UWE – Giga Patch ONE
This is a small patch that aims to fix various minor issues that have been reported to me in the "Roleplaying Collection". Although, this should work with any mod list that uses UWE.
Thank you to @liodegrey, @MAGA Cat, @Nihil, @Anrhaa, and many more for reporting a lot of these minor issues on the List!
Import Required
Overview:
- Gives "cut resistance" to the Crusader Order of Chitrin uniform. This is a relatively late-game enemy, and was lacking Cut Resistance on their heavy/medium armor. (Very relatively minor buff, I haven’t tested it at all in Combat. Once more people test it they can let me know if it needs a huge buff to Cut Res.)
- Fixes the "Old Ironsides" enemy you can encounter in the Ashlands which was reported by @liodegrey to do nearly 400 damage in an AoE blast! lol… (This was a merge from the original Old Ironsides creator, who is no longer active. Original Link) Thank you, Hapless for the great mods you’ve made over the years!
- Merged in my "UWE – Food Storage Fix" mod as well. Up to you if you want to stay subscribed to the old "Storage Fix" mod.
- Merged in the "UWE Default Research and "Shinobi Faction Relations Fix by Anrhaa. These will fix the default research to be available to every new game (not just only UWE game starts by default) and prevent the Shinobi Thieves from being wiped out every time you visit various cities with their towers. Thank you, @Anrhaa, for giving me permissions to merge these!
- Changed the default Sunrise / Sunset times, similar to other mods like Sunrise and Sunset mods by セス (Ѕϵϯћ). Just to cut down on total mod count of various big lists that pretty much all use these same settings lol
- Moves the Dyer’s Guild building located in the Northern Coast by about 300m away from the Hiver village, previously the building was overlapping. (Note: You do not need to subscribe to Dyer’s Guild to use this patch, although if you have both UWE and Dyer’s Guild, this will fix the problem with this one particular building)
- Increased the "No Foliage" zones for Shark and Rebirth, this should help resolve issues with random foliage (rocks, trees, etc.) which might block entrances to buildings. More towns will follow in future updates as I gauge the appropriate "size" of no foliage.
- Future updates to this mod may include additional fixes and tweaks! Please, let me know any game breaking issues you experience, and I can attempt to fix them.
Load below UWE and Dyer’s Guild, so probably near the very bottom.
Credits for Title Image from ‘nannyonads’ on Reddit
Note: Dyer’s Guild is not required, it only moves 1 specific building to prevent a collision. If you do not have Dyer’s Guild, there’s nothing to move. (The mod is not even referenced, so you won’t receive an error on starting Kenshi)
Required items:
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Universal Wasteland Expansion — Steam Workshop