Kenshi
S4-M1 Swordsman Skeleton
35 Comments
Leeum 26 Feb @ 5:50pm 
unfortunately I cant find a patch for sitting animations at bars
Yanoshy :3 28 Jan @ 6:19pm 
idk why but they feel like a zelda miniboss
DOG 26 Dec, 2024 @ 9:37pm 
@ Daemonic Spoder
Good day ! Permission to use your mod in my project ?
Thank you!
translated DeepL
Simbach Vazo 4 Dec, 2024 @ 4:58pm 
S4M-R-I would have made a bit of a better pun in my opinion but that's still pretty good.
nicolas 9 Feb, 2023 @ 5:41pm 
does this mod still work?
tenderdeadmeat 22 Oct, 2020 @ 1:49pm 
can this character be recruited by the Recruitable Prisoners mod?
ублюдок)0)) 18 Sep, 2020 @ 11:42pm 
hello.ty for mod.Can you do patch for Animation Overhaul Mod?
Isaac Hipkiss 7 Aug, 2020 @ 4:18pm 
Shirts4all patch please.
Morale -10 17 Feb, 2020 @ 2:38pm 
loving it!
Only con is that its not so good with "Animation Overhaul Mod - Crafting"
Grabbles 24 Oct, 2019 @ 3:20am 
can we get a patch for unlocking slots, like shirts4all?
Tal'Raziid 12 Oct, 2019 @ 12:31pm 
Ye, i wanted the recruit so i tried importing just to see. Thanks for the reply tho
Daemonic Spoder  [author] 12 Oct, 2019 @ 12:16pm 
Not really, they spawn naturally without one unless you want the recruit in black desert city.
Tal'Raziid 12 Oct, 2019 @ 11:04am 
Does this require an import?
RandomEdits 2 Oct, 2019 @ 6:44am 
The United Cities must love to use these models! Seriously, make them United Cities exclusive so we can beat the black tar out of these S4-M1s.
. 21 Sep, 2019 @ 3:57pm 
please
. 21 Sep, 2019 @ 3:57pm 
can you make armor slot unlock mod?
Andrini 9 Sep, 2019 @ 4:00pm 
Thank you
Daemonic Spoder  [author] 9 Sep, 2019 @ 3:52pm 
@DungeonRyu The MK ll is good at Dex, I wanted the MK l to be a flawed model and is not meant to be perfect by any stretch of the imagination. Think of it as like a fodder unit that just keeps getting back up.

Both models are good at toughness, the whole idea with them is to utilise their toughness with heavy armour, you cant really dodge effectively in heavy armour.

Hmmm... I want to keep the MK ll as the more valuable option when it comes to non-combat, it's smarter, has more personality and rare. True, could give them more debuffs in tasks that peasants would usually do.
Andrini 9 Sep, 2019 @ 3:35pm 
What mod did you use for the poses?
DungeonRyu 7 Sep, 2019 @ 11:10pm 
Some criticism.
1) Both MKI and MKII are bad at Dexterity, this does not make a lot of sense. Katanas are DEX based weapons, shouldn't those skeletons be bad at Strength? I mean it IS a swordman model.
2) MK II is a Martial Art expert, however it is bad at Dodge. Dodge is the second important stat for martial artist (after MA stat itself), because martial artist does not use Defence. Maybe MK II should be bad at Toughness instead of Dodge?

Suggestions.
1) Would be nice to have MK I and MK II as a smithing pair. MK II is already good at Weapon Smithing, MK I could be good at Armour Smithing.
2) You could make them more combat oriented if you make them both bad at Cooking and Laboring.

Anyway thanks for the hard work. I like those skels.
DungeonRyu 7 Sep, 2019 @ 10:55pm 
It looks really cool. Would be amazing to see a horde of those at Ashlands.
MangyMinotaur 7 Sep, 2019 @ 5:59am 
Now THIS is podracing
Daemonic Spoder  [author] 5 Sep, 2019 @ 6:30am 
@dfaroda probably at some point in the future when i have more of these released
Daemonic Spoder  [author] 5 Sep, 2019 @ 6:29am 
I had another in the works but i scrapped it cus I wasn't really satisfied with how it looked, I might do something with it in the future but's gonna need a makeover.
ZeroErrorz 5 Sep, 2019 @ 3:53am 
@Daemonic Spoder, can i give idea, Cleanserhead Skeleton, Cat-Lon 2nd Empire Spec-ops/Royal Guards heavy unit, And Proto Crimper Skeleton.
dfaroda 4 Sep, 2019 @ 11:43pm 
Double hp for limbs patch?
Quint ¤ ς ¤ 4 Sep, 2019 @ 5:40pm 
theres a mod in the workshop that someone done that added a giant skelton with some weird asf animations lol i know what you mean

just an idea it would be pretty cool to see it a normal sized one with a battle and time worn out model behemoth head, skeletons seem all to intact considering there suppost to be ancient and if you have the busted behemoth model, you could set him to spawn at the unused ruined control tower with dialoge that he got blasted by the venge beams and has been putting himself back together ever since XD lol
Daemonic Spoder  [author] 4 Sep, 2019 @ 3:39pm 
An active behemoth would look really weird without new animations from the sheer size. It's gonna need some non-human animations just to look good.

A normal sized behemoth... Potentially. Still gonna have to be on a Mk l body, there's shoulder pieces but that's about it for a behemoth torso. Stobe is basically a giant MK l screamer anyway.

No promises tho, it was a hassle just to get the parts working properly as they were not meant to be used on character models, more for a static object.
Quint ¤ ς ¤ 4 Sep, 2019 @ 3:17pm 
you could even have a normal sized one of him spawn at the comm/control towers like he was some sort of control unit for the behemoths
Quint ¤ ς ¤ 4 Sep, 2019 @ 3:14pm 
HMMM any chance you could do a straight copy of said parts and make a giant behemoth skelton? or even a cpy and paste normal sized one with all the damages basiclly
oiguri3 4 Sep, 2019 @ 2:04pm 
coool!
Daemonic Spoder  [author] 4 Sep, 2019 @ 2:01pm 
Yea, the behemoth head parts were a pain in the ass to get to work properly but worth it in the end
Quint ¤ ς ¤ 4 Sep, 2019 @ 1:57pm 
COOL is this based off the giant robot heads in obidiance? also nice back story for them i like it, and their similarity to the samurai helmet