Kenshi
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UWE - Giga Patch ONE
   
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20 Jul, 2023 @ 7:42am
7 Feb @ 3:03am
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UWE - Giga Patch ONE

In 1 collection by Dr. Igor Dolvich
Lore Friendly Role-Playing Experience v1.9.7.2.1 (2025)
462 items
Description
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 (This was a merge from the original Old Ironsides creator, who is no longer active.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. (4FEB25 - Reverted the Breads / Meats to not be stored in food baskets, as this broke production chains. There are other storages for breads and such available.)

  • 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)
34 Comments
Dr. Igor Dolvich  [author] 17 Feb @ 1:11am 
@Brilly

I'm not sure lol, I think they prioritize whatever has the most nutrition depending on their Hunger levels. I suppose if you want, move your food supply barrel closer to where you want people to eat from, that way they pick the closest/highest nutrition meal?
Brilly 16 Feb @ 4:35pm 
hello sir i am here again, i found out the old storage works for the recipes but also! is there any way i or you could make a mod that makes people eat the best food first? people keep eating my ingredient foods lol
Dr. Igor Dolvich  [author] 13 Feb @ 9:10pm 
Afterwards you could theoretically delete both of the original mod files (UWE/Biomes) from your /Mods folder, doesn't really matter though. Whatever is in your /Mods folder takes priority over the workshop, so if UWE or whatever updates then it won't update for your game.
Dr. Igor Dolvich  [author] 13 Feb @ 9:08pm 
@Brilly

No problem, would be pretty easy to make. Although, I won't be home for a few weeks. If you want to try and make it in the mod tools, it's pretty straightforward.

You'd need to put a copy of the "Biome Food Expansion" mod and "UWE" into your Kenshi/mods folder. You'd copy it from the Steam/common/workshop folder (use Windows Search for "Universal Wasteland Expansion" and the Biome mod). Once you copy the whole folder, rename it to whatever the .mod is called (without the .mod part, ie. "Universal Wasteland Expansion").

Open up the "Forgotten Construction Set" when you launch Kenshi from Steam, you should now see both mods. Make a *New* mod with a checkmark into both UWE/Biome mod, this now lets you see both.

You can find the Storage devices under "Buildings" and double click each of the ones you want to change, then on the right side column you'd see a list of food. Add the various foods you want, you can search for them individually in that same area (...). :cactusrum:
Brilly 13 Feb @ 6:05pm 
hey this is really random but with the biome food expansion mod i cant store the food from that mod in the storage containers added by uwe, i know its not your mod but is there any way a compatibility patch can be made for that?
Dr. Igor Dolvich  [author] 7 Feb @ 6:35pm 
No problem 🙏
Anrhaa 7 Feb @ 4:49am 
Thanks bro
Dr. Igor Dolvich  [author] 7 Feb @ 3:04am 
@Anrhaa

The meats were removed :2017stickycrab:
Dr. Igor Dolvich  [author] 7 Feb @ 1:36am 
@Anrhaa

No problem, I can do that too. :cactusrum:
Anrhaa 6 Feb @ 10:05am 
Dr. Igor, can you remove the raw meat and foul raw meat too? Characters prefers to store the meat at food containers instead to their dedicated containers. And since regular food containers are 'no-take' they can't use the stored meat at recipes.