Kenshi
Shek Berserker Helms.
21 Comments
lb12del2de1986 12 Apr @ 8:17am 
nice mod but as is the case with all mods introducing new equipment blueprints should show up 100% of the time in all related shops without exceptions, i'm 200+ days in, and i haven't seen the blueprint for this even once
maks052 17 Dec, 2024 @ 6:55am 
Hello. Your mod is great! I used it in my maksimum kenshi mod set, I hope you won't mind. I will definitely indicate your mod in the list of used mods. Thank you in advance.
Alkaris 19 Jan, 2024 @ 6:32am 
Will any NCE patch be available?
Cross 27 Nov, 2022 @ 10:42am 
Can we have a version of the helm without the rust?
pnciampo 6 Jun, 2022 @ 7:21pm 
I'm going to pass on this one. Looks good. I like it. It isn't lore breaking or anything. I think the only criticism I have of Vanilla Shek is that they should have A LOT of hats and helmets that cannot be equipped due to the horns. Wish it HAD been that way. A face plate makes sense but I think Shek are sturdy enough with all that bone plating.
RMTH 16 Apr, 2021 @ 11:35am 
lmao get not responded too hahahahahuzhasuyhjdfayuihrehst
Arkhiel 29 Sep, 2020 @ 12:46am 
I just use the diffuse (colormap in sp? ), sometimes adding height map at like 20% opacity over it in gimp.
And normal map of course.
I export diffuse and normal in a .dds file from gimp and that's it.

For masking a face welp you have to quite advance it in case of big nose but that's it. In my mask mod i think biggest nose can still clip. You have to accept the armor won't fit 100%...

Female texture is unused (would be soooooo usefull :'( )

It's all hardcoded , don't start me on belt/weapon slots armor items :D
four_feet_magic_monkey  [author] 28 Sep, 2020 @ 11:28pm 
@Arkhiel- For anyone else reading that's good advice, I've been using SP for a long time now, very handy making a reusable procedural texture.

What export channels do you use? I was using Height+Normal, base colour, and metallic. Adjust the metallic in PS then add it to the diffuse alpha for conversion to DDS format.

But there are a lot of quirks Kenshi has when implementing I am still figuring out, like, I still havnt found an effective way to mask a head completely or what purpose does the female texture property have, or why wont chest armour slot objects apply vest skins when they are declared but a vest slot item can and will also display an armour mesh?. Just odd little quirks of the program.

I guess I'm looking for kenshi specific tips more than anything otherwise I'll just be doing more testing :)

Arkhiel 28 Sep, 2020 @ 9:38am 
if you can get substance painter (i know, not free ,but sometimes cheaper), it'll save you a loooot of hasslebfor textures.
Apart from that I mostly use 3dsmax so I actually have specific tips for it ^^" , dunno much about blender
four_feet_magic_monkey  [author] 28 Sep, 2020 @ 8:24am 
@Arkhiel - Haha I probably didn't need to explain that to you then, but might be useful information for other people reading the thread.

I havn't spent a lot of time with the shek in game so they havnt really had a chance to inspire me fully. I'm still kinda new to modding in kenshi so I think once I've got the workflow smoothed out I'll start making some really detailed things.

Any tips or tricks you could impart are more than welcome.
Arkhiel 28 Sep, 2020 @ 5:36am 
Well i've been making helms for kenshi for years, so duh :p
But i'm sure you'll improve them :D, keep up
four_feet_magic_monkey  [author] 27 Sep, 2020 @ 10:00pm 
@Arkhiel - Kenshi uses shape keys for the face sliders, so simply making a helm that is rigged to the head bone wont be enough to make it conform to facial changes, the typical work around is to make the helm leave a large enough gap so it will never clip the face. However as it is rigged to the head bone the helm will scale normally with the head overall but things like cheeks and chins can still clip. That becomes even more complicated with shek since the 'horns' are all shape key as well. So these helms are meant to look like scrap metal roughly beat into a shape, but functionally I'm trying to avoid clipping that may occur on a somewhat standard face because of those shape keys. I call them a test because after playing with them for a bit it will give me some idea on how to improve their look since they show the limits of how close I can get without clipping.
Arkhiel 27 Sep, 2020 @ 1:40pm 
I don't particularly like the model (maybe too simple) , but I like the concept ! (but you said it's a test mod ? )
the hand reminds me of uruks btw (in a good way)^^ .
theigabod 27 Sep, 2020 @ 2:55am 
I understand what you mean. I have an open offer to make mods by request on my mod collection page discussion and one guy has already suggested several things that aren't even possible. So it can get overwhelming. But luckily I have no problem with saying no to people if I just don't wanna or if it's not possible.
four_feet_magic_monkey  [author] 27 Sep, 2020 @ 2:27am 
@theigabod - Yeah as in paid, I did free stuff for other people for a long time and it just ends up being endless. Need to have that pay wall there to make people think about requests harder or they dump it all on me to do. But the buildings thing is definitely something I could look into just in general since I personally need some custom buildings for some of my other mods.
theigabod 27 Sep, 2020 @ 2:12am 
commission as in paid? My finances aren't in a good enough place for that at the moment. But I'll keep it in mind for when I do have the money to spare. What I really want to see are buildings (like the ones you can put your stove and beds and other stuff in) that are on par with the size of the station house but have 90 degree walls so you can actually put things up against the wall instead of 3 feet away from it. I hate the slanted walls of the vanilla buildings.
four_feet_magic_monkey  [author] 27 Sep, 2020 @ 1:06am 
@theigabod - Stat wise It should be on par with samurai gear. It is a bit of a learning curb for blender. If you ever want something custom I do commission work every now and then. Alternatively I might do a how to video at some point. But ultimately its just a lot of practice.
theigabod 26 Sep, 2020 @ 10:07pm 
Well this version looks great. I only suggest making the color a bit different from the average Shek skin and bone plate color. as far as stats and everything else though, I'll have to get back to you on that because I haven't actually played the game yet since I subscribed other than testing for my police mod. Your helmet definitely beats my artistic skills though. I can only make slight adjustments to the textures of vanilla gear. I'll never figure Blender out. GIMP is hard enough for me.
four_feet_magic_monkey  [author] 26 Sep, 2020 @ 10:02pm 
If anyone has any ideas about how to improve or add to any of my mods I would like to know. Sometimes I stop at 'that's good enough for me' and move on to other things before it is properly finished.

@Quint - This was just the individual item for players to use, I can definitely make a Berserker overhaul mod and add them to it. I'm just kind of gauging how much people want from a Shek equipment mod.

@theigabod - This was version A, testing how form fitting I could make it. I will be making a variety of helms with different looks soon.
Quint ¤ ς ¤ 26 Sep, 2020 @ 6:25pm 
may be stupid question given the mod title but are these equipped on ncpc berserkers ? If not could you upload a version that does plz? Mabyadd theem tto othher shek npcs and add some shek lore in their descriptions ?
theigabod 26 Sep, 2020 @ 11:15am 
Looks neat, but I'm thinking it blends in with their body colors too much. Or was that the intention? I like the blood splatter on them though. That's a nice touch.