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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 ...)
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.
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?
But even more weird, at the same time, ALL the soldiers of the shek kingdom are using battleaxes, the double one, rose blue teslov.
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.
Hope this helps!
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.)
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.)
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)
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.
My favourite mod from skyrim classic was this exact sword, but i cant find it or its deprecated, now it appears in kenshi.