[MOD][0.74.25] Naginata

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Butta
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Sat Oct 25, 2014 5:56 pm

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This mod adds a new weapon.. a Naginata!

It can be obtained by defeating the lone Strangers roaming the deserts. Nobody knows where they come from but do not underestimate them!

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INSTALLATION:

1.
Download the Naginata.zip and extract the "data" folder from the .zip to your Kenshi folder.[/size]

Steam:
...\Steam\steamapps\common\Kenshi\

If you don't own the game on steam and you didn't change the path yourself, the default path should be:
C:\Kenshi\

2.
Open up your mods.cfg in your data folder and add Naginata.mod as a new line

It can take a bit for the Strangers to spawn. By starting a new game/importing your squad you can avoid this but it is NOT necessary it seems.

That's it!

DEINSTALLATION:

Delete all the files that came with this mod and remove the line in your mods.cfg

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Known bugs:

None.
Please report any bugs you may encounter.

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FAQ:

Q: I just can't find these "Strangers"?
A: They are about as rare as Jounins.

Q: Did you create the model yourself?
A: Yep!

Q: Is the Naginata overpowered?
A: It is similar to a Katana Edge Type V - powerful but not overpowered at all.

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CHANGELOG:

15/7/2015
- Updated to Kenshi 0.74.25
- Fixed Inventory Icon (Really this time!)
- Gold and Silver version are now both included and the game will randomly choose between them (not on the Lofigames forum because the maximum upload size is 2mb)

15/12/2014
- Updated to Kenshi 0.70.3
- Fixed Inventory Icon
- Added NexusMods mirror
- Made the Strangers a bit weaker
- Strangers are now accompanied by a dog

25/10/2014
- Release

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Please do not upload this mod to any other website without my permission.
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DOWNLOADS:
NexusMods mirror: http://www.nexusmods.com/kenshi/mods/1/?
  • Version 0.67.2 Downloads: 77
    Version 0.70.3 Downloads: 118
Attachments
Naginata_0_74_25.zip
Kenshi 0.74.25
version with random color on the Nexus
(1.29 MiB) Downloaded 588 times
Last edited by Butta on Tue Jul 14, 2015 11:33 pm, edited 9 times in total.

ChiefNinja
Posts: 49
Joined: Tue Sep 04, 2012 3:33 pm

Sat Oct 25, 2014 11:34 pm

I like the look of the model :) Nice stuff! Have you had a look at adding any custom animations for it?

About the inventory bug, when I've made weapons I think it's because the game generates the icon from the wrong angle, so the weapon appears straight on rather than from the side. I haven't looked at whether it's possible to fix yet...

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Butta
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Sun Oct 26, 2014 12:34 am

I have no idea when it comes to animations but actually the Naginata fits quite nice to the animations Kenshi already offers :)

I also think that something is wrong with the rotation. Maybe it can be fixed with "icon offset roll" and so one found in the inventory icon section. But even if it is just the rotation, the icon shouldn't be completely black.. I guess we have to wait for an FCS update :P

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Captain Deathbeard
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Tue Oct 28, 2014 4:07 pm

You have to adjust the icon offset numbers in the construction set to get the icon right. It's pretty painstaking. Also the icon will only change if you delete the existing icon before you load the game in /data/icons/

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Butta
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Tue Oct 28, 2014 9:12 pm

After hours I have to admit.. I just can't get it to work.
I've deleted the icon, changed the offset numbers just a bit and got a different icon (went from black to coloured), of course still messed up. So.. I deleted the new icon, set the numbers to something different again, loaded up the game.. annnd got the same icon. At first I thought I forgot to delete the previous one, but I indeed deleted it. I tried it several times, I could even watch the icon being generated on my second screen, but it always looks like this:
Image

EDIT: ok, seems like I forgot to try offset V and it is even doing something! Atleast I could figure out the camera position.
In both pictures offset V is set to 2 and offset H to 0. On the left side pitch, roll and yaw are set to 0 for testing purposes. On the right side I set yaw to 90° but as one can see, nothing changed. The same goes for pitch and roll, nothing happens. I tried a lot of combinations..


ImageImage

someone
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Thu Oct 30, 2014 1:20 pm

Seems that is a regression bug. It will be fixed in the next update.

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Butta
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Sat Nov 01, 2014 1:40 am

someone wrote:Seems that is a regression bug. It will be fixed in the next update.
Awesome!

Xx BoD xX
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Wed Nov 12, 2014 4:55 pm

So is there actually a way to put in new animations? Or is that not a thing you can do yet?

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Butta
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Wed Nov 12, 2014 8:27 pm

Xx BoD xX wrote:So is there actually a way to put in new animations? Or is that not a thing you can do yet?
Well.. it looks possible when looking at the file structures and the FCS.. but at the same time I'm not sure at all.. You can already edit animations a bit, but it seems like you can't just set a path to an completely new animation yet. Also combat and other character animations are differently handled thus I can't figure out what exactly determines which one will be used.

My early conclusion: It is not possible to put in new animations yet, but it definitely will in the future. Besides that; where the fuck do I get realistic Naginata animations respectively I think I'm not capable of creating some myself :D
Luckily the Naginata isn't just a spear and has a blade = no new animations absolutely needed. But yep I agree, that it would be even better if I had custom ones.

Dependend on my mood I will rework the Naginata once the new update is out. I figured that you should either make a really high detail model or a low detail one. My Naginata for example is something between both which results in extremely visible edges when zooming in really close. Kenshi's weapons seem to be simple, looking from a 3d modeling point, but as you can see they look really nice ingame (also because of the textures being used).

Xx BoD xX
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Joined: Fri Apr 19, 2013 7:36 pm

Thu Nov 13, 2014 5:37 am

Right, well I was just wondering lol. I would love to figure out how to put custom animations for a breath of fresh air. New combat styles that are more western minded would be nice.

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Butta
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Mon Dec 15, 2014 11:59 pm

Updated the mod to Kenshi 0.70.3 and added NexusMods mirror.

- made the Strangers a bit weaker (because characters are less disadvantaged by being outnumbered now)
- Strangers are now accompanied by a dog

Also I want to mention Sam at this point because he fixed the inventory icon bug! Thanks Sam!

Image

The 0.70.x version is NOT backwards compatible with Kenshi 0.69.2 but the 0.67.2 version should work.
Of course it will still have the inventory icon bug and none of the changes mentioned above.

Comrey
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Thu Jan 08, 2015 6:44 pm

Slight question 'bout the model. I see from the pictures that there's a golden and a silver version, I'd prefer the silver one (provided it doesn't have the inventory icon glitch, I'd rather use the gold model then :lol: ) but I've only been able to find the golden one in-game. Is the chance completely random or has the silver model been replaced with the golden one?

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Butta
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Thu Jan 08, 2015 9:26 pm

Comrey wrote:Slight question 'bout the model. I see from the pictures that there's a golden and a silver version, I'd prefer the silver one (provided it doesn't have the inventory icon glitch, I'd rather use the gold model then :lol: ) but I've only been able to find the golden one in-game. Is the chance completely random or has the silver model been replaced with the golden one?
The silver version is just a different texture that you have to download from the Nexus. (no registration required because of file size <2mb)
http://www.nexusmods.com/kenshi/mods/1/
Under the files tab you have to download the optional file and just install it like the main mod to replace the texture. (it will ask to overwrite)

The inventory icon bug is only present in the 0.69.2 version of the mod. It doesn't matter which color you have installed. :P

Comrey
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Thu Jan 08, 2015 9:58 pm

Butta wrote:
Comrey wrote:Slight question 'bout the model. I see from the pictures that there's a golden and a silver version, I'd prefer the silver one (provided it doesn't have the inventory icon glitch, I'd rather use the gold model then :lol: ) but I've only been able to find the golden one in-game. Is the chance completely random or has the silver model been replaced with the golden one?
The silver version is just a different texture that you have to download from the Nexus. (no registration required because of file size <2mb)
http://www.nexusmods.com/kenshi/mods/1/
Under the files tab you have to download the optional file and just install it like the main mod to replace the texture. (it will ask to overwrite)

The inventory icon bug is only present in the 0.69.2 version of the mod. It doesn't matter which color you have installed. :P
Great! Once I stop being lazy I might just mess around with the .mod file to include the silver texture without overwriting the gold one. Two different Naginatas for the variety. :P Thanks.

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Butta
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Thu Jan 08, 2015 11:02 pm

Comrey wrote: Great! Once I stop being lazy I might just mess around with the .mod file to include the silver texture without overwriting the gold one. Two different Naginatas for the variety. :P Thanks.
Woah.. that should be really easy actually. Why didn't I think of that?
When I have time I will have a look. Of course I would mention you for the idea. :)

Comrey
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Joined: Wed Jan 07, 2015 1:00 am

Fri Jan 09, 2015 2:13 am

Butta wrote: Woah.. that should be really easy actually. Why didn't I think of that?
When I have time I will have a look. Of course I would mention you for the idea. :)
Yeah I think there's a number of ways you could do that. If you've got multiple Stranger squads you could just duplicate the Naginata and give that copy the different texture, then just give the new weapon to half of the Stranger squads. If you only got one squad then you could make two, give both of them one Naginata each, and then make them twice as rare to counteract the fact that there's twice as many squads now (if that's how it works, I'm not sure).

That's over-complicating it though. an easier way would be to just add the silver texture to the manufacturer (kinda like Edge Type I and Edge Type V, but without one being stronger than the other so that the player can choose out of colour preference rather than out of power) and then add both manufacturer models to the Stranger manufacturer list in the creation kit. At that point I think whenever a Stranger would spawn the game would randomly decide on one manufacturer model or the other, but I am not sure as I've not tested that before. I'm just deducting from my logic.

Alternatively, instead of adding the silver Naginata to the manufacturer, you could just duplicate the Giant Blacksmith manufacturer and make the silver Naginata part of the second one. No text change, no modifier change, the only difference in the two manufacturers would be the textures. Then just give the Stranger a percentage chance of either getting it from one manufacturer or the other (if that's possible).

Sorry for rambling lol, I was just thinking about a way and figured I might as well share. I'm relatively new to modding so I've not experimented with any of these yet nor do I fully understand how the creation kit works. This is all hypothetical. As I said, once I stop being lazy I'll play around and maybe figure out a good method. I'll let you know if I do, but I'm sure you already know how to work the kit just fine. :lol:

Let me know if you've got simpler ways to get the job done, it'll help me understand the kit better.

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Butta
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Fri Jan 09, 2015 4:10 pm

Comrey wrote: That's over-complicating it though. an easier way would be to just add the silver texture to the manufacturer (kinda like Edge Type I and Edge Type V, but without one being stronger than the other so that the player can choose out of colour preference rather than out of power) and then add both manufacturer models to the Stranger manufacturer list in the creation kit. At that point I think whenever a Stranger would spawn the game would randomly decide on one manufacturer model or the other, but I am not sure as I've not tested that before. I'm just deducting from my logic.
Exactly that is what I thought of! It can't be easier :D

Image

The weapon model determines the texture. The value to the right is the chance of choosing the weapon model. So, just add another weapon model with the silver texture and set val2 to 50 on both. Now it is random which texture will be used :D

I like that you are that interested in modding! Maybe we will see some great mods from you :P

Comrey
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Joined: Wed Jan 07, 2015 1:00 am

Fri Jan 09, 2015 5:20 pm

Butta wrote:So, just add another weapon model with the silver texture and set val2 to 50 on both. Now it is random which texture will be used :D

I like that you are that interested in modding! Maybe we will see some great mods from you :P
So that's what val2 does, haha. :P

Yeah, part of why I like Kenshi is because I can mod it to fit my tastes. Sometimes I want it harder, sometimes I want it easier, sometimes I feel I could add a little something to the game, so I love that we get a tool to do it.

As for great mods, haha I don't know. Right now I'm thinking of making a few wooden training swords, so that I won't have to train by sparring with Hungry Bandit clubs and Rusted Katanas. Maybe even give the training swords negative combat stats, as I've found out that negative stats impact training somewhat (a saber with -ATK but +DEF trains ATK faster, while a Katana Light with -DEF +ATK trains DEF faster, maybe if both stats are in the negatives both will train faster?) My only problem is that I've never been any good with making textures. Do you want to reveal which software you used to make the Naginata? Right now I've only ever used Photoshop but I'm willing to try something new. Cheers.

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Butta
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Fri Jan 09, 2015 7:02 pm

Comrey wrote: So that's what val2 does, haha. :P
I guess you already noticed, but every value gets explained, like:

Image
Image
Comrey wrote:My only problem is that I've never been any good with making textures. Do you want to reveal which software you used to make the Naginata? Right now I've only ever used Photoshop but I'm willing to try something new. Cheers.
To model the mesh I used Blender and exported with an Ogre exporter.
Well.. yeah.. the textures.. :lol: I'm using GIMP but I'm REALLY self-critical when it comes to textures. I needed like an eternity until I was somewhat satisfied. Even now I would like to have something better, but at least you can look at it without your eyes starting to bleed.

Comrey
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Fri Jan 09, 2015 7:17 pm

Butta wrote:
I guess you already noticed, but every value gets explained, like:

Image
Image
Yeah I saw, thought there were some places where information was missing, and I had to play around for a while. Info wasn't missing here though, so I have no clue how I overlooked it, lol. :L
Butta wrote:To model the mesh I used Blender and exported with an Ogre exporter.
Well.. yeah.. the textures.. :lol: I'm using GIMP but I'm REALLY self-critical when it comes to textures. I needed like an eternity until I was somewhat satisfied. Even now I would like to have something better, but at least you can look at it without your eyes starting to bleed.
I see. Never heard of any of those except for GIMP before. Might try it out, but knowing myself I'll probably just frustrate myself into oblivion and end up using the super-rusty katana texture as a substitute for wood instead. I mean, it's brown, right? Riiight?

I think your texture looks fine as it is. I can understand where you're coming from though, I'm a bit of a perfectionist myself. Thanks for the help though!

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