Kenshi
Shopkeeper Overhaul
23 Comments
Hari Seldon 3 May @ 1:23pm 
Hello, does it work (or does it make sense to use anyway) with UPK (Unofficial Patches for Kenshi)? Thanks.
BerserkerDaddy622 9 Feb @ 1:01pm 
Mod does work now!
Papa Arrow 23 Jun, 2023 @ 12:35am 
dead mod, dont work?
Totanakur 8 Apr, 2023 @ 3:46pm 
Anyone know if this is still working?
Keragi 12 Jun, 2020 @ 7:38pm 
Great mod but "Overhauls shops to have 2-4 times more cats and items in stock." is a bit high for me. Simply doubled the stock is enough for me, gives a light version there a not so high?
Donk 24 Apr, 2020 @ 4:07am 
Im not to sure, but It seems that my shops do not restock on certain supplies, and they dont get rid of stuff I have sold to them either. A bar in a waystation that is close to my base no longer sells food, they do however have the over 100 copper ore I sold them from over 50 days ago.
Shadow Wolf 24 Aug, 2019 @ 10:27am 
With this mod... the merchant on hub have 1.700.000 cats :D , ohh but the other vendors ahve only 25k, that's nice.
Aeturnity 7 Aug, 2019 @ 9:15am 
Great mod, very lore friendly and super convenient. I prefer this over the others that add AI cores and other bullshit to shops
|Nick 6 Aug, 2019 @ 1:44am 
Is this mod compatible with mods that move vendors from city to city or add new ones?
I'm talking about the kenshi architeckture mod, which overhauls most of the cities.
The Ghost of Meridia 29 May, 2019 @ 6:40pm 
Specifically, crab shoe blueprints never showed up
The Ghost of Meridia 29 May, 2019 @ 6:39pm 
I believe this mod is causing some items not to spawn in the shopkeeper list. Example, with this mod enabled crab shoes will not show up in any crab village or the town (verified 10/10 imports). First import after I disabled it, crab shoes. Possible that's just luck, but with a 33% spawn setting on that blueprint, that seems unlikely.
Mor-Dan Kin 28 Mar, 2019 @ 9:19am 
This is completely game breaking. It should be listed as a cheat. The amount of money it gives to merchants is completely ridiculous. The amount and breadth of weapons, armours, items and schematics it provides makes it pointless to travel for anything aside from ancient books, engineering research, and ai cores.

When it said 2-4x items and more cats i thought it wouldn't be too bad. Maybe having 50-70k cats instead of capping at 25k. But it's more like 10x cats. Double+ items refreshing every 12 hours ended up meaning I never have to leave a city to resupply my crafters.
Alex Rendel 30 Jan, 2019 @ 1:54am 
Would u be so kind to upload ypud mod o nexus please? Or post here a link with your mod
chalkcircles 25 Jan, 2019 @ 3:21pm 
Good mod. Not too overpowered. This is my preferred shop mod.
Vortex 22 Jan, 2019 @ 11:52pm 
Thanks
Illegal Cage Fighting 14 Jan, 2019 @ 6:26pm 
Awesome! Thanks dude.
Villain  [author] 14 Jan, 2019 @ 5:21pm 
@moon it's now fully compatible to mods that add in new items
Villain  [author] 13 Jan, 2019 @ 9:57pm 
Its compatible however added items may have increased spawn rates
Illegal Cage Fighting 13 Jan, 2019 @ 4:21pm 
How compatible is this with mods that add items to the game? Does it automatically take those into account as well?
Villain  [author] 11 Jan, 2019 @ 5:10pm 
Thanks! im working on adding more to both of my mods
Alex Rendel 11 Jan, 2019 @ 3:04pm 
THANK YOU! This mod definitely deserves subscribe! As well as second your mod. Keep up with more immersive, friendly lore mods like dis!:steamhappy:
Villain  [author] 11 Jan, 2019 @ 1:35pm 
This mod does not add ai cores or ancient books to vendors. Arnour king as well as the scraphouse and catun weapons trader all have increased stock, cats, and items.
Alex Rendel 11 Jan, 2019 @ 11:48am 
Is this mod adds such items like ancient books or ai cores to vendors that never sold em before? Is armour king has increased count of items to sell as well?