Kenshi
Grineer Mod - A Warframe Faction Mod
505 Comments
Zeski  [author] 10 Jul @ 10:04pm 
Sadly not, But if someone makes a patch I'll put in the description
Rice the Cheesey 10 Jul @ 9:51pm 
is this compatible with UWE?
CHAOStheory1220 10 Jul @ 7:11am 
@Lord_Beefcastle Thanks!
Lord_Beefcastle 8 Jul @ 7:44am 
@CHAOStheory1220 - Yes, there's ghoul/animal traders just as there are robot traders. There's one trader in particular you can't miss because he's got about 30 ghouls, a couple Ogmas, a couple Thumpers, and several Hyekkas trailing behind him in a large horde.
CHAOStheory1220 8 Jul @ 5:36am 
Im assuming most of the robots are sold by traders but is it the same for ghouls or do you get them in some other way? Im currently downloading the mod now but im just asking ahead of time because this mod seems so cool and i want to experience as much of it as possible
Lord_Beefcastle 7 Jul @ 9:43am 
Haha no worries.
Zeski  [author] 7 Jul @ 6:28am 
It was adjusted, super sorry
Lord_Beefcastle 6 Jul @ 10:28pm 
@Zeski, did you recently update the Corpus Resort in Leviathan? I went up there today and it looks like someone cloned the village, made several changes, swapped some buildings, turned it ~45 degrees and placed it so that it merged with the original town. It's pretty hilarious, but I think the only building I could access was Derf's and the bar, but there was half a house poking in through the side of the bar, and the bartender decided to stand on the house, so I couldn't interact with him lol.
If so--- I'm guessing I need to update the other copy of your mod I keep in the Kenshi exe mod folder.
If not--- I'd be very confused as to how that happened.

Also, the Prime level weapons totally kick ass dude, good job!
Jorahm 3 Jul @ 10:36am 
@zeski The reupload has worked, mod is now visible. Thanks!
Zeski  [author] 3 Jul @ 6:32am 
@Jorahm - Reuploaded
@habibiwaliwafi - Super sorry, but there's no plans to do a compatibility patch with UWE as of right now, feel free to make one though, I'll link it in the description if you do
habibiwaliwafi 3 Jul @ 2:36am 
any compatibility patch with uwe?
its very good mod if have compatibility with uwe before version 31 its goood well with uwe. can the dev make compatibility with uwe on version 35?
Zeski  [author] 2 Jul @ 10:21pm 
Will try to reupload the patch, super sorry for the inconvinience
Jorahm 2 Jul @ 1:13pm 
I'm not sure why, but the update today seems to have removed the mod from being able to be read by the game. I'm subscribed, and I resubscribed a few times, but it's still not there. Anyone else experiencing this problem?
BootyHunter 26 Jun @ 7:48am 
The game has two-way street with the +% in prices. Going to "Grineer Gear" shop and sell the loot from bandits at 300% prices is too attractive to not do.
Zeski  [author] 19 Jun @ 3:44am 
If there are any Warframe Hairstyles you guys yearn for, do tell
BootyHunter 17 Jun @ 4:41am 
Most of the hair style are nice. A few are my favorites. The "long ponytail" especially - it looks very late 90s - early 2000s anime. Very nice.
Zeski  [author] 11 Jun @ 8:09pm 
It adds a lot of them
Super sorry -_-
Might add some more too if you'd like to
ℱℛ𝒜𝒩𝒦 8 Jun @ 11:27am 
Does this mod add any hair style? I removed the mod, and my avatar become bald. XD
Don Fuego  [author] 29 May @ 10:13pm 
No. No you cannot. Not in this version.
ThatOneGuy 21 May @ 11:29pm 
I found a Lost Dax, is it possible to recruit him?
ֆֆ Fall 12 Apr @ 6:43pm 
Hi for some reason, I cannot talk to the adventurer in Ghost Town. Wondering if I am doing something wrong. @Zeski
Lord_Beefcastle 3 Apr @ 2:17pm 
No worries, dude. Idk if "Radiant Faces" alters the entire skeleton, or just adds facial textures, but that's all I can think of that may alter the actual races. Everything else I use is mostly just weapons, armor, and a few additional races, like "rare skeletons", your mod, Haydee, etc. It sounds like a mod conflict on my end then, so that narrows it down a bit lol.
Zeski  [author] 3 Apr @ 1:16pm 
Hmmm, I'll be honest, it's the first time I'm seeing the issue like that on my end
If I were to hazard a guess, since you've mentioned the Scorchlander and Greenlander thing
Perhaps the issue is caused by a mod that changes their Skeletons?
I mean, are you using any mods that massively changes the meshes of these races?
Sorry for asking
Lord_Beefcastle 3 Apr @ 12:03pm 
Shit my bad, idk what happened with that link. Let me know if these also don't work.

Flayer Greaves
https://drive.google.com/file/d/19bYWqoU3PqS3nJaa-YFBJwhAEwm5__sx/view?usp=drive_link

Smelter Plate boots
https://drive.google.com/file/d/1YGSp0ic2gme1hhh3S7DBmZc-17DQqpVB/view?usp=drive_link

I didn't think of that! Thank you. I've combed the internet and no one seems to know or care how to do that. I've been fucking with FCS for a couple months to see if I can chain as many mods together to make Kenshi as chaotic as possible. It's pretty fuckin wild now lol.
Zeski  [author] 3 Apr @ 11:46am 
Kind of an issue with the links you've provided, for some reason I cannot access them :(
Also, regarding Zombies, what I'm suggesting is creating an Animal type creature with human animations and use that as a Zombie, it's not the best idea, sure, but it'll stop them from picking stuff up permanently
Sadly, I'm not the most well versed in the arts of FCSfuckery, I'd suggest you ask that question to someone else :(
Lord_Beefcastle 3 Apr @ 10:50am 
I should mention, I banned the zombies from using ammo, and they still got it for their ranged weapons. Then I banned them from having ammo and ranged weapons, they still have both and still use them - to devastating effect. I know I could just remove the ranged weapons, but I've watched NPCs loot the gear and weapons, then they're in Lancer gear or Draga gear or Ballista, etc, instead of tattered rags and a rusty butter knife and are much more capable of defending themselves against the Grineer/Corpus/Infested/Zombie apocalypse lol.
Zeski  [author] 31 Mar @ 12:35pm 
Alright, good news is, Infested melee weapons are actually on the pipeline, we're adding the Motovore, the Pizza Cutter of Warframe, It may be slightly more biological than before, but it's here and I'm happy enough with it
The Sickle is also getting added, it's been put into the files and we're working on implementation
As to showing the stretch, I'd suggest uploading the screenshot somewhere and dropping a link to it
Sorry for the issues, but yeah, Infested weapons on their way, possibly some Infested armours too
Lord_Beefcastle 31 Mar @ 11:33am 
Also, dude you should totally add more infested melee weapons! And the rapier, and definitely the sickle. The Ni'duhl and Tributaker are great. I like passing out Ni'duhls to all the slaves I free en masse. The slaves go from helpless, to a human wall of death, like a living combine harvester lol.
Lord_Beefcastle 31 Mar @ 11:23am 
@Zeski - I got a screenshot of the anomalous pixel stretch effect with the Flayer Greaves. It's like there's an image stretch of the boots from the place they're put on, to wherever they go, til they're out of frame or in an area that's unloaded. I put a pair on a knocked out Reaver whelp. The same thing happened when put on either of the two characters in frame as well. It's not a big deal, just trying to figure out if it's a mod conflict, as the Flayer Greaves kick ass.

How can I show you this?
Lord_Beefcastle 27 Mar @ 2:49pm 
No worries, dude. It's nothing game breaking, your mod is the only reason I'm still playing Kenshi lol. I'll see about getting a photo of the greaves pixel drag/tearing. If all is well in FCS, in regards to the Flayer Greaves, I'm guessing it's just a conflict with another mod. I think I put them on races from other mods (like Robotic Limb Based Skeletons, and the Giants from Swish Mods East Coast expansion), and maybe that's the issue.
Zeski  [author] 27 Mar @ 6:16am 
Okay, checks show me that:
- I have no clue what's wrong with Major's Gas Mask (Cigless), given that in the FCS the armour uses the proper models and the models seem to be working correctly
- Flayer Greaves also seem to be all working correctly in the FCS, which is very weird, no broken weights in Blender either, which is disconcerting to say the least
I'd be grateful for visual reference of these issues, if it's not a big problem, mostly since I don't know what to look for @Lord_Beefcastle
In regards to the Melee weapons, I dunno, Infested Melee is likely to be added, since we've got just mire at the moment, regarding general Spacer weapons, there's a Rapier and a sickle type weapon in the files, so I can probably add that, but generally am slightly unsure of what to do
Sorry for the lacklustre response :(
I wish I knew how to assist in your issue
Zeski  [author] 27 Mar @ 1:16am 
Flayer greaves eh? I'll be taking a look at it
No clue what's the issue with the specific items but thanks for the report nontheless
Lord_Beefcastle 26 Mar @ 11:06am 
Oh yeah, just an observation, the Grineer Wolf Pack (Tubeless) still has tubes, and the Major's Gas Mask (Cigless) will sometimes have no e-cig sticking out of it, but eventually one will pop into place, or it'll just have one to begin with.
And for some reason the Flayer Greaves, if not worn by a SCALDRA Flayer first, and ends up dyed a different color, or you do the sell to a merchant and repurchase it so you can dye it yourself, has this weird tearing effect, like the mesh will stick to your mouse pointer or the place they were put on, and I get this long trail of Flayer greaves pixels dragged across the local area to wherever my character is. Idk if this is a mod conflict or not.
Lord_Beefcastle 26 Mar @ 10:39am 
@Zeski - The Stormfall and Chymerist gear looks rad. Awesome job, dude!

Any new melee weapons coming out anytime soon? They're all so much more fun to use than the standard game weapons.
Zeski  [author] 25 Mar @ 6:10am 
Hopefully gonna fix it up in the next update
Fido 24 Mar @ 2:47pm 
In fact it seems in most places where they share a presence, the Argon guys seem to keep attacking regular citizens, Shinobi Thieves keep defending them, and the town turns into an all-out warzone.
Fido 24 Mar @ 2:46pm 
The guys in their slavery bar in The Hub keep attacking the The Hub citizens and going into all-out war with the Shinobi Thieves, who they keep easily beating, enslaving, and thus making there be no more Shinobi Thieves in The Hub.
Zeski  [author] 21 Mar @ 11:41am 
Those guys? Yeah... they're accidental, original idea was they show up after UC falls
Fido 21 Mar @ 8:18am 
Out of curiosity, who are the nobles that are standing around doing nothing in the Waystations calling me a peasant? I noticed this mod adds them, but I don't know why.
Zeski  [author] 20 Mar @ 1:55am 
Regorwise, we've got the classic Regor upside down helmet and his back shield as a crest in addition to his shield attached to the bodyglove and his axe, didn't port his armour since his bodytype is quite anomalous
Woof of Saturn Six, his weapons and his armour are in
Pappi_Rabbi 19 Mar @ 7:30pm 
tyl regor or the wolf of saturn six in this mod ?
Zeski  [author] 19 Mar @ 5:34pm 
@Fido
Me and the bro I'm making the mod with are already on the case with the Hub at least
Right now we're cooking a new update that'll add some more stuff at the very least 2 new armour sets, some weapons and probably a minor faction or something
But yeah
I'd be happy to hear feedback and suggestions regarding balance :)
I3eauLeBoi 19 Mar @ 2:30pm 
@Zeski

There's a mod that allows you to add weaponry sounds i believe.
Fido 19 Mar @ 11:52am 
@Zeski It's alright, there is no need to apologize! It's a trend with mods adding things that is kind of broken. The weapons aren't too crazy (but for what is essentially top-tier, they are a little cheap for how easy merchants for them are accessible), the food abundance (especially near The Hub) where you can get a thousand nutrition for a few hundred cats is a little out of wack.

I can write up some suggestions for the suggestions thread, sure!
Zeski  [author] 19 Mar @ 5:19am 
@Fido
This is more of an issue of Spacer Empires settling on the planet woefully underprepared for their arrival, regarding stats and the overpowered food, I'd be open to suggestions regarding specific things, I'm deeply sorry for the unbalanced experience :(

@l3eauLeBoi
Unfortunately the guns don't have sounds, Kenshi is sadly hardcoded in a way that sounds can be added only to the reload animation, given that there's no adjustable fire animation
Given that most Spacer weapons are Automatic, unfortunately this would sound very very weird and as such was ignored
I apologise :(
I3eauLeBoi 18 Mar @ 3:25pm 
This has been asked before i suppose.
Do the guns have sounds?
Fido 18 Mar @ 8:16am 
The food in The Hub seems really overpowered, and most of the roaming units seem to have 60 to 90 combat skills in addition to the ultra-powerful firearms. Will there at some point be a balanced alternative, or is it intended to just remove the challenge?
Charlotte L'orchidée 1 Mar @ 8:55pm 
Well im apologizes and thank for solution, tho :D
Zeski  [author] 1 Mar @ 5:31am 
Swordan... That's another mod, isn't it?
It's a case of mod incompatibility, all too common with City mods
The only solution is to remove either Grineer mod, or the mod that Swordan comes from and then importing your save
Endless Apologies :steamsad:
Charlotte L'orchidée 1 Mar @ 4:48am 
lot of building from Fort Hek and Swordan been stuck with other, what should i do
:steamfacepalm: