Kenshi
Buffed Skeletons
51 Comments
GladioSanctus 22 Feb @ 3:02pm 
Does this mod need an update or does it work as is?
AznPapi69 15 Jan @ 6:29pm 
anyone else having the bug where you cant auto heal broken ones because of this mod?
hellosharkness  [author] 8 Sep, 2024 @ 7:12pm 
@Freyja Jewell I am glad you like it! I can look into adding compatibility, but cannot promise anything :)
Freyja Fontany 20 Aug, 2024 @ 1:03pm 
i'd love to see compatibility between some of the more popular skeleton race mods! works great though ^~^
hellosharkness  [author] 28 Jun, 2022 @ 3:07pm 
@wideterry God wills it
wideterry 28 Jun, 2022 @ 9:53am 
ah yes buffing the already op robots to be even more op
hellosharkness  [author] 18 May, 2022 @ 1:27am 
@NonExistantFlower all skeletons playable or otherwise which are in the base game are affected. So, cat-lon is quite fearsome, and so is tinfist. Which I think makes more sense.
NonExistantFlower 16 May, 2022 @ 9:33pm 
does this affect the non-playable yet vanilla skeleton races or just the basic playable one? (eg: funni motorcycle noise man, cat-lon)
hellosharkness  [author] 6 Nov, 2021 @ 10:10am 
@The Black Star I am not sure how vanilla kenshi handles stat gain when stats are already at 100, the only way that this would be possible with vanilla and this mod is if it is a vanilla behaviour, or if those npc stats are derived instead of set - though I imagine they are just set at game launch. I do know that npc stats increase like player stats, so I would think that any mod that adjusts experience rate gain globally would cause that more than this one. But imo cat-lon and tinfist should be super strong from a lore standpoint anyway.

tldr I don't think this mod should affect that very much.
Tiny Whale 2 Nov, 2021 @ 11:15pm 
Ive noticed that with this mod, this allows skeletons NPCs to attain above 100 in stats, especially those like tinfist and cat-lon.
FrankieOnWii_in480p 2 May, 2021 @ 7:30pm 
would be perfect if health wasnt doubled. Like they already have 200 fucking hp. Ontop of that toughness is pretty easy to train
mrjoel69xxx 25 Mar, 2021 @ 3:33pm 
I deleted my old comment . I was actually mistaken , wasnt aware that skeletons had to research the robot bed , humans can just build one at start of game so was my bad, mod runs great
hellosharkness  [author] 14 Mar, 2021 @ 11:20pm 
@mrjoel69xxx This mod doesn’t touch the build menu at all. I would say it must be another mod. Try moving this one down the list anyway it plays better with many mods that way. But either way this mod shouldn’t touch the beds or build menu.
hellosharkness  [author] 4 Mar, 2021 @ 8:20pm 
@dman09082000 Thanks! Glad you enjoy it.
dman09082000 18 Feb, 2021 @ 1:30pm 
love the mod
Shir Blackwater 19 Dec, 2020 @ 4:21pm 
@Slavidor so the the left of the skeleton in the image, there's a blue-ish grey shade on the ground, and a diagonal lighter color, that forms the kimono, just above that is another lighter area, which is the face and then a darker color around which is the hair so it could be a woman with long black hair or a dude with a bowl cut... It probably helps if you look at the picture from a bit of a distance to see the shape better.
hellosharkness  [author] 18 Dec, 2020 @ 8:34pm 
@shir blackwater Nope not edited in. Also I don't see it :KScared:
Shir Blackwater 18 Dec, 2020 @ 7:48pm 
off topic but, nobody else noticed the person in kimono in the ground textures in the preview image on the right? O.o that's kinda freaky if that's not edited in.
hellosharkness  [author] 27 Jun, 2020 @ 4:05pm 
@vahux no it only works with all of the skeletons in vanilla.
Vahux 27 Jun, 2020 @ 3:20pm 
does this work with mods that add other races of skeletons?:beeped:
hellosharkness  [author] 12 May, 2020 @ 7:57pm 
@Ultimonx it should, let me know if it doesn't and I will look into it.
UltimonX 12 May, 2020 @ 5:37pm 
does this put into account my good pal agnu
Mister k 22 Apr, 2020 @ 5:50am 
aah it doenst work bummer
Mister k 22 Apr, 2020 @ 5:50am 
does this work with gemesis mod?
Skelzore 12 Jan, 2020 @ 2:36pm 
@Caesar
There's a river that you can walk through but honestly a Skeleton playthrough tends to mean an "all racist and sexist incels will die" playthrough... Guess what the entirety of the Holy Nation harbors within it's borders?
Caesar 11 Jan, 2020 @ 1:27pm 
@Puff
yeah, until you have to waste time going around Holy Nation territory rather than through
Hazel Eats Ants 24 Sep, 2019 @ 8:07am 
Off topic, anyone else seeing a buisiness man in the dirt in the thumbnail? you might gotta squint
Puff 27 Aug, 2019 @ 6:12am 
Curious of peoples opinions of skeletons.

Personally I think skeletons are the only race that I can stand to play. No need for food so no stat penalties from not eating which also takes up way less inventory space for food.

Requires no sleeping bags to carry with you everywhere, and you also don't have to stop and heal after every fight or 2.

You take no environmental damage (which is a massive benefit), and have 200 hp across all body parts instead of 80 or 100 (Shek doesn't count because nobody plays them for their increased food req and hardly any stat bonuses that are useful) which adds up to a TON more hp for enemies to have to fight through.

Skeletons are just way stronger in every way... Just curious how anyone ever thought the other races are stronger...
AlwaysHungry815 22 Apr, 2019 @ 6:39pm 
could you make the edits for the other type of skeletons like the ones added by the ACC mod like the mk 2 headless skeletons
hellosharkness  [author] 7 Apr, 2019 @ 1:26pm 
@shitstick sorry I did not see your request in time to respond - glad you were inspired to make the changes, and thanks for the thumbs up. :lunar2019piginablanket:
hellosharkness  [author] 7 Apr, 2019 @ 1:25pm 
@ice Yeah this mod isn't for everyone, the addition of strong helmets with the buffed head health can make skeletons pretty insane. The original idea of buffing the health was because skeletons could not wear helmets and late game encounters would melt skele heads. But I opened those slots because people asked me to, which arguably further moved this away from being balanced. In my own games I only give my skeles hoods, or cloth armour for RP reasons, and I don't use boots. I am also always filled with fear when I see a strong skele ninja - which I think is an appropriate reaction.
spaghettiboi 23 Mar, 2019 @ 4:23pm 
this is kinda op
ShitStick 18 Mar, 2019 @ 10:01am 
No worries. I unsubbed and did the changes to my game through FCS. Thanks anyway since I only got the idea through your mod. Left a thumbs up
ShitStick 17 Mar, 2019 @ 6:32pm 
@Sir Candlestick rather liking this mod so far but I think the health boost is to much. Any chance of a toned down version of this mod with just the clothing buffs pls?

Thx
Natasi 26 Jan, 2019 @ 2:22am 
Thank you! Will do.
hellosharkness  [author] 23 Jan, 2019 @ 10:41pm 
@natasi It is done except for the headless ones. Let me know if things get weird. I am not currently playing much Kenshi and so am unlikely to see any potential weirdness first.
hellosharkness  [author] 23 Jan, 2019 @ 10:36pm 
@Natasi I have been considering changing that for them as well - may as well as long as it doesn't make the skeles guarding ruins weird.
Natasi 23 Jan, 2019 @ 2:57am 
Seems like the mod only unlock armor slots for the normal Skeleton and not for the other types that you can recruit with the help with mods. Like P4, Screamer, Soldierbot etc.
hellosharkness  [author] 1 Jan, 2019 @ 11:32am 
@XheadshotX I changed the health values in the race category. For what you are aiming for you would need to make a new race for your player start, and adjust the stats and health in that new race to be what you are looking for.
Uma 1 Jan, 2019 @ 4:21am 
nvm importing fixes it, just dont import your previous research
Uma 1 Jan, 2019 @ 3:56am 
hey yo, i downloaded your mod a while back, but idk why in my save, which i used your alternate skeleton start. i cant build research bench and honestly, idk what to do now, since i cant progress with basebuilding without it,
XheadshotX 1 Jan, 2019 @ 2:00am 
just an idea on skeletons maybe would be cool to have a new unique skeleton recruit with own stats or random stats in a range with unique dialogue package. i know someone made a juggernaunt race with 4-5 juggernaunts in the world that are recruitable. keep up the good work and happy new year!
XheadshotX 1 Jan, 2019 @ 1:58am 
can you explain how you increased the health. while starting to experiment with making my own new starts...i would like to maybe see your main character with like 150 instead of 100 for human for example. i know there is a section called add health and has head chest stomach right arm rightleg left arm left leg. when i tried to add these and change the values to 150 nothing happened in the game. am i doing something wrong?
hellosharkness  [author] 31 Dec, 2018 @ 10:43pm 
Fixed, looks like I missed a few of the subraces. I should have all of them now. Let me know if any skeletons pop up without the buff.
hellosharkness  [author] 31 Dec, 2018 @ 10:23pm 
@Code FFA500 they should be... I will have to look into this.
Code_FFA500 31 Dec, 2018 @ 5:24pm 
the other skeleton subraces aren't included in the buff unfortunately
hellosharkness  [author] 27 Dec, 2018 @ 5:49pm 
@zork Badfellow Thanks for catching that and letting me know. It is fixed now. :D
Animecore 13 Dec, 2018 @ 7:54am 
I like this idea. Skeletons defiantly should be tougher to bring down. This should make them scary if they are not in your party. Defiantly makes me wanna back the Holy Nation now and end all skeletons for them being unnatural.
hellosharkness  [author] 12 Dec, 2018 @ 5:52pm 
@Ink_Well @Seth_Knight Thanks for the feedback. I opened up the slots for helmets and boots. Shirts I left closed, because that awkward texture mapping sounds awful lol. Thanks again for the feedback/heads up
Peachwolf 10 Dec, 2018 @ 9:45am 
Don't open up the shirt slots, if you open up armour/clothing slots. Most shirts (except for hiver shirts) are placed directly over top of the texture of characters, and skeletons with shirts end up having the shirt literally over their face. Looks dumb.