Kenshi
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deci's Synths
   
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1 Jan, 2019 @ 3:29pm
24 Jan, 2019 @ 5:06am
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deci's Synths

Description
Play as a Synth, a human looking skeleton. Also wear shirts and boots and helmets!

Now with Synth bar recruits for hire!

I'm a big fan of humanlike androids, cyborgs and synthetic creatures in sci-fi and games and I also wasn't happy with how Skeletons could not be properly clothed without visual glitches along the way, so I made this quick mod for myself. I was encouraged to upload this, so here you go!

What this does:

It adds the Synthetics custom race who play like Skeletons and look like Greenlanders.
They require Skeleton Repair Beds as regular Skeletons do and have a limb health of 200.
Synth stats are based off vanilla skeletons races in all regards but appearance and the ability to equip shirts and boots. They move as fast humanoids do and can swim at half speed like Shek. Their blood is white.

As of Update 7, Scorchlanders and Shek are also represented as Synth subtypes!

As of Update 8, you can find the first Synth NPC in the game world. Hint: It's a Vanguard Type and likely trying to hide among Shek.

As of Update 9, you can find another Synth NPC in the game world. It's a Mauler Type and hiding among Swampers.

If you cannot find them, here is a pointer:
You can find Ironhide in the Shek cities in Bars. He will show up in Squin if you started in the Hub. His dialogue changes depending on your race and if you have more or less strength than him. A Synth player character will be able to coax some backstory from him.

You can find Severin in Swamper bars. Shark or Mud Town are your best bets! His dialogue changes depending on whether or not you are a Synthetic yourself. There are multiple ways of hiring him. It might be expensive to get him on your side depending on your approach.

So far the NPC has no banter yet. Once I finished putting together the other Synth recruits, I will add to these NPCs. You may need to import your save file to spawn the new NPC.

I added several starts with this mod as well, none of them add custom items.

1. The Engineer and the Synth.
You start with a Synth dressed in cheap gear and a longsword with combat stats set to 10 and athletics set to 30 and a human engineer with generally poor stats except engineering, robotics and science.
Also your buddy carries some valuables that you could sell off... if you survive the Cannibals that is. I should've mentioned those first.

2. Synthetic Awakening
A naked start with no money and an ambiguous backstory.

3. Wealthy Synth
You start with good relations in the United Cities but you are hostile to the Holy Nation, who have placed a sizable bounty on your head. You start with 100k cats and starter gear, in Heft.

4. The Odd Couple
You start with two characters. The first is missing his arms and has to locate them in a nearby building, but once equipped is a budding martial artist. The second character is a katana wielding stealth operative. I did not force races on this start in case you want to try it out with other combinations.

5. Synthetic Slave
You start in a United Cities settlement as a slave. It's not the cleanest start since slavers don't have repair kits. If you get beat up too much, your natural healing might not be enough to save you from a crippled state. Peruse at your own risk!
Update: Slavers should now carry basic repair kits and repair your enslaved synth.

6. The Synthetic Savior
A recently reactivated Synth and his five human followers set out to settle somewhere in peace. You also receive a pack bull with enough materials to kickstart your settlement.

7. The Titanium Fist
A hermite martial artist starting in empty ruins and surrounded by hostile fauna. You start with less than neutral relations towards the major factions, only the Nomads and Swampers like you well enough.

As this is my first mod, I'm interested in hearing your thoughts on whether this race feels alright and whether you enjoyed the starts I made. You can use this custom race with default starts that don't restrict races as well.
Enjoy!

If you want your Synths to not be immediately spotted as skeletons, you can use this mod here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1405399237
And you will be treated as a non-skeleton!

As of Update 6, any mod that modifies or overrides slaver inventories and AI packages may conflict with a custom start in this mod. I suggest loading this mod after others that may alter AI packages. You can ignore this entirely if you don't play the Synth Slave start.

Update 2: Added a fourth start as well as custom bodies for it. Major and Batou should look like in the screenshots provided.

Update 3: A lightweight Synth variant was added. It has higher maximum speed, can reposition quicker in combat and swims at full speed. Its durability is lower than normal with 150 limb health. Still more than Shek. Great for hit and run tactics!

Update 4: A tentative United Cities Synth slave start was added. I'll try to find a way to give UC slavers a way of repairing skeletons, so that your escape attempts aren't needlessly suicidal.

Update 5: A new start in the spirit of Freedom Seekers was added, called The Synthetic Savior. Right now they start in the Hub, until I can find a more interesting location to drop the group in.

Update 6: The Synth Slave start now works as intended. Hopefully! Slavers will repair the damaged Synth after their mandatory beatings. The Synth Savior group's tinkerer now has extra science skill for prospecting.

Update 7: Added Mauler and Vanguard subtypes. They represent Scorchlanders and Shek respectively. The Mauler is quick as the Flash Type but also features 150 limb health, the Vanguard is slower than the standard Synth, cannot swim but has 200 limb health again.
Also, a new start, Titanium Fist has been added. A powerful martial artist hermite with slightly damaged relations to major factions, except for Nomads and Swampers.

Update 8: You can now find a new Synth NPC in the world ready for recruitment. This was quite an effort for me, so I hope the dialogue tree is interesting. Options change depending on whether you are a Synth yourself, or if you are a regular race, if you have more strength than the NPC. Good luck!

Update 9: Added a new Synth NPC to the game world. This time it's a Mauler Type. Enjoy!
Popular Discussions View All (2)
7
13 Oct, 2019 @ 7:06am
Малый перевод удачи вам :) ;)
GRIZLIMEN ДОБРЫЙ
4
15 Jan, 2022 @ 11:40pm
Suggestion Box
deciBelle
173 Comments
Johnny Secondhand 16 Jul @ 2:23am 
I have a question regarding muscle definition. Is it possible to add that to "robot" races? I mean if I switch is_robot flag in FCS then in game it shows muscle definition as with usual "meat" races, otherwise it fallbacks to the normal variant of normal map.
Johnny Secondhand 14 Jul @ 10:27pm 
Well for anyone using any of this:
ANiceOakTree's Hairstyles for Kenshi
Mediocre Faces
Mediocre Hairstyles - version 2
Radiant Better Faces & Eyes
SheeshSkins x FemaleScorchLanderFaces
SheeshSkins x FemaleGreenLanderFaces
I posted this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3526223833
It might or might not work if you use only some of the above

To author thank's for this great mod!
azrieljohnson 30 May @ 9:33am 
Hi! I'm having an issue. Ironhide has been a loyal warrior for over 100 days, but now he's got a gaping wound in his chest and no matter what I do to try to heal him, it gets bigger. The only thing that stops it is him laying on a skeleton bed, but it doesn't close even when he does. Any thought on what might be the problem? I haven't seen this mod update in a while, so I doubt something happened here, but maybe someone else has an idea.
Jyuing 19 May @ 6:58am 
This mod does not add new races
deciBelle  [author] 14 May @ 4:18pm 
@Artic you do have permission, thanks for the patch!
Artic 14 May @ 3:18pm 
Hello, I loved your Synths mod and made a patch with RORO hair mod, idk if I have your permission to post it on workshop, I will obviously credit and link your mod if you're okay with the patch. :cozyspaceengineersc:
Gusoldi0920 6 Jul, 2024 @ 3:37pm 
Elder Maxson wants to know your location
Kalisa 21 Mar, 2024 @ 1:19am 
i only assume that the synths cant talk to him is because he probably has different dialog for each race? and since synths are their own race that theres just no option for him, at least the easy workaround is just using a skeleton to initiate conversations instead, i just fear that the synth race will also be locked out of other mods that target skeletons then as well, if anyone knows if they do work with "skeleton empire rebuilt" since i think it needs to be skeletons to trigger the events, would love to know, i should find out on my own in afew days at least with my own play through though.
Kalisa 21 Mar, 2024 @ 1:07am 
I understand that because they are biologically skeletons (oil and such) that there is stuff hard coded for them, i guess you just changed some voice lines for them to be called humans instead for callouts? however how come Savant of the skin badnits refuse to talk to them then since they should already be flagged as skeletons right? or would they need to be a subrace of skeletons for that to trigger?
deciBelle  [author] 21 Mar, 2024 @ 1:03am 
@Kalisa no plans to revisit this mod as of yet. I've not played Kenshi in a couple of years. I'm sort of holding out for Kenshi 2 to see how modding pans out there. Unfortunately, the game has hardcoded limits as to what is a skeleton and what is a human when it comes to random call-outs and unit barks. Unless something major changed in the past, oh, five years that is. I might revisit this mod if the issues are egregious.