Kenshi
Shek Kingdom Augmented
49 Comments
ℱℛ𝒜𝒩𝒦 10 Jun @ 2:39am 
I couldn't enter the Squin after subscribe this mod, just like there is an air wall in the gate, so strange.
JP-7 2 Jun @ 9:20am 
A la fecha la subraza Kezok no aparece en el mod UWE y sin el...
Bobby 12 May, 2024 @ 7:55pm 
for some reason the subrace Kezok doesnt appear in the Universal Wasteland Expansion mod and it keeps saying its missing or cant find it and i really dont know what to do but see if installing this mod can resolve the issue. @TreadLightly77
Pig ♡ 4 Nov, 2020 @ 12:11am 
Pretty sure the mod changes the turrets in Squin atleast, since I have cities rebalanced mod and the turrets are placed in the air away from the actual walls.
SecretSensei 5 Sep, 2020 @ 3:02pm 
does this mod change the layout of any Shek cities?
Dere 26 Oct, 2019 @ 7:40pm 
There IS a patch for this and all the popular animation mods out there, just in case anyone else is wondering but too lazy to go look. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1881955267&searchtext=shek+kingdom+augmented+animations+patch
Grabbles 6 Oct, 2019 @ 8:27am 
any chance for a kezok standalone?
Cutflood 31 Aug, 2019 @ 12:38pm 
BTW I didn't have Military Craft installed. And I didn't need to install the Dra'ak Mod either.
Cutflood 31 Aug, 2019 @ 12:37pm 
I was experiencing the Dra'ak and Kezok bug as well. I fixed it by moving the mod lower in the load order. Not sure exactly which mod was causing the conflict. Try moving it down a few at a time. Trying to start a new game, go to character creation, and if you don't see the error pop, it's fixed.
Ostrava 30 Jul, 2019 @ 3:35pm 
When will the Compability for military Craft come for the Kezok?
Noone 28 Jun, 2019 @ 2:22am 
@icsacca adding dra'ak mod to mod list seems to fix draak problem but i dont know how to fix kezok problem atm
icsacca 24 Jun, 2019 @ 1:52pm 
Hi everybody. I have a problem: in the last few days I have always the error "character model for race kezok & dra'ak not found"; characters of those races are invisible, I already tried to verify, uninstall and reinstall kenshi but the error persist. What can I do?
Chekhov 16 Jun, 2019 @ 5:15pm 
Anything happen with the genmod patch?
Timesplitter 8 May, 2019 @ 12:01am 
Thank you for this amazing mod that I have included in "Kenshi: The World Divided". This Mod Collection has been fully tested and works perfectly. Thank you again for the great mod to add to this collection. :steamhappy: Timesplitter.
Talonus_Reford 12 Apr, 2019 @ 1:37pm 
That sounds cool! I like the variety of the new races and compatibility with some of the more popular animation mods would be great!
TreadLightly77  [author] 12 Apr, 2019 @ 1:31pm 
Appreciate the link, I have planned compatibility mods for some of the modded animations, for some time. However, I have been busy polishing other things in my mods recently. I will look at making some compatibility mods in the coming weeks.
Talonus_Reford 12 Apr, 2019 @ 1:26pm 
The Dra'ak modpage has a link to a millitary craft patch to make it combatibile. It might be helpful to also link the same patch here so people can find it. Patch link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1655114054
TreadLightly77  [author] 12 Apr, 2019 @ 11:29am 
It would indeed need a patch, as with any created races, unfortunately.
Talonus_Reford 12 Apr, 2019 @ 11:01am 
Millitary Craft
TreadLightly77  [author] 12 Apr, 2019 @ 10:30am 
What modded combat animations are you utilizing?
Talonus_Reford 12 Apr, 2019 @ 10:10am 
Do the custom sub-races require a patch for modded combat animations to work on them? I have one of the red sheks (can't remember the name of the subrace) in my squad and with a polearm they seem to just stare at their opponents and damage comes out.
_Caball3ro_ 4 Mar, 2019 @ 6:11am 
thats some great news. I have made some tests, like disabling the mod, going to that region, then enableling again. after an import, + ctrl+f12, "fix stuff"
it seemed ok now.
the problem is that my 25 member squad got killed/slaved by the highlanders and I started a new game at the south.

I will tell you if I go back near Admag
TreadLightly77  [author] 3 Mar, 2019 @ 6:09pm 
To all those still experiencing crashes near Admag,

Upon still coming across the crash issue near Admag in my personal playthrough, even after the fix, I took an even deeper look at compatibility and assets used between mods.

The crash issue seems to derive from the Shek Ranch and Hunters mod leveldata assets that I patched into this mod. The crash can be duplicated when only General Modifications and Shek Ranch and Hunters mod are loaded into a new game.

I am in the process of moving the Shek Homestead to a more stable area in the western Stenn Desert. I will post a comment when I update the mod shortly.
TreadLightly77  [author] 3 Mar, 2019 @ 1:06am 
@_Caball3ro_; @DoctorJon; @Sir Spliffington VIII,

Feel free to comment on whether the fix applied has fixed the crashing issues, near Admag and the Shek Homestead, that you were experiencing prior.

Your feedback is appreciated.
TreadLightly77  [author] 2 Mar, 2019 @ 1:41am 
The mod has now been updated to address the crashing issue near the Admag Shek Homestead.
TreadLightly77  [author] 28 Feb, 2019 @ 2:26pm 
@Doctor, It is not. I am just polishing a few things before I update the mod.
_Caball3ro_ 28 Feb, 2019 @ 10:52am 
I read something about importing again, using the CTRL+12 + "fix stuff option"
anyway, I used to get problems on the western hives aswell but now not anymore :)
DoctorJon 28 Feb, 2019 @ 5:55am 
@TreadLightly77 is it a compatability issue with another mod?
DoctorJon 26 Feb, 2019 @ 6:49pm 
I really appreciate your mod, and I'm glad if a fix has been found.
TreadLightly77  [author] 26 Feb, 2019 @ 5:35pm 
Another note on those experiencing "crashes" near Admag, upon further and deeper compatibility testing, I have been able to duplicate the "crash" near Admag.

In doing so, I have also seemed to have found a fix by tweaking and adjusting a few things within the fcs. I should look to post an update to this mod shortly.

Appreciate the detailed feedback and useful troubleshooting on your parts @DoctorJon and @Sir Spliffington VIII
TreadLightly77  [author] 26 Feb, 2019 @ 2:55pm 
For those experiencing "crashes" near Admag, ensure that my mods are placed lowest in your mod load order, as listed in my faction's collection:

My mods should be placed at the bottom of your mod load order list, as listed below:

6. United Cities Heightened
5. The Holy Nation Ascended
4. Shek Kingdom Augmented
3. Hiver Expansion
2. Bandits Expansion
1. Minor Factions Amplified
TreadLightly77  [author] 24 Feb, 2019 @ 2:20pm 
@Cab, The troubleshooting tips that I gave apply to vanilla, as well. There is no issue caused by my mods, it is just a vanilla game bug.
_Caball3ro_ 24 Feb, 2019 @ 9:39am 
Hi, same issue with the Shek kingdom and the Hiver aswell, Had to delete them :/

I will try the shift+ctrl+f11 and the Shift+F12 though

Any info on he cause of this?
TreadLightly77  [author] 23 Feb, 2019 @ 2:28pm 
@Sarg, Another thing to consider, if using all/some of my mods, is that my mods are placed lowest in your mod load order, as listed below in descending order:

6. United Cities Heightened
5. The Holy Nation Ascended
4. Shek Kingdom Augmented
3. Hiver Expansion
2. Bandits Expansion
1. Minor Factions Amplified
Sirgoi 23 Feb, 2019 @ 1:11pm 
I'll try that. Thanks in advance.
TreadLightly77  [author] 23 Feb, 2019 @ 12:06pm 
@Serg, Have you tried to refresh the local .zone's navmesh? This can be done with shift+ctrl+f11.

If that does not work, hit shift+f12 and click the "fix stuff" option.
If the above two do not work, save the game then exit Kenshi.

Re-open Kenshi and import your game save. Leave all the options checked, when importing.
Sirgoi 23 Feb, 2019 @ 7:47am 
I got crashing issues whenever I was near the Shek homestead, south of Vain, in the northern-middle part of the Stenn Desert. Can you check up on that, or know if another mod might conflict there?
TreadLightly77  [author] 11 Jan, 2019 @ 12:33am 
@Asneaky; Flyboy, From what I can tell, all of my created mods should run in congruence with the Reactive World mod.
TreadLightly77  [author] 11 Jan, 2019 @ 12:19am 
@whats, I just updated the mod with a new Kezok race color overhaul
whats kraken? 10 Jan, 2019 @ 2:11pm 
Do you have any plans to make the Kezok look better? The Dra'ak look like they fit in while the Kezok just stand out in a bad way. Just a big splat of green. Otherwise really great mod like all the others.
Which for everyone asking I am using all of them but Hiver and Minor Factions with Reactive World and everything is working like it should for me at least. I would load Reactive World after everything to be safe but that mod should always be at the bottom anyway.
Asneakyfatcat 4 Jan, 2019 @ 8:34pm 
@Flybo XIX I would like to know this too. Reactive World is a really cool mod but I'm not sure how it will react to a lot of things.
TreadLightly77  [author] 27 Dec, 2018 @ 7:21pm 
@Pwnage Engage, This mod only fleshes out the faction and better utilizes their towns and the Stenn Desert biome. By no means does it make them OP in any way.
You can always download and share your take on whether or not the mod seems to make them too powerful tho. Thanks for your interest in the mod.
Gunter McGunt 27 Dec, 2018 @ 4:50pm 
Wouldn't this make the Shek too powerful?
Flyboy XIX 7 Dec, 2018 @ 8:17am 
How explosive would thing get if I tried running this with the mod "Reactive World" ...? As both tweek many factions sooo...
Jucoji 2 Dec, 2018 @ 12:47pm 
@ThreadLightly77
Thanks again for this mod, will there be a aio mods that would be compatible with other faction tweaks?
TreadLightly77  [author] 1 Dec, 2018 @ 9:11am 
@Jucoji, That's a little on the nose, don't you think? lol
TreadLightly77  [author] 1 Dec, 2018 @ 9:09am 
They are from Arkhiels Weapon Pack. They are not available in this mod yet, however they may be in a future update.
Iskuu 1 Dec, 2018 @ 7:26am 
What are the axes from in your screenshots?
Jucoji 1 Dec, 2018 @ 1:21am 
Turned some Sheks green, missed opportunity to name the sub-race Shreks