Kenshi
Fantasy Races and other stuff
72 Comments
Smop95 10 May @ 1:49pm 
Hey all! I've just made an rebalance patch for the Ogres from this mod! Check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3478436704
ֆֆ Fall 26 Apr @ 12:03am 
Do the High Elves have their own faction?
jzo14 2 Apr @ 1:07pm 
also also YEAARRGGGHH!!! I think I have a way for you to mod in a way for the troll to regrow there limbs... sort of. Tell me if you would like me tell you it.
jzo14 2 Apr @ 1:05pm 
never mind the first comment of this mod asked and got an answer
jzo14 1 Apr @ 1:06pm 
what do you mean by regeneration for the troll? Don't Kenshi races already heal. How does the troll regeneration work
sammaster7752 12 Mar, 2024 @ 8:36am 
Hello YERG if you red this could i make a request for a race model something simple A Giant similar to orgers just they look a bit more muscly rather than pudgy.
Breksus 23 Sep, 2023 @ 3:00pm 
hi This mod have a Problem with the troll Race i have a Editor Problem pls fix this
LazerGuana 12 Jul, 2023 @ 5:24am 
@johnbrick I'd like to know this as well.
JohnBrick 21 May, 2023 @ 3:43pm 
How do I recruit them? Compatible with recruit prisoners mod?
Fi 16 Nov, 2022 @ 12:38pm 
Is this compatible with Yet Another Nude Mod, mods that add additional/change faces, hairstyles, and character customization sliders, and overhauls like Universal Wasteland Expansion?
Kotlet Schabowy 5 Nov, 2022 @ 3:55pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2177127258&searchtext=fantasy Here you have fix Crafting Animation Overhaul. This user have also fix for two combat animation mods.
LegendOfManji 31 Oct, 2022 @ 2:48pm 
For those wanting to create a patch. Watch this video: https://www.youtube.com/watch?v=O1hcQ5o5vpc

Just be sure to use the method described in the video, to all your animation mods.
Blaine 3 Sep, 2022 @ 10:16am 
Does this mod require a new start to work?
sammaster7752 9 Aug, 2022 @ 7:20am 
indeed if u can make a mca patch i would be grateful
sammaster7752 9 Aug, 2022 @ 7:19am 
"Just a skill issue" indeed
Sylveon 28 Mar, 2022 @ 5:33pm 
@Entoco I do not have a clue how to mod if you could I would love you MCA is really fun. I play with this mod regardless cause the races add nice variety.
ent-2-ene 26 Mar, 2022 @ 4:04am 
@sammaster7752 i can make one if you want
sammaster7752 5 Mar, 2022 @ 8:21pm 
If there is anyone making an MCA for this mod let us know because it really needs it.
sammaster7752 20 Oct, 2021 @ 10:52pm 
this needs a race mcm animation or does it already have one done for it if so can someone point me to it.
Hardened Arden 25 Sep, 2021 @ 1:11pm 
anyone know where trolls spawn the most?
sammaster7752 6 Jul, 2021 @ 5:59am 
this mod is great but it needs a mca compatibility patch for sure it most of race dont have any updated attack animations if there is one please point me to it,
DP3 29 May, 2020 @ 4:51am 
Are wild ogres recruitable? Does this mod work with the recruit prisoners mod?
Mr Surkuri 1 Mar, 2020 @ 3:27pm 
Looks like a good mod so far. The only problem I have with it is the limited faces you with the elves, all of them are just reeking of soy.
深渊信号 18 Feb, 2020 @ 6:36pm 
It'd be nice if there could be a patch that enables the crafting expanded mod's animations for the new races
Mountain Timbs 22 Dec, 2019 @ 11:48am 
It'd be nice if there could be a patch that enables the crafting expanded mod's animations for the new races
Erysican 19 Nov, 2019 @ 10:18am 
Love this mod but goddamn the wild ogres were just too much. It's a shame because they're a great idea, just far too common. I'd limit them to a few zones and keep the spawn rate really low
Rob Bobbert 11 Oct, 2019 @ 1:31pm 
this mod would be great if it was compatible with a large scale of hair and face or body texture mod... it´s got great potential!
Mountain Timbs 16 Aug, 2019 @ 3:30pm 
will there be any change to how the holy nation interacts with the new races? or are they treated like humans?
Mapleveins 18 Jul, 2019 @ 3:39pm 
Still workin' on this?
SpaceboyCowman 20 May, 2019 @ 8:20am 
So far like it really just wanted it because Giants will always be cool
donald.nintendo 11 May, 2019 @ 3:30pm 
is there at tutorial on making custom races AND getting them to spawn in game?
in both taverns and wild.

this mod has inspired me to make my own race mod.
rimtivarnas 12 Mar, 2019 @ 1:43pm 
I would just make their spawns a distant from cities, or reduce their spawn. Im not sure how the orges do it but they spawn all over stoat, younglings usually do major injuries, normals may kill 1 or 2 and take off a limb. Ancients ive seen knock 3-6 guards in one swing and one time kill 3 out of 5 knocked, which was entertaining. Best would be to reduce spawn around there, they just keep coming.
YEAARRGGGHH!!!  [author] 12 Mar, 2019 @ 1:33pm 
That's...hilarious.

I can tone them down a touch of people wanted and still have them be threatening. I've been playing again lately and working on more additions but haven't an ancient ogre do that much damage yet.
rimtivarnas 12 Mar, 2019 @ 1:31pm 
Only problem with the ancient ogre is that in my save its wiped half the garrison of stoat out over time. Only 2 ancient ogres by themselves did that, but they can make a fine addition to my collection (squad).
Sziklamester 28 Feb, 2019 @ 11:01pm 
The spawn rates are fine and these percents show that is really really low to find these peoples. Also the Abandoned cities in the southern region is a good option to make for them villages and cities since there are large spaces with out any empire or bandit settlements. "spawns".

It is time consuming but it can add a lot variation and you could settle in other "empire" places. Last time I made a mod I made a king gorillo companion so I pretty easily cleared the areas.
Sziklamester 28 Feb, 2019 @ 11:00pm 
I have no problems with the ancient ogres. Once you capture one you can try to make it companion. I always seek the options to make any new unit into my team because I prefer the variation. Also YEAARRGGGHH!!! can make these races recruitable just like how the orcs, elves, gnomes, hobbits, goblins are recruitable as a drifter. The next step would be to make villages and cities to them and set them as another faction. If I would have an option I would do that with them but I am not the creator and without the files I cannot modify them.

Cuman Khan 28 Feb, 2019 @ 4:45pm 
i think this mod is great and you did a spectacular job with the races, the ogres are fine but they shouldn't spawn as much as they do, or everywhere. it should be a 1-2 zone thing probably, and i think ancient ogres just need to be removed entirley. they are stupid OP and seem to be spawning frequently as hell. they literally one shot my high level massive squad with ease and it isnt fun.

it would be great if you could just seperate this into two mods. i absolutly love the cosmetic work you did its a 10/10 and i think thats why most people are subbing, not for the ogre spawns haha.
Mapleveins 28 Feb, 2019 @ 4:44pm 
Think it's just a matter of luck with the ogres. In my current playthough I've only encountered one ancient and I've been all over the map. Mostly young and normal ogres occasionally but I'm much more likely to be stabbed by grass pirates than clobbered by an ogre in this game I've experienced xD
YEAARRGGGHH!!!  [author] 28 Feb, 2019 @ 2:06pm 
Berserker Country - 3.5%
Burning Forest - 3.2%
Cannibal Plains - 1.8%
Dreg - .07%
Fog Islands - 1.6%
Greenbeach - 2%
Grey Desert - 1%
Heng - .2%
Hiden Forest - 1.7%
High Bonefields - 1.5%
Leviathan Coast - 9%
Okran's Valley - .9%
Shun - 2.6%
Sinkuun - .8%
Skimsands - .5%
Sniper Valley - 1.3%
Sonorous Dark- .7%
Spider Plains - .8%
Stenn Desert - .6%
Stobe's Gamble - .7%
Stobe's Garden - 1.3%
Stomgap Coast - .7%
The Crags - 1.4%
The Eye - .2%
The Great Desert - .1%
The Hook - .6%
The Outlands - 2%
The Pits - 2.3%
The Pits East - 1.8%
The Swamp - .9%
Vain - 2.8%
Venge - 1.6%
YEAARRGGGHH!!!  [author] 28 Feb, 2019 @ 2:06pm 
I would rather not remove them entirely and, in most areas, the ancients cannot be weighted any lower in the spawn chance so it's not as simple as just turning the spawns on the ancients down.

In most areas (not all), regular ogres are weighted to 3 times the spawn chance of ancients and young ogres are weighted to 5 times the chance of ancients. Some areas may have regular or young ogres but not ancients. I'll post a list of spawn rates in a followup comment.

I can make them simply not spawn in some areas but would prefer some input from people to decide which areas. I can also drop the spawn rate of normal and young ogres but without reweighting the spawn list of everything in a given zone (which I am not doing) that would increase the chance of ancients spawning slightly.
Cuman Khan 28 Feb, 2019 @ 1:13pm 
bro you need to turn Ogre spawns wayyyyyyyyyyy down. They are causing major issues and spawn so much. The Ancient Ogre is also OP as hell and spawns all over the map frequently. I'd be cool with you just removing them entirely.
Mapleveins 16 Feb, 2019 @ 3:56pm 
or if you wanna go all out could jsut keep cloud and storm seperate and add Formorians for extra edge
Mapleveins 16 Feb, 2019 @ 3:55pm 
Adding onto my giant suggestion. Could use d&d giants as the template for subraces. Fire, Hill, Ice, maybe combine cloud and storm so we have an even 4.

Fire giants could get buffs to crafting skills but debuffs to dex.

Cloud/storm get buffs to shooting and dex.

Hill should be the brute with a biggol strength buff and heavy weapons but be literal ass at everything else that requires a delicate touch.

Ice could perhaps be the tankiest, high limb health compared to the others, maybe a buff to toughness if that's a thing idk if it is I never checked.

All giants should have a strength buff of some kind except the cloud/storm maybe for balancing sake, or perhaps they jsut have a slightly lesser one. Also eating should be a problem. perhaps a little less than a troll's hunger or more depending on how stronk you make them if you do
Sziklamester 30 Jan, 2019 @ 8:33am 
Making models itself is not that hard but to set them, rig them, add armature - animate and texturing them is takes a lot of time. Also you need to touch the coding part and check every instance in the game to add your new race. That is why most of the modders are using the base models to make any new because adding a whole new stuff is time eater.

I personally will try to make new stuffs but it takes time and still need to learn the whole thing.
Mapleveins 29 Jan, 2019 @ 9:33pm 
Sounds good :P
YEAARRGGGHH!!!  [author] 29 Jan, 2019 @ 1:21pm 
I'm a novice with 3d modelling at best so races that differ greatly from the base human model would be a longer term goal if at all. I like the idea of giants, though. I might have to work with that when I get the time/motivation. It's been a few weeks since I tinkered with things but I seem to remember having to make ogres a little bit shorter than I wanted because they would be too tall for the character creation screen. I'll have to look into that more.
Mapleveins 29 Jan, 2019 @ 6:59am 
Got any plans for adding even more races for us to fiddle with? Possibly ones that differ from the base human model like a Tabaxi or Lizardfolk/Dragonborn? Possibly make an even thiccer Giant race (Fire,Ice Stone, Hill), if going even larger than what ogres and trolls are is possible that is. Dunno how that'd work with the animations and whatnot but a guy can dream :P
Grimoirian 19 Jan, 2019 @ 4:38pm 
Can you make a version which only adds the races for the player to choose? I wanna be the only gobbo in the village...

Also, any chance of getting a more pointed nose for the gobbos whilst you're at it? the fat nose doesn't really suit the race.

It's fine if you cba, as it's still a great mod, but I thought I'd ask just in case they were easy fixes.
YEAARRGGGHH!!!  [author] 7 Jan, 2019 @ 1:45pm 
Done
>54M 6 Jan, 2019 @ 6:46pm 
@YEAARRGGGHH!!! make it so we can pick everybody in this mod up. you gotta move corpses around whenever you have a base and so on