aug. kl. 11:40 
Love the mod, though I think the cage beasts are due for a name change due to the yknow.. other kind of behemoth. the metal, Obedient kind.

UWE calls them paracers for example iirc, which is a contraction of the name for the extinct real life inspiration the cage beast the Paraceratherium. Could use that or come up with something else that refers to Big Animal without sharing a name with the pre-existing behemoths. Or dont since this is a nitpick
黑虎阿芙洛狄忒 11. aug. kl. 0:59 
In fact, I really like how this mod revitalizes the animal ecosystem. If there really is no solution, please don't sacrifice some of the interesting features of the mod for this. I will find another way to make my Kenshi characters gain enough power to contend with Tinfist and Cat-Lon (of course, it would be best if the issue can be resolved).

As for the crash, my game currently has over 120 mods installed, and it's possible that my game itself is not particularly stable. Although it's true that the game would definitely crash after removing this mod midway.
黑虎阿芙洛狄忒 11. aug. kl. 0:52 
Most instances of animals actively getting off beds to sleep on the ground occur when they are out of sight, such as being placed in a room with no line of sight. However, there are occasional cases where they get off the bed, sleep on the ground, then stand up right in front of me. Most involved are Great White Gorillas and Beak Things, and the crabs I'm raising also did this while recovering from injuries.
Additionally, my crabs frantically try to devour any nearby corpses (not sure if this is from a mod or vanilla). It's interesting to watch them clean up the battlefield, but this doesn't restore their satiety.
Regarding the crash: After removing the mod and loading the save, the game would crash after about 2 seconds even if I didn't make that Beak Thing move. At that time, my base had 1 Great White Gorilla, 4 Beak Things, 2 crabs, 1 pack bull, and 1 bonedog.
machine translation
Skolokiroptera  [ophavsmand] 10. aug. kl. 16:46 
That's strange, several animals that didn't have the sleep on the ground goal were given it. I'm not sure how exactly this would interplay with beds, I'll try to replicate this as much as I can to figure out the issue. Also regarding the crash, do you recall what the animal that caused the crash was, and what type/ size of animal squad it was originally from?
黑虎阿芙洛狄忒 10. aug. kl. 14:50 
Oh, just a second ago, I only left the room for a moment, but when I came back, all the animals that were lying on the bed had turned into "sleeping on the ground."
黑虎阿芙洛狄忒 10. aug. kl. 14:27 
I'm back again. So, I found out that the issue of animals getting off the bed isn't caused by loading a save. Instead, when they get injured and fall unconscious on the bed and then wake up again, they might receive the "rest on the ground" command. Through testing by enabling and disabling the mod in the same save, it seems this command is granted by this mod. At this point, even though they appear to be lying on the bed, they are actually on the ground. It's also obvious that they aren't getting the healing bonus from the bed, and they can stand up at any time and eat my head. Could this be the reason? By the way, when I removed this mod midway, the animal I was testing caused the game to crash as soon as it moved.
If you're really sure this mod isn't the cause, I won't bother you again.
黑虎阿芙洛狄忒 10. aug. kl. 2:00 
That might be caused by other mods. This happened to me after I added a batch of mods. The beak thing that was wounded and unconscious on the bed suddenly woke up and ate my Beep.