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Kodi Sky's Vanilla Fixes - Weapon Distribution
   
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25 Mar @ 10:47am
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Kodi Sky's Vanilla Fixes - Weapon Distribution

Description
Why I made this mod:

I want the game to be amazing and I totally get the whole 1 dev thing really put a hindrance on the final product. So I'm doing my part. If you study the FCS you can see many cases of intended things that didn't go through because of a mistake in values here and there.

What this does:

It fixes the weapon distribution values for basically every NPC in the game, Many NPCs actually have multiple weapons assigned to randomly spawn on them but they don't because the chance value on all the weapons is 0 which the game defaults to infinity I think... anyway the result is only one of those weapons spawn. He also left many values for if it goes on hip or back at 100. The value is meant to be 0 or 1. So the game defaults everything to back. This is why you see npcs with a single Wakizashi on their back and why most vendors have their side arm on their back. This mods fixes that! And makes it more immersive too.. I always hated seeing vendors with backpacks have a single katana on their back it looked so dumb.

This does NOT make it so iconic npcs change their weapons. Except for moll who has her two katanas on her back now rather than only one of them spawning on her hip. I can't stress enough how much time I spent making sure the game still feels like vanilla kenshi and making sure this is a fix as I kept asking my self what the game dev was intending in the artistic expression of Kenshi.

I made sure to keep the vibe even with standard NPCs, so I made sure that regimented NPCs with their iconic weapons stayed the same in-game. So holy paladins wont have a chance of spawning with horse choppers even if it is in their data, But cannibals might get a long cleaver instead of just flesh cleavers.. etc.

I even took into consideration the game lore about weapons. So horse choppers tend to be more common and toppers do make a bit of a come back but they are rare.

This is a picture of generic shek recruits. Notice they actually have a high chance of spawning with their planks now.


This is a picture of cannibals. Notice how they have a small chance of spawning with a longcleaver.



How to use this mod:

Consider this mod to just be an extension of the vanilla game. Put it at the top or near the top of the load order so any other weapon mod you have can overwrite it's data. Because in the vanilla game the majority of weapons were set to 0 spawn chance, which reads as infinity in the game. People that added new weapons to vanilla NPCs definitely had to change those values to get their weapons to spawn.

Compatibility

Tested mods:
Weapon Expansion: Bandit - Compatible
Cannibals Expanded - Compatible
Cannibals Expanded Redux - Compatible
Ancient Forgotten Weapons - Compatible

I designed this with no destructive edits. So I did not delete any unused data just incase another mod wants to use that data instead of adding in their own. I am currently checking many mods in the FCS for compatibility issues. I cannot find any yet. I have found some mod authors who have been confused by the bad values in the vanilla game and put in bad values them selves. I will only make fix patches for mods that add new NPCs or weapons to the game as I feel I am probably going to recreate (but better) most other mods that add more diversity to the vanilla npc weapons than was intended by the developer in my integration mods.

However, I did make this mod as a baseline for my "integration mod" which is going to be a lot of compatibility patches between my fav weapons mods, as well as balances because I dunno why but some modders love to make their stuff op. And then making sure the distribution is also immersive.


F.A.Q.

Q: Can I add and remove mid save?
A: Yes, but town resident npcs will not have any changes because they are generated at the start of the play through. Roaming NPCs will eventually see the change of adding or removing.

Q: What face/hair mods are you using?
A: Basically all of them, I intend to make a patch at some point which will prevent the less good quality specimens from being activated in game...

Q: You say "integration mod" what do you mean?"
A: I see the work people do in their mods like people laying down bricks for a big monument of sorts. However, everyone has different experiences, levels of conscientiousness/respect for the original art direction of Kenshi and so on. So an integration mod is basically a mod that depends on many other mods, like a compatibility patch almost, but with the aim of blending all the new features into Kenshi in such a way that is almost feels like the vanilla game had some updates rather than a mod that really feels like a mod. However, I do feel it is more important to straighten out the foundations of vanilla Kenshi a bit before adding so much to it so it remains robust and doesn't collapse on it's self.

Donations:

If you want to support me in doing my part as far as making the vanilla game actually finished, consider clicking below and adding to my human soul fund.
[ko-fi.com]

Other great fix vanilla mods:

Rusted Junk Normal Map:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3450877903

Minor Mesh Fixes:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1597882779

Fix Clipping Issues:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1678049479

Wooden Sandal Texture:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2923477408

Missing Toe fix:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2790654886

Kenshi Performance Fix:
https://www.nexusmods.com/kenshi/mods/1216

Better Building System:
https://www.nexusmods.com/kenshi/mods/762

Slope Mine:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3208894651

Slopeless:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1740462542