Using The FCS
Using The FCS
Introduction
What’s an FCS?
Where can I find the FCS?
Why is it called FCS?
Useful non-official guides
Layout
Opening a mod
Navigating and locating data
The Game World window
Colour coding
Custom Columns
Object view
Errors
Undefined reference
Reference to deleted item
Reference to incorrect item type
No closing decorator tag. They must be closed with </>
Word swap not terminated
Empty word swap
Missing word swap
Multiple primary references to dialogue line.
No primary reference to dialogue line
Orphaned dialogue object
Reference list contains too many items
Item has changed type
Value was the wrong type and has been converted
Value is the wrong type and could not be converted.
Modified item undefined.
Item with id has already been defined by mod
New values have been added
Introduction
What’s an FCS?
FCS is an application used to create and modify data used to create the world of Kenshi.
Almost everything in Kenshi can be modified using this tool with the exception of terrain
and visual effects.
FCS can also be opened through steam. When launching the game, select the Launch
Modding tool option.
Opening a mod
When first loading up FCS you’ll be greeted with a screen which will look something like
this:
Note the location of the *ACTIVE* text, this is where your changes will be saved (should
you decide to make any).
It is highly advised that you create your own mod for testing purposes where any
changes can remain isolated from any core game data.
Mods that are currently set to be loaded by the game will already be ticked. You should
leave the mods that will be loaded after your mod ticked as you will be able to see any
changes that could be overriding your mod.
Colour coding
The colour of the items in the list dictate the state of the item. This colour code system is
also used for properties of the items.
● Black - Value is from a base mod
● Blue - Value is modified by the active mod
● Green - Value was created by the active mod
● Grey - Item is deleted by the active mod, or by a later mod.
● Orange - Item is created by a later mod. You can’t modify these in the active mod
Custom Columns
You can add additional columns to the item list to display any item property from the right
click menu.
The Add/Add List options allow users to add columns for any property an item may have.
The ‘Add List’ option will open the dialog window seen below and allows you to view
reference data at a glance.
The Items and values options determine what to display (see image below for example).
If neither are checked the column will display the number of items in that list.
If you want to change these options after adding the column, just add the list again with
the new options.
To remove any column, right click the header bar, go to columns and select the column
you’d like to add or remove. The ‘Reset’ option will remove all additional columns.
Object view
Double clicking on an item in the game world list will open up the object and give a view
which will look something like this;
NOTE: If an object does not open this window by default, using ALT + Double click will
open the item with this menu.
The properties on display will be different for each type of object available (e.g. a
dialogue package won’t have an unarmed stats property, but a character will).
The [...] button in the top right corner contains some extra actions to run on this item:
● Show References - display all items that link to this item.
● Copy Data From Item - Sets all properties in this item to match another item
● Add ToDo List item - Adds an entry for this item in the notes window
● Duplicate item - Makes a copy of this item
● Add missing fields - Add any properties defined in fcs.def that are missing from
this item
● Remove obsolete fields - Delete any properties in this item that are no longer
defined in fcs.def. This is the same as the ‘Clean item’ action in the Game World
context menu.
Data management tools
Search by value
Operators can be used to search for objects with certain values.
NOTE: Searching by value IS case sensitive for the property and is NOT case sensitive
for your search term.
Equal to
● Operator =
● Gives an exact match on a property
Not Equal to
● Operator !=
● Does the opposite of the above
Greater/Less than
● Operators > < >= <=
○ More than
○ Less than
○ More than or equal
○ Less than or equal
● For comparing numeric values
● Can also be used for list sizes, such as the example below.
○ Showing all squads with more than 1 reference in the faction list
Contains
● Operator :
● For showing items with properties containing the given value
● E.g. below, all lines of dialogue which contain the word “Hello”
For indexed fields such as dialogue lines where you have text0, text1, etc, you can
search specifically by text0, or search all of them by omitting the number.
Special properties
These are case sensitive.
● Ref - filter on number of references to the item, same as the Ref custom column
● Type - filter on item type.
● State - filter on item state
In the example below, we search for the list of characters for those part of a faction which
are anti slavery.
As well as setting the value for multiple items at once, numerical fields can also be
modified through multiplication, division, addition and subtraction.
There’s also support for adding and modifying reference values in bulk
Find and Replace
You can run find and replace on any text or filename field. The function is located in the
right click menu in the Game World window and will run on all selected items.
Spellcheck
The spell check option can be found in the top toolbar of the application, the
conversation editor window and in the right click context menu of the navigation window.
The toolbar button will run the spell check operation for all items.
Order is very important in this file. Entries at the top will be loaded before entries lower
down.
For example;
● FasterBeakThings.mod
● SlowerBeakThings.mod
The SlowerBeakThings.mod will take precedence over the FasterBeakThings.mod. If this
isn’t the desired effect, swap them over so SlowerBeakThings.mod is first in the list.
Merging Mods
You can merge data from another mod file using the merge tool from the top bar.
First select a mod to merge with the active file. You can either select a mod from the list,
or load any data file with the ‘*’ button.
You will not be able to merge a mod that is open as a dependency of the active mod, but
you can merge mods that are later in the list.
The fix references command will ensure that any new items will also be merged if you
have selected any references to them.
If a mod contains level data, that can also be merged with the merge level data
checkbox. It will be disabled if there is no level data to merge.
Cleanup
The cleanup button in the top bar allows deleting unnecessary or obsolete data from the
active mod.
The cleanup function when you right click on items in the Game World window runs the
‘Remove deprecated fields’ task on the selected items.
Errors
If any errors are detected, the error window will display when you load your mod. This
window is also available from the tool strip.
By default only errors associated with the current mod are displayed. You can show all
errors with the show from all mods option. Some errors do not know which mod caused
the problem so will always be shown.
If you open an item and get the ‘Dialogue line is not associated with any dialogue’
message, the item is an orphaned dialogue object and can just be deleted.
The errors list is only updated when a mod is loaded. The scan button can rescan the
active mod for any new errors.
Undefined reference
The item contains references to items that do not exist. This could be from a mod
dependency that is not loaded. If not you can clear them with the ‘Remove Invalid
references’ option.