Kenshi
Arkhiel's Ranged Weapons
92 Comments
Arkhiel  [author] 29 Apr @ 1:23am 
You can, i'm not modding these days
mrfomich 26 Apr @ 8:58am 
Friend, I slightly corrected your mod for myself. To make relatively correct, differences of vanilla crossbow and your bow. I want to post as a mod (with a link to the original). May I? I don't know FCS well yet, how to change the cost of arrows to x2? This will be correct... (Google)
Bobby 2 Aug, 2024 @ 7:26am 
Thanks for your reply:steamhappy::steamhappy:I really like the mod you made:steamthumbsup::steamthumbsup:
Arkhiel  [author] 2 Aug, 2024 @ 12:58am 
sure just credit it ^^
Bobby 1 Aug, 2024 @ 6:51am 
May I integrate it into my Kenshi mod?I really like the mod you made.I want to make a Strategy mod:steamhappy::steamthumbsup:
Arkhiel  [author] 2 Jun, 2022 @ 11:09am 
Yup, totally on fcs limits ^^
That's also why to compensate you can craft the "weapon" anytime for free.
For animations it would make any crossbow use them. Unless we're someday able to add custom type of animations (would work for bows too )
You can't exactly pick a custom one for ranged as there is only one type of it
pnciampo 1 Jun, 2022 @ 5:34pm 
I'm only passing on this mod because I feel like we shouldn't "see" them when equipped. I imagine in my mind that there should be a throwing animation only and a projectile. Like - a shuriken or kunai would suddenly be in the air, not being carried around in someone's hand.

If there is a way, maybe try to change the animation from "crossbow" to "punch" or even an empty handed sword strike and lose the throwing weapon from the "being held" animation.

Again, I know FCS has limitations, so it may be the case that all "crossbows" have the same animation.
Arkhiel  [author] 22 Jan, 2021 @ 7:39am 
I don't touch animations at all, should be another mod
Dr. Quackers M.D. 22 Jan, 2021 @ 12:00am 
I think this breaks vanilla crossbow animation.
Arkhiel  [author] 28 Sep, 2020 @ 5:38am 
there are mods adding bow animation, but that causes compatibility issues (if not trouble with crossbows?)
So sometimes simple is better even if it looks clunky :D
Bobert 27 Sep, 2020 @ 10:58pm 
man someone needs to add a throwing animation for this. awesome mod by the way.
Arkhiel  [author] 14 Jul, 2020 @ 2:14pm 
I use vanilla animation for compatibility issues, so I have to deal with crossbow's ;)
LevelConker 14 Jul, 2020 @ 11:50am 
faltaria mejor animacion pero la idea es muy buena y me gusta mucho :)
Arkhiel  [author] 4 Feb, 2020 @ 3:41pm 
^^
I'll probably remodel the bows some day, I don't like them (were kinda placeholders)
Paradox Edge 4 Feb, 2020 @ 3:37pm 
In any case. I found the issue and the bois work nicely now with my hyper OP one woman army character in a world of massive squad sized and hardcore mods installed. *thumbsup*
Arkhiel  [author] 4 Feb, 2020 @ 3:35pm 
well FCS has stats for accuracy for when you are at 0 skill and 1 skill, maybe at 500 it just goes too far and makes a worst angle, but as i said, nothing that different from regular crossbows
Paradox Edge 4 Feb, 2020 @ 3:33pm 
Ok well yea. Maybe this is just a kenshi thing but once I allowed my character to have some light degree error with shooting, they started hitting things left and right. Maybe the aiming point is just in a not-hitbox zone and that made them miss. This game's weird. but I guess that might be something to add to the description that these will not work as intended when going above the natural 100 skill cap.
Arkhiel  [author] 4 Feb, 2020 @ 3:31pm 
Won't be able to do much about it though, they are just crossbows, with slightly altered stats but nothing fancy
Paradox Edge 4 Feb, 2020 @ 3:30pm 
I'm gonna try setting the skill back down to natural max. AKA 100. I'll get back to you if having above 100 breaks it.
Arkhiel  [author] 4 Feb, 2020 @ 3:28pm 
that could be related to your cheated stats ? In my game they work properly with random dudes
Paradox Edge 4 Feb, 2020 @ 3:27pm 
Damn. Hm. Then the only solution would be for somebody to make new code to allow the dynamic swapping of ranged and melee weapons. Oh and I've also found a bug I think? I have cheated stats. And I have about 500 crossbow skill. And I'm clearly hitting things with the Shurikens I'm throwing. but they're not dealing damage.
Arkhiel  [author] 4 Feb, 2020 @ 2:39pm 
I'd love to, but there is a reason i used so big launchers :) .
With a too little icon, depending on where you place it, it will crash the game (you can only use ranged on upper weapon slot, and only at certain places).
So yeah, takes place, but i'd have tons of complains about crashes if not.
Paradox Edge 4 Feb, 2020 @ 2:36pm 
Actually, I DO have one suggestion. Make the throwing weapons a single stack sized weapon please. I'd like to use both a Nodachi and shurikens.
Paradox Edge 4 Feb, 2020 @ 2:23pm 
This is a very good mod that asks the question ''Why wasn't this in the base game'' like so many other mods do. All I can ask for is custom animations at this point but I know how hard that is to do.
Arkhiel  [author] 24 Jun, 2019 @ 6:33am 
When i have time for it i'll check, might have forgotten something
Arkhiel  [author] 24 Jun, 2019 @ 2:57am 
By default you have only the invisible crossbow that is craftable in case you buy shurikens/kunai/chakram.
However you can buy the actual ammos and bows/arrows in shop, then you have to research them.
They are not added to squads yet
sAs STALKER 23 Jun, 2019 @ 7:11am 
after researching everything, all i can do is craft the shuriken and kunai (even before researching them) but no bow´s or any ammo type´s for any ranged weapon besides the vanilla ones
Arkhiel  [author] 19 Jun, 2019 @ 12:32am 
i do but it will be probably merged in another bigger mod for that (need to add npc and that means incompatibilitiy issues)
freedhumanity 18 Jun, 2019 @ 5:46pm 
ever plan to add these to enemy factions?
Dr. Quackers M.D. 25 May, 2019 @ 8:25pm 
Sweet deal love this community!!!
Arkhiel  [author] 25 May, 2019 @ 1:16pm 
I updated the mod. Kunai and shuri SHOULD be less accurate (unless FCS is trolling me again) at low skill.
Added the selectors to vanilla default starting researches, but also to vendors just in case. So you don't have to build a town to make them.
I'll probably remake some models too (bows or chakram)
Dr. Quackers M.D. 24 May, 2019 @ 4:53pm 
That is a great way if you put it under camp it will mesh perfectly
Arkhiel  [author] 23 May, 2019 @ 11:06pm 
I've thought about making a free bench making free throwers as they are free anyway
Dr. Quackers M.D. 23 May, 2019 @ 9:08pm 
Add throwers to traders as sometimes i dont play a game where i put down roots
Rusted Cake 21 May, 2019 @ 2:44am 
Strangely they only seem to miss from far away, but as long as the target is in logical range, they hit nearly every time. (Darned cactus) May need some accuracy adjustments.
Arkhiel  [author] 21 May, 2019 @ 2:30am 
Wasn't intended, on the contrary they should be missing a lot at low skill
Rusted Cake 21 May, 2019 @ 2:00am 
I am not sure if this is intended with this mod, but I have yet to see a Kunai or Shuriken miss a single hit. (Tested on multiple saves & imports with characters of varying skill even -1)
Arkhiel  [author] 21 Apr, 2019 @ 12:03pm 
yup it was a try for models i didn't balance them but i'll remember that the day i remake it ^^
San-Kyu 21 Apr, 2019 @ 11:19am 
Are the ranges listed on the launchers for bows, shuriken, and kunai supposed to be abnormally (to my understanding) long? Compared to the various ranges of in-game crossbows of around 40-50m (spring bat) and 90-100m (oldworld bow mk1) the range of shuriken and kunai are about beyond 150m. I've yet to use them myself but looking at those stats something is definitely wrong here, no hand-thrown weapon should out-range a tool-assisted one.

The bows are also feature great range but these make sense. I don't think the added weapons are compatible with overhaul mods like nekos' and the survival enhanced mod though - these greatly increase cost of buying things and all mod-added items are visibly underpriced. Its good that no NPC unit uses them though with all this in mind.
Arkhiel  [author] 9 Apr, 2019 @ 1:28pm 
not in this state, but with custom animation and no need for a "launcher", would be good ^^
HIKKU 9 Apr, 2019 @ 1:27pm 
Should be in the base game. Dammit kenshi!
Arkhiel  [author] 21 Mar, 2019 @ 11:39pm 
oh if it's credited it's ok then, must have said ok back then.
Laughems 21 Mar, 2019 @ 2:24pm 
@[82DK]Derpislav @Arkhiel- I don't know if you have it Derpislav, but it looks like the "Hiver Expansion" mod uses items from this one. It says so in the description and has some of the files. Just FYI.
Arkhiel  [author] 20 Mar, 2019 @ 12:54am 
Can't remember but that's not impossible I gave a permission. Which mod?
Derpislav 19 Mar, 2019 @ 4:23pm 
Seems like this mod is included in another one, I'm not subscribed but I found kunai/shuriken ammo in a travel store.
I browsed the workshop to find out how to use them and found this.
Was it a permitted use?
Arkhiel  [author] 13 Mar, 2019 @ 5:01am 
I don't mind ^^. I'll always mod for free but not against tips ^^.
paypal.me/arkhiel
Cryptokang 21 Sep, 2018 @ 5:41am 
I wouldnt mind paypaling you for your time let me know brother and thanks for this mod again I love it.
Arkhiel  [author] 21 Sep, 2018 @ 3:47am 
Can't remember if the quiver was a separated model or not ^^. If so I could actually but you'd have twice his quiver on the back^^.
As far as i remember though I had to use one texture for everything so i'd just remove mine.
But right now i don't have much time or motivation for modding ^^
Cryptokang 21 Sep, 2018 @ 2:15am 
Alright I see, couldnt you use his model isntead for example? Unaware of how modding works please no bully haha