Kenshi
Kenshi Kaizo
527 Comments
Mitsurugi 10 Jul @ 4:38pm 
All of this is late mid game, to end game stuff, tho. The enemies you will be ganging up on are going to be the bandits that had been doing the same to you most of the game. Or the one enemy you were really good at kiting away from the rest... but at that point, 3 dudes attacking that hostile isn't much different than if you kited them into a line of rangers...

Also, there are mods that overwrite the over writes back to 1x
Mitsurugi 10 Jul @ 4:38pm 
x3 is where it's at. Biggest argument is "one guy getting stunlocked." But that's not a game engine issue, that's what happens when 3 dudes are hacking at your face with sticks or swords. It is also no different than having a line of rangers let loose on a guy. People act like extra slots breaks the game, but I can't think of one boss that doesn't have a platoon of homies on standby, often in the same or next room.

Just a few examples:
Town leaders have the entire town guard, and their personal guard.
Faction leaders, have the above and elite guards.
Bugmaster has a biome, and building, full of various spiders.
Catlon has 120 thrawls on standby that rush you after his speech...while he rushes you.
Moon-Shadow 17 Jun @ 11:01am 
The same Modder who made the attack slots x3 and x5 also made a x2.

I just wrote to the other Player what he could try to use one of them with "Kenshi Kaizo."

"Kenshi Kaizo" uses its own x3, according to the one say.

I haven't played "Kenshi" in a while, and I'm finishing my current playthrough first before using this mod or any other that makes a big change.

I actually planned to use "Living World" first.

I just searched for "Kenshi Kaizo attack slots" and couldn't find anything, including patch mods.
perfect_Prefect 17 Jun @ 8:33am 
I disagree with the previous comment (as well as with the desire of mod authors to integrate x3+ slots in their mods) - I think Attack Slots x3 is worse than vanilla x1 in most cases. A good alternative to the original x1 could be Attack Slots x2. But no more. I described why I think so in detail in the comments under the Attack Slots x3 mod, if you're interested.
Of course, everyone can play however they like, but I don't like the trend toward such a narrow view of combat mechanics.
Moon-Shadow 5 Jun @ 1:30pm 
“Attack Slots” A mod that ensures that a target can be attacked by several Characters.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1257520021&searchtext=attack+slots

Did not know that there are such mods, this x5 and the other with x3 from the one, others have not read through.

It says there must be at the bottom to overwrite, if you do that and it does not work directly under “Kenshi Kaizo”, or try it via “Kenshi Kaizo”

If it does not work, it may be because of how it is built into “Kenshi Kaizo”, you would have to search for the value in “Kenshi Kaizo” and then change it, or ask the respective modder from whom you have the x5 whether it is possible to create a patch for it so that “Kenshi Kaizo” can be overwritten with it.

And otherwise be glad that x3 already exists in “Kenshi Kaizo”, better than the original x1 and then no mod can overwrite it.
S1BU 5 Jun @ 1:28am 
Does this mod modify the attack slots, I have 5x slots mod but as soon as i added kaizo the slots changed to 3x
Moon-Shadow 27 May @ 9:02pm 
https://kenshi.fandom.com/wiki/Holy_Sentinel

These are the original values in the game, without any mods, I don't know how up-to-date the wiki is, but the game has actually not been changed in terms of such values for a long time.

If I go by what is written above in the description of the mod, it could be normal that some have lower values, you have to see for yourself if everyone has these 20 less, then it is more of a mistake.

I haven't gotten to play this mod yet. / I didn't get to play Kenshi it for a while, only Play many other Games.

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This stands in the Mod.

CHARACTERS: Some characters have more random skill distributions

"REBALANCES" Overall difficulty increased

Under “REBALANCES” there are also other references to the “Holy Nation”
carcrash750 27 May @ 6:16pm 
Is this mod supposed to nerf holy nation sentinels melee attack by like 20 points or is it some kind of conflict?
Moon-Shadow 26 May @ 12:49pm 
And the link to the new mod then also here, because I do not know what it should be called in the workshop when the mod is there, whenever it will be there.
Moon-Shadow 26 May @ 12:48pm 
Many do give the mod name where something comes from, and some also name the modders.

And the other thing is how much you take from an existing mod, if you make a complete copy or just change the original with a new name and pass it off as your own, that you shouldn't do that.

With a modder who is no longer there, a mod that no longer gets updates but maybe needs some, it's a little different, it's okay if someone renews the mod if it's not possible to make a patch mod.

So to take something from another mod, and the original modder has nowhere written what against it if you take something from the mod, of these mods everyone can use something of it if the modder is no longer there.

This one has nowhere written that you are not allowed to use anything, and many have made mods to it, or used something from the mod as he was still there.
Daichin 26 May @ 12:32pm 
@Moon-Shadow I don't quite understand what you mean. But apparently the author hasn't been online for several years, and if I use his mod, there won't be any objections. I'll keep that in mind
Moon-Shadow 26 May @ 10:30am 
And if the mod is there, then here a link, if it leads to Steam Workshop, because I would like to read the mod.
Moon-Shadow 26 May @ 10:07am 
The modder hasn't been online for several years and hasn't posted here since.

Therefore you can do that, and if you name the original mod and modder on which it is based, it definitely works.

It also works because you use something from this mod, and not completely recreate the mod or use everything from the original.

This mod also causes problems for some depending on other mods, even with mods that apparently used to work with it, but the others still get updates, this mod no longer, unless the mods that were made for this mod get updates that they work with other things and of course with this.

So name mod and modder, and the info that the mod here also no longer receives updates because the modder is no longer there.
Daichin 26 May @ 5:15am 
Hello, the author. I'm working on my own mod that globally improves interactions with factions and would like to use your mod to integrate it into my mod. Can I do this? I will give you credit
Moon-Shadow 10 May @ 5:28pm 
Kenshi Kaizo

For this mod there are also a large number of other mods that extend this mod a little, and of course other mods as long as they have nothing to do with spawning.

Mods that are for this but have to do with spawning would also have to explain how to use them together so that it works.

Simply enter “Kenshi Kaizo” or better rather “Kaizo” in the search and you will find some mods that are for this, there are also mods that only use something from this mod without needing it, which then do not work together with it.

Many mods that I have read through are actually well described what they do, with other games in the Steam Workshop there is often the problem that the descriptions explain too little, especially how well some things work together or which changes what.
Moon-Shadow 10 May @ 5:13pm 
The following are examples, and I haven't used any of these mods yet, this is just about what I know about them.

Kenshi Kaizo / As stated above changes the spawning of everything, and so some things are also changed, and the other two mods also do a lot with the spawning, which is why they only partially work with this one.

Reactive World / More massive intervention in the world in terms of cities and wars, for example the Shek take over places that the player liberates from others and eliminate certain enemies, so the Shek spread more or are pushed back by others because the player eliminates someone else where.

Living World / Like the Reactive World but with slight changes.
Moon-Shadow 10 May @ 5:13pm 
Which one you choose depends very much on what you prefer.

Otherwise, if you like both, take the one you like more first, and then the other one the next time you play.

And when using them together you also have to pay attention to the order of the mods, unfortunately this is not uniform and different depending on the game, I don't know how it is with the game because I currently don't use mods that depend on the order, some games have to have things at the top so that they are not overwritten by the lower ones and in other games it is the other way around.
CHEWBACCA 10 May @ 4:13pm 
I got a CTD from main menu when i enable this mod with RW so my second question i guess whats best to use RW or this one. i only found this mod today from you tuber and it sounds very interesting.
Moon-Shadow 10 May @ 3:59pm 
"Compatibility Discussion"

It says how well or badly it's going.

Kenshi Kaizo , last update 2020

The other mod I know, only the Year not, may work better or worse in the meantime.

You could try entering both in the search at the same time and see if there are mods that make it compatible with each other, I haven't looked, but with some games and mods it is created similarly when mods are complex, since there are 2 large complex mods and not just one that would have to be made compatible with several.
CHEWBACCA 10 May @ 3:42pm 
Does this play well with Reactive world mod ?
Moon-Shadow 4 May @ 1:15pm 
In the mod is everything inside what is in the description.

If you want to have something specific different you just have to look for mods here that use “Kaizo” in the name so enter that in the search then some mods will appear that either write that they do something for “Keizo” that takes over from the mod for others or free that can be used for any but is compatible for this mod.

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If somewhere else it says that a mod is compatible with this mod, then it should be the same, this mod was last updated in 2020 is on the right side, above directly under when the mod was released.
Hari Seldon 4 May @ 5:31am 
Hello, nice mod, just a few questions.

1) Does this also adds new recruitables?
2) Is it correct that this mod is compatible with UPK? They stated this in their Nexus page.
Moon-Shadow 4 Apr @ 7:32pm 
Originally all groups are not large, but this mod increases the number of some, so it could be intentional for them.

And if you use mods that increase the group size of the factions and other enemies, then depending on the mod, this is intentional or does not work with other mods.

Just look in a wiki from Kenshi that mentions this and what deviations there are, otherwise it is due to a mod.

The name doesn't mean anything to me, but I hadn't played far and hadn't even used “Keizo” yet, and I'm not playing Kenshi at the moment, but I want to keep playing, I just don't feel like it.
Dae 4 Apr @ 11:05am 
Haven't gotten raided by Band of Bones yet but I've noticed that their patrols are still 8+ people even though I've handed "Tora the Fearless" in to the Shek police. Do I have to have Tora imprisoned in my base instead to cut down patrol numbers or is this all intentional?
Moon-Shadow 4 Feb @ 10:43pm 
I also use these mods in addition to the ones mentioned.

“More bread” this one would fit into the collection, I use the overhaul version from the description.

“City Farming” You don't have to build a base right away, Problem visually a little less ground.

“Primitive Grinding” If you live in cities at the beginning, or have little space in a base.

“No Raids for Small Bases” Because it is strange as soon as you build a single something you get a visit, and you have to build bigger anyway, but at least you have time.

---

Training devices that should exist but somehow don't exist in Game what give in Real.

"Weight Bench - Strength Training" / "Wooden Dexterity Training Dummy (Animated)"
"Crossbow Training Station" / "Sparring Mats - Basic Training for Melee Defense & Martial Arts"
Moon-Shadow 4 Feb @ 2:03pm 
-> L.A.R.R.Y

On the profile under workshop it is not to be seen , then saw that it is directly in the profile to see , bad that collections not directly in a workshop area to see .

I already use 5 mods, but still play without “Kenshi Kaizo”, because I want to use the game without a mod that changes so much, otherwise I would have used “Living World” first.

Nice the drill for copper is included, and the fishing from “Crow's”

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Actually still missing.

"Crow's World Dig for Grubs"

"Bugs - Edible Insects"
Eddy63 4 Feb @ 12:36pm 
WORLD STATES:
- Dozens of new world states, complete list is found below
Where is that list?
L.A.R.R.Y 4 Feb @ 10:40am 
🌸 Many struggle with Kaizo and mod compatibility in general, which is why I created a carefully curated and optimized collection. My collection improves the game while keeping it vanilla, and I’ve manually sorted all mods for maximum compatibility.


The collection can be found on my profile or trough this link:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3372041402
donder172 4 Feb @ 10:19am 
Does this mod still work?
Moon-Shadow 2 Feb @ 10:06pm 
Ally the Tech Hunters

You should still ask at the mod, because the modder of “Kenshi Kaizo” is no longer there, and the modder of “Ally the Tech Hunters” should be able to answer you more about what kind of mods his mod is compatible with, or what you should do if you try to use them together, what the loading order should be.

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"Kenshi Kaizo" More thematic pacifiers and new ones for some factions lacking them:
Tech Hunters. / And more others.

Don't know if one of them is there for this faction when the other mod is loaded.
Cuervo 2 Feb @ 7:01pm 
its compatible with ally the tech hunters?
Moon-Shadow 29 Jan @ 6:10pm 
Someone else has written something similar in the comments, but I don't remember what, and I don't have the game in English I would have to look in the wiki to see what belongs where.

There are mods that make the merchants of bars invulnerable, and also that they stay out of fights. / They should not fight because otherwise they would be the best defenders and a problem if a faction or player had to take a place.
Eddy63 29 Jan @ 11:26am 
Does this mod cause a group of flotsam ninjas clustering infront of the rebel base? I have a bunch of em there trying to "patrol town" while just standing in a cluster. Is the rebel base affected by a world state now because of the mod? Problem is, the trade ninjas are still in the rebel base, while flotsam ninjas are outside. Sooner or later however they will start fighting each other due to "reasons", leading in the bar getting wiped out loosing the trader there. Im trying to figure out which mod is causing this.
NANI SORE?! 25 Jan @ 2:14pm 
This mod changes something, that breaks reaver AI: they stop enslaving characters and leave them to die instead, they don't take PC on patrols with them, and a bunch of other things. Anyone got any tips on how to revert those changes back to how it was in vanilla?
Moon-Shadow 14 Dec, 2024 @ 12:21pm 
There are patch mods that fix these problems.

Just enter “ Kaizo ” in the search, just the name and it will show other mods made for Kaizo.

Unfortunately no patch mods for "Reactive World" , "Living World" , "Project Genesis"
Nemús 14 Dec, 2024 @ 9:12am 
This mod ables the protesic limbs to be like crippled and imposible to repair?
Moon-Shadow 10 Dec, 2024 @ 5:38am 
It goes yes that someone makes something, since the modder can have nothing against it since he is no longer there.

Someone had also written that he would make a mod to make it compatible with one of the other mods, but did not write whether he would do it just for himself or for everyone, did not send a link if he had made it, nor wrote what it would be called.

If there is a mod it doesn't have “Kaizo” in the name or in the description, because if you search for the word it will show up in the texts even if the title doesn't have it in the name.

So there are only a few mods that have “Kaizo” in the name, and “Living Worlds” shows it because it says in the text does not go with “Kaizo”
L.A.R.R.Y 10 Dec, 2024 @ 2:23am 
Could anyone please create a patch to restore the default spawn rate of skimmers for Kaizo? It feels like they’ve been entirely removed.
Moon-Shadow 9 Dec, 2024 @ 3:30pm 
"Compatibility Discussion" can be seen above the comments.

It is written there, because it works for some and not for others.

Since these other mods can still receive updates, while this one no longer receives updates because the modder is unfortunately no longer there.

Maybe there are also mods that allow you to specify which mod is used when 2 or more mods change the same thing, like “Living World” the city takeover system of factions, and “Kenshi Kaizo” the spawn system that changes cities without factions taking over.
Flats 9 Dec, 2024 @ 12:40pm 
Does this work with Living World?
Moon-Shadow 4 Nov, 2024 @ 12:08pm 
A few people have already asked about this, you don't have to go back many pages, just until someone mentions it briefly, then there are one or more major messages about what you can do, or mods that could be compatible.

Alternatively, a mod could work that adds a new enemy that doesn't originally exist, which shouldn't be affected by this mod, i.e. other factions or new groups of known factions.

Someone who plays it can see what changes there are in the game, so they can also find mods where groups and factions have different names to what this mod does.

But I don't know how mods that take new groups somewhere generally get along, and what happens when several mods access the same places, even if it only has to do with wandering groups.
L.A.R.R.Y 4 Nov, 2024 @ 11:59am 
Is there any way to revert the skimmer changes? The desert feels empty without them, I can barely find any.
Moon-Shadow 26 Oct, 2024 @ 5:02pm 
It doesn't belong here, but since one of them thinks it would be epic if it existed, there are similar ones, but if such cars are private conversions where you need a permit to drive them, so only with people who have money and do it themselves on the cars.

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There are tanks with 8 tires, but they are not cars per se, at least they don't call them cars, so wheeled tanks. / Others with USA “Hummer” as “Humvee”, German “Hammer” are cars with 4 tires and are also called armored combat vehicles like wheeled tanks.

There are one small trucks with 6 wheels, that are the size of a pickup truck, which are cars.

What you can't count are the special off-road vehicles, which are similar to a pickup because of size and shape, and have 4 normal wheels, and 2 in the middle to be able to climb, but are not normal cars because all tires are freely movable on axles as arms.
Laughing Forest 26 Oct, 2024 @ 4:29pm 
But an 8 tire car sounds so hardcore epic
Moon-Shadow 26 Oct, 2024 @ 3:49pm 
So “Reactive World” with several mods that are compatible with the mod, do something similar to “Kenshi Kaizo” which is not included in the other original, to complement “Reactive World”, as if you had both together.

“Reactive World” has significantly more users, so probably more modders have made compatible mods for it, which also indicate that they are compatible with this mod or were made especially for it as a supplement.
crux 26 Oct, 2024 @ 3:21pm 
The world state changes and stuff done with dust bandits and cannibals in this was done with inspiration from reactive world. They aren't compatible. You pick one. You could make them compatible but you'd have to gut most changes in world states from one. Makes zero sense. Like trying to combine 8 tires on a car.
Moon-Shadow 26 Oct, 2024 @ 1:53pm 
So instead of “Reactive World”

Look for several other mods that change the world and work with “Kenshi Kaizo” that only change things that this mod doesn't do.

But there are more mods that are similar to “Kenshi Kaizo”, where each mod changes less than this one, and they work with “Reactive World”.

“Reactive World is more popular, so there will be more mods that can support it and make it work.

It's as if “Reactive World” and “Kenshi Kaizo” had been combined, because instead of “Kenshi Kaizo” you use several others that change less massively.
Jango 26 Oct, 2024 @ 5:28am 
Is this tool could be useful to fix and merge kaizo with RW?

https://github.com/lmaydev/OpenConstructionSet/tree/main
crux 26 Oct, 2024 @ 1:32am 
correction, closer to 135 million I believe.
crux 26 Oct, 2024 @ 1:22am 
The author created word swaps to generate names and the PALADIN_NAME one could be problematic. It has word swaps within word swaps, often the same combination for no reason and the ones with 4 swaps to make up the name would contain up to 35 million permutatons. I could only open the two combo ones without the FCS crashing and those have 45000 permuations.

Would explain the crashes in the Holy nation areas where it applies to High Paladins and Inquisitors. The list is so massive, I can't imagine the game engine would handle this well.

https://imgur.com/a/6wVcwPt