Kenshi
StepJoe's Limbs Overhaul
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Update: 1 Oct, 2021 @ 12:16pm

Because people don't like the changes i split the mod > Can now find the new changes in a seperate mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2616331150

New mod is likely incompatible with this one.

Update: 29 Sep, 2021 @ 7:51am

Atlas has graciously updated the mod. I am unsure of the changes but I know he has been hard at work.

Update: 15 Feb, 2021 @ 10:11am

Hey all Atlas here ! Under heavy consideration and feedback from everyone i've decided to roll back the changes. I'd like to update the mod and rebalance everything but with feedback from you guys it's looking like some of the edits were out of place and messed with some saves. Going forward i'd like to discuss what should be changed and balanced, What can be changed, removed and replaced ahead of time.

As a heads up. I do intend to make NPC arms Unique. They're meant to be trophy systems and as such should play as trophy systems. This either means that NPC uniques will be more powerful and the crafted ones will just be flat improvements. Or they won't be craftable at all.

Limb stats - Every limb WILL be unique and have a purpose. This does mean that many limbs will have negatives towards certain skills.
i.e. Leviathan Limbs. They're meant to be limbs you use to quite literally fist fight leviathans with. As such they're all about power, not dex, not thieving, just straight up power. The kind that makes stuff explode.

As for other limbs i do want to tone them down and shape them up. If you want your guy to be a brawler, you'll go for strength limbs, if you want to be sneaky beaky, you'll go dex/thief limbs.

I'll also be looking into reacquiring permissions for new assets and additions FIRST and foremost. That way people have more to play with and will see more unique models. For the things that are simply duplicates (MK1/2/3 versions) i'll look into getting those proper textures.

This does however mean the update will be bigger and slower to come out. As such i'll roll out soft stat updates first and slowly rework THIS update. Then i'll add more limbs as time allows.

Update: 12 Feb, 2021 @ 8:06am

This mod update was completely crafted by Atlas. Without Atlas, this mod would not have been updated, be sure to checkout his Kenshi: Genesis mod here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2228579107

Properly pathed the mesh file path for the following arms. (These are apparently Vanilla issues and should be fixed in an upcoming kenshi patch, but they're easier to fix now)
-Steady Arm (right) - Fixes female arm issues
-Steady Arm (left) - Fixes female arm issues
Both arms now being properly pathed should allow them to connect correctly with the female body.

-Double Checked squad settings for cat-lon, his generals and other unique NPC's with new limbs. The arms should always properly spawn assuming that their squad, limb health, or character data is NOT messed with. If a mod edits the character in anyway you may need a patch mod or to place my overhaul after the mod in your load order.

-Under heavy thought, all tech to create unique NPC arms was removed. This makes them powerful items worth having but also makes them completely unique and trophy items as well as heavy boons for the player which should increase the overall worth of the item.

-Double checked Research tree's and tech. They should properly apply assuming a mod like genesis or another doesn't edit the vanilla research itself or change tech tree levels. If they do a patch mod may be needed.

-Double checked Icon setups. Icons should properly apply unless something overwrites the changes made in the overhaul. (Like overwriting my manual icons)

Changes to arm stats (applies for both arms). These changes are intended to bring a little more balance to the arms so that they can find there place in the world of kenshi and serve their INTENDED purpose as arms. Not all limbs are strong, not all are fast. Each limb now has proper debuffs as recommended by a lot of users. Almost all descriptions have been updated and partially rewritten to further explain (to a small extent) a "lore" reason as to why certain things have differing stats.
Certain Features have also been PURPOSEFULLY overlooked (like arm/leg weights) This should mod focuses mostly on providing more choices to work with but not more things to "think" about.

-Thiefs arm - Health(1) 150 > 100 / Dex Mult(1) - 1.2 > 1.15 / Thievery mult(1) 1.25 > 1.35 / strength mult(1) 1 > 0.75 This should help the thieves arm be more about thieving and less a combo arm.

-Swift arm MK3 - Health(1) 200 > 90 / Dex Mult(1) 1.7 > 1.5 / stength mult(0/1) (.9/1) > 0.5 / Thievery mult (0/1) (.9/1) > .9

-Swift Arm MK2 - Health(1) 175 > 130 / Dex Mult 1.55 > 1.3 / strength(0/1) > 0.6 / thievery mult (0/1) > .9

-Swift Arm MK1 - health(1) 150 > 120 / dex mult 1.4 > 1.15 / strength(0/1) > 0.8 / stealth mult(0/1) > 0.7

-stealth leg - athletics(1) - 1.05 > 0.9 / Stealth Mult(1) 1.2 > 1.3

-steady arm - dex mult(1) 1.2 > 1.1 / ranged mult(1) 1.25 > 1.35 / Strength mult(1) > 0.75

-skele legs - athletics(1) 1.1 > 1.15

-skele arms - dex mult(1) 1.25 > 1.05

-shadows leg - stats duplicated to match stealth leg / stealth mult > 1.5

-scout leg - unchanged

-power arm MK3 - health 100/200 / swimming mult(1) 1 > 0.9 / weight 20 > 35 / flat reduction to all mult not strength (X) > 0.5 / strength(1) 1.5 > 1.8

-power arm MK2 - health 100/175 / flat 0.5 stat multipliers / strength mult(1) 1.55 > 1.5

-power arm MK1 - health 100/150 / flat 0.5 stat multipliers / strength mult(1) 1.35 > 1.25

-Marksmans Arm - Removed

-leviathans legs - weight 30 > 45 / health 150/400 / swimming 0.1 / athletics 0.9 / stealth 0.1

-leviathan legs - weight 15 > 20 / health 115/300 / swimming 0.1 / stat mult 0.1 / strength 1/1 > 1/2

-KLR legs - health 100/200

-KLR Arms - health 100/200 / dev mult(1) 1.1 > 1 / ranged mult(1) X > .75

-lifter arms - dex mult(1) 1 > 0.9 / ranged mult 0.2 / strength mult(1) 1.25 > 1.3 / thievery mult 0.9 > 0.1

-Gutters leg - swimming mult(1) 1 > 0.9 / athletics 1.6 > 1.55

-economy legs - unchanged

-berserkers legs - athletics(1) 1.1 > 1

-bandits arms - weight 10 > 5 / dex mult(1) 1.2 > 1.15 / strength flat 0.75 / theivery 1.3 > 1.4

Update: 14 Jun, 2019 @ 3:58pm

-Corrected item drops from end game bosses.
-Corrected the repeatable research so you may learn the full tech trees now.

Update: 8 May, 2019 @ 12:20pm

-Corrected missing icons for new limbs
-Corrected new limbs missing from the crafting station
-Corrected the quality of the limbs dropped from bosses
-Corrected limbs dropped from bosses

Update: 7 May, 2019 @ 11:50am

-Added 4 new sets of limbs associated with the Second Empire. Rhinbot, Jang, Agriculture, and Hat-12.
-Added new research for each new limb as well as Cat-Lon’s and Tinfist’s requiring the CPU of the skeleton.

Update: 5 May, 2019 @ 2:28pm

**Research Update**

-Overhauled the research for limbs
-Changed AI Core cost from 2 to 1 on most limb research.
-Added/Combined most limbs into one cluster of limbs instead of just arms or just legs.

Update: 4 May, 2019 @ 12:35pm

-Swift Arms were lowering Strength instead of lowering the progression of Strength (fixed).
-Power Arms & Swift Arms have had a update to their stats (increased stats).
-Cheetah's Leg has been rebranded as Gutter's Leg.
-MMA Series Arm has been rebranded as Leviathan’s Arm (increased stats).
-Added the Leviathan’s Leg into the game.
-Vendors’ lists have been updated and rebalanced (some items are more common and others are less).
-Added Levi into the game (further updates required). He will be a robotics blueprint vendor specific to this mod.

Update: 2 May, 2019 @ 4:55pm

Attempted fix for the Red X's. Placed the missing icons in an "icons" folder instead of "Icons"... Tested and verified this is the fix for the issue at hand.