Kenshi
Dark Souls | Silver Knight Straight Sword
28 Comments
Never Fade Away 27 Sep @ 9:45pm 
I get it, thanks, bro.
Trinity  [author] 27 Sep @ 8:54pm 
yeah i think all translations are okay i just think you guys gotta remember to tag them as a translation so they come up in searches without being omitted
Never Fade Away 27 Sep @ 9:04am 
Hello, I have created a Chinese translation patch for this mod. Is this acceptable? If not, I will delete it.
robertoa7667 26 Sep @ 8:23am 
You seem to do great honestly, keep at it. Whatever you do
Trinity  [author] 25 Sep @ 10:20pm 
I'm not living with abusive people anymore so I don't have hella free time that I feel I must do something with, but even when I was living in an apartment before being evicted I fucking just didn't have the ambition to mod, even if I told others that I'm a modder, it was very scarce and the projects mostly didn't get done.
Trinity  [author] 25 Sep @ 10:20pm 
oh my mouse is just fucked up and old as shit and i never upgraded mostly because I couldn't afford shit. I'm gonna get a new mouse and new keyboard and whatever the fuck else and upgrade my whole system, but first would be the mouse so I can come home every day smoke a blunt and wind down with some hunt showdown or some shit that requires a mouse. I'm also getting more and more calm from my life and I feel I might just start modding again but really I just can't. I sit down to mod and I'm either afraid or just can't. there's like a lack of real desire to achieve these goals of mine and it also comes from a lack of value i get out of the finished projects that I have lined up. Alot of these games are boring or single player or devoid of human interaction or just.... it takes too long to mod for little pay out or whatever it is.
robertoa7667 25 Sep @ 7:58am 
oh, if you mouse is screwed, with double clicking and shit, try to breathe on it for a pair of minutes, is a temporal but solid fix if the problem is the static more than the use
robertoa7667 25 Sep @ 7:57am 
thank you for your tips and information, yeah, i will get to it, slowly. Every morning or every once in a while i will do some progress on it, probably in a pair of days everything will be properly randomized.

I got crazy a while ago fixing some mods and even making some of my own mods, like i made a personal mod that disables some police behaviour because i found out that often it conflicts with relations. Like united nations attacking me in tech hunter wild settlement and them attacking me too for defending myself, i removed that, so mostly they only will defend allies, some changes must be made to it, to ensure everyone that make sense is properly allied but yeah, it makes the game much more inmersive, when i did it, even though i'm not allied to tech hunters, they started defending me of the samurais in their own settlement and this made them an enemy of the samurais it seems (and i know what this means to tech hunters in UN cities ...)
Trinity  [author] 24 Sep @ 9:32pm 
I could go back and try to finalize it. i was procrastinating making mods bc my mouse is fucked up but i can do some clickin and tappin
Trinity  [author] 24 Sep @ 9:32pm 
you know, now that I'm remembering the mod i made after, it was a private one and i changed all of the vanilla instances to add up to 100 with that same strategy i just told you about, I'm pretty sure. and this is heavy unfinished because thats alot of fucking work, but the goal was to make the game that much more vibrant while maintaining mod compatibility even if you still have to import it would be like looking at a beautiful bush with many things and one plant next to it instead of one plant and you have to import to change it. idk
Trinity  [author] 24 Sep @ 9:28pm 
What you could do is make a private add-on that links to each of the mods you need to edit and make it a patch mod to load after that edits all the npcs to allow them to allow excess 1 0 0 entries. A way I would do this is by making one of the weapons in their list 1 0 0, that way they all mostly spawn at 20% or whatever, right, but then the last one is the filler and that filler allows other filler and this ultimately allows for whatever, you know? :kabuki:
Trinity  [author] 24 Sep @ 9:28pm 
Yeah, I find doing that on my own, self-made npcs is harmless and efficient and allows for the maximum amount of weapons to spawn equally, but I find that if you edit npcs that are already there, you should keep it at 1 0 0 for mod compatibility.
What you're seeing is npcs that are most likely spawning with specific weapons and the npc being used vibrantly throughout all the npc spawn squads. Like reusing the same npc.
What you can do is ensure that all vanilla weapons in the list are set to 1 0 0, something I tried to do in one of my mods: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2806602258
I believe this is unfinished and potentially broken as I believe I remade it from scratch in order to include all vanilla npcs, standardizing the lists to this 1 0 0 function, making the game way more bland but compatible with mods.
robertoa7667 24 Sep @ 7:39pm 
i could edit kaizo to remove all their blue modifications and with it their 100% usage of the weapon selections, but if even after that they will still only choose one of the 1 0 0 weapons, how could i make it so they choose different options? It is maybe merging your mods into, Kaizo, for example, and in there making the modifications so they don't reach 100% for every single character?
robertoa7667 24 Sep @ 7:34pm 
What do you think i should do? considering that i really prefer to play with the lots of new weapons i installed, do the characters in your game choose randomly the 1 0 0?

for what you said here "Other things to consider are the fact that the game only picks one of the 1 0 0 at one time, you have to import or start a new game to force the game to spawn new 1 0 0 entries. Anything added after the 100 is exceeded, anything after, even 1 0 0, will not be picked. "

What i understand is that the answer to that is no, right? That explains while berserks only choose fragmented axe and the 1 0 0 segadora, and why sheks soldiers only use battleaxe. But then, meaning modifying kaizo and living world is unnecesary. What can i do? im confused?
robertoa7667 24 Sep @ 7:33pm 
he combination of that with your mods was (and still is) really weird. Berserkers currently after two imports are using only fragmented axe or"segadora", which i don't know if that's from you, is a big sword apparently inspired in warhammer. I don't remember if i got to see some with plank.

But even more weird, at the same time, ALL the soldiers of the shek kingdom are using battleaxes, the double one, rose blue teslov.
robertoa7667 24 Sep @ 7:31pm 
Yes yes, that's valuable information, not only for me. In my case, i was seeing lots of blue rose battle axes, no marauder axe, and almost no other weapons in some groups.

After spending some time analyzing my list mod (257), i found that sadly, Kaizo and living world are the problem. They edited A LOT of the characters in stats and especially weapons, they included many weapons they weren't using, like giving cleavers and plank to the berserkers who only used fragmented axe 100%. Their way of doing things is MAXING that 100%, so if there are 4 weapons all of them will be 1 0 20 or something like that.
Trinity  [author] 24 Sep @ 6:55pm 
Sorry about the 4 part message, I tried to make it semi in order, but basically I wrote what's on the bottom first, then the list is in order, then what I wrote after is tagged along at the end, idk, hope it helps :v
Trinity  [author] 24 Sep @ 6:54pm 
Other things to consider are the fact that the game only picks one of the 1 0 0 at one time, you have to import or start a new game to force the game to spawn new 1 0 0 entries. Anything added after the 100 is exceeded, anything after, even 1 0 0, will not be picked. The "rng" of weapons are of a relative number and actual value converted into percent, rather than percentages that calculate into a whole. Compared to the clothing list, this is an absolute value list where that one is a percentage based chance of spawn list. Like, you can have 50 "1 0 50" values in the clothing list and they all will spawn at 50% chance of picking that or something else. Also the clothing list does not have a remainder that counts as a blank item, so you actually have to put a 0 0 0 item in the list for the game to pick a blank item.

Hope this helps!
Trinity  [author] 24 Sep @ 6:54pm 
Examples:
Weapon 1 - 1 0 0 (This weapon, to the best of my knowledge, will have an equal chance of spawning with all of the compatible remainder in the list, while being inherently what will spawn, rather than no weapon)
Weapon 2 - 1 0 50 (This weapon will have 50% chance to spawn against the previous weapon as well as having that same chance to spawn against all others in the list.)
Weapon 3 - 1 0 25 (This weapon will have a 25% chance to spawn against all previous and all others in the list, so long as as the relative 100/100% total hasn't been previously used. If there was no other 1 0 0 references in the list, then it would allow the remainder of the 100 to be a no weapon spawn.)
Trinity  [author] 24 Sep @ 6:54pm 
Weapon 4 - 1 0 0 (When placed after weapons less than 100, or ones that are set to 1 0 0, meaning in this list, it will spawn after weapon 2 and 3, and, to the best of my knowledge, the same chances as weapon 1.)
Weapon 5 - 1 0 100 (When placed on the end like this, even though it exceeds the 100, but it fills the remainder of the 100, then it also acts as a more certain remainder, fill-in entry on the list, making it a for sure spawn if the others are not chosen. This is a better alternative than 1 0 0, as it allows npcs to spawn with more things in the list, rather than picking one weapon for the world instance.)
Weapon 6 - 1 0 1 (Regardless of it's value, because of the nature of where this weapon is on the list, this weapon will not spawn, even as a backup, as it exceeds the 100 total and thusly will not be chosen.)
Trinity  [author] 24 Sep @ 6:53pm 
It's basically like this:
1 0 0 | Anything set to this will have equal chance to spawn with anything else under 1 0 0, or after any previous setting from 1 0 1-99< (Less than a total of 100)
1 0 100 | Will be the only thing that spawns, especially first
1 0 1-99< | These will spawn at the relative chance they are set to with the remainder of the total 100 being used as a blank weapon spawn (no weapon)
robertoa7667 24 Sep @ 9:02am 
"Weapon added to weapon lists at value 1 0 0, place at bottom of load list, import to randomize who spawns with it."

Hey bro, i'm using A LOT of your mods, thanks for your contribution, would love to see you in Kenshi 2 community in a few years (stay healthy and make some free time!).

I want to know if those values allow original weapons to spawn. If for example, characters has this weapon values 1 0 0 and another with the same values, it means is 50% for each? Is possible to the original to spawn? I saw your mod to fix issues about it but you said that is not necessary in the comments.
Chef0Death88 28 Jul @ 6:55am 
Why must you taunt me Silver Knight Straight Sword!?! Why!!
My favourite mod from skyrim classic was this exact sword, but i cant find it or its deprecated, now it appears in kenshi.
Leoric 5 Jul @ 2:04am 
The Fire Is Lit
道友请留步 2 Jul @ 6:27am 
could you please add a research to unlock the sword?sometimes the blueprint is difficult to find if you load many mods
robertoa7667 1 Jul @ 4:15am 
I would like some in-game pics of the sword if someone could send
Esqueleto 30 Jun @ 6:10pm 
based modder and aquila mars
k|Aquila Mars 30 Jun @ 2:13am 
You are a legend, gentle sir.