Kenshi
MEGA Item Integration Patch (For the Kaizo/UWE+ Modpack)
246 Comments
Toksi 7 Jul @ 10:08am 
this person @Anhraa helped a lot, what and how to do with mods, thank you man, you are the best!
Toksi 7 Jul @ 5:27am 
we can go to discord, I’ll send you a screenshot of what everything looks like
Toksi 7 Jul @ 5:24am 
hi, I don't think this is a false positive, because in the armor store almost all my armor is displayed as red crosses
Anrhaa  [author] 6 Jul @ 11:54am 
Hi @Toksi. I'm using google translate to understand your comment. It's a false warning because an engine limitation. Ignore it. It's harmless. Sorry for the trouble.
Toksi 6 Jul @ 11:51am 
у меня показывает этот v2 и он серый, как будто бы не работает
Anrhaa  [author] 6 Jul @ 7:26am 
@Jango. Yep. They're very likely to get out of their way to eat that too
Jango 6 Jul @ 4:29am 
Does bonedogs, processos units and other voltures animals eat limbs?
They tend too accumulate especially where there are a lot of bandits attacks in npc town.
Anrhaa  [author] 2 Jul @ 6:05am 
@Captain Krieg. This monster of a patch goes to a very specific place at the load order. At the collection, at the discussion tab there's the load order of the collection for easy copy and paste.
Captain Krieg 2 Jul @ 2:04am 
i cant find where it goes in the load order as the info screen is so big it wont stay on screen to see dependencies
Anrhaa  [author] 20 Jun @ 1:33pm 
@Jango. It's a work in progress. I'm taking it slow to review all cannibal overwrites
Marmot 20 May @ 11:28am 
Thanks for the quick response
Anrhaa  [author] 20 May @ 11:25am 
@@Marmot. and done
Anrhaa  [author] 20 May @ 11:17am 
@Marmot. I'm going to revert the merge right now. Thanks for the report
Marmot 20 May @ 11:04am 
The mod integrated into this patch "Actual Strength XP from Combat" occasionally causes an integer overflow when dealing damage which sets the body part health to -1. and keeps it stuck. This can only be fixed by manually editing the savefile
Lord Nujabes 31 Mar @ 9:52am 
Thank you!
Anrhaa  [author] 30 Mar @ 12:55am 
@Lord Nujabes. A bug. An harmless but annoying bug that appeared last update. I'm currently working on it. Just ignore it for the time being
Lord Nujabes 29 Mar @ 9:33pm 
Hi, it still says I am missing dependencies despite me having every mod downloaded. I tried re downloading everything as well.
MuraXLR 22 Feb @ 6:26pm 
Rare Skeleton types was also a mogwai mod.
MuraXLR 22 Feb @ 6:09pm 
Knew I had an older modlist somewhere.
Swamp Frogs
Dog Backpacks
Skin Bandits
Those are the three I had.
MuraXLR 22 Feb @ 6:04pm 
Okay, thank you. Trying to figure out what I lost, because it's probably why my save is crashing. I'm going to be sad if my save is just dead, but that's the modding life.
Anrhaa  [author] 22 Feb @ 6:00pm 
@MuraXLR. These Mogwai's mods used to be at the collection:

0_Canine_Variation.mod
Gutters+.mod
Swamp_Frog.mod
Mantis.mod
0_Dog_Backpack.mod
Skeleton_Skin_Bandits+.mod
Just Rugs.mod
Armoured Dustcoat.mod
ScrapArmour.mod
0_Bandit_Equipment_Overhaul.mod
Fog_Mask_Variant.mod
0_Alternate_Hive_Queen.mod
0_Hive_overhaul_NoFemWorkers.mod
Cat Race.mod
MuraXLR 22 Feb @ 5:57pm 
Wait, what mods were Mogwai's?
Anrhaa  [author] 22 Feb @ 5:42pm 
@MuraXLR. Mogwai erased all their mods for personal reasons. So, if you used to use them, you'd get crashes. Last update dropped support from all their mods
MuraXLR 22 Feb @ 5:29pm 
I'm not sure what changed with the update, but I'm now getting the crash to desktop. Been using this mod for a very long time, never had this issue. Guess I might need to skim your modpack,
Kaokasalis 26 Jan @ 10:26am 
Ah I did say that in a kind of unclear way. By "filling" I meant that at most what you will in bars now are just bar thugs the majority of the time. That and the usual mercenaries, adventure guild representative or game dealers. Bars get more and more empty the more towns you go to in my experience. It didn't really make the game more interesting or unique, just more bland.

Still its your mod and its up to you to decide what to do with it. Ill try and take your words to heart but I wouldn't really describe it as "unlimited hireable recruits" as that would be Recruitable Prisoners. Thank you for your work either way. :steamthumbsup:
Anrhaa  [author] 26 Jan @ 9:43am 
@Kaokasalis. I know it may sound bad not having unlimited hireable recruits, but this open the possibility to explore new ways to get recruits and feel more attached to them, since now you now they won't be that easily replaced.
Anrhaa  [author] 26 Jan @ 9:40am 
@Kaokasalis. The amount of bar thugs that spawn are not related and not affected by the number of recruits that spawn at the same bar.

All hireable bar recruits have their spawn and name randomized. Normally, they have their race randomized too. So there's no way to see the same (now unique) hireable cook/builder/fighter at the same place with the same name.

And even if you managed to find the same guy with the same id, they'd have a different name, appearance and even race.

The changes done only assure they won't be unlimited respawning hireable bar recruits at import.
Kaokasalis 26 Jan @ 8:17am 
It just makes the world more empty and fills bars up with even more boring bar thugs. Its not really made more unique in that aspect but just more static. Especially also because the unique recruits will always be in the same towns once you know them, it makes the world much less random. I am sorry if this comes off as argumentative, not my intent.

Love your work and modpack but I do hope you will change your mind on this.
Anrhaa  [author] 26 Jan @ 8:10am 
@Kaokasalis. So, the specific race you want to recruit may be harder to get, but that make it a lot more rewarding the experience of finding the one you want to join your team.

And the other reason to make it that way was to make Importing a bit less than an exploit
Anrhaa  [author] 26 Jan @ 8:08am 
@Kaokasalis. There are so SO many recruits currently, uncludded modded ones, that there are basically everywhere.

You can get recruits by freeing or buying the lots of slaves or helping starving bandit. You can even get people that automatically visit your outpost asking to be recruited.

And all of these come in all races and are unlimited. You can explore other ways to get recruits outside of bars
Kaokasalis 26 Jan @ 7:38am 
Would it be possible to un-merge "No generic recruits, now unique" and its UWE variant or at least make it optional somehow? Its a really unfun mod and just makes it harder to find recruits in a more "legal" way rather than imprisonment, bar thugs or using the adventure guild from the mod lists. It doesn't really make recruits more unique but just limits how many you find in bars which I don't think is realistic as people who are living in a ruined world like Kenshi should be looking for job opportunities.
Sine.Nomine. 22 Dec, 2024 @ 2:43am 
@Anrhaa I really like the collection but currently the animals are a bit too colorful for my taste, so it would be great if I can use this mod without the extra animal mods.
Anrhaa  [author] 21 Dec, 2024 @ 9:42am 
@Sine.Nomine. half the mod is that. What exactly you want removed?
Anrhaa  [author] 21 Dec, 2024 @ 9:41am 
@Knyyxi. Nope
🌌кภץץאเ🍃 21 Dec, 2024 @ 5:53am 
@Anrhaa can I delete this mod Rag Scarf, Interior Plus?
Sine.Nomine. 18 Dec, 2024 @ 11:34am 
Would it be too much to ask for you to move all the patches related to animal subspecies/zoo/variety to a separate mod?
Sine.Nomine. 18 Dec, 2024 @ 10:30am 
Thanks
Anrhaa  [author] 18 Dec, 2024 @ 6:45am 
@Sine.Nomine. ‘Belt Slot Addition - Vanilla Aesthetic Patch - Oni Hat’ is still needed at the Collection, since it adds new items. Fixed the description to reflect that.

About 'Holy Literature Rework', try re-subscribing to that mod. It's weird, since the archive is named 'Icons' and all references are correctly done.
Sine.Nomine. 17 Dec, 2024 @ 7:18pm 
Also the individual patches for oni hat are still included in the collection despite them being merged into this mod.
Sine.Nomine. 17 Dec, 2024 @ 7:10pm 
Icons from Holy Literature Rework are still missing, can you look into this issue?
Anrhaa  [author] 15 Dec, 2024 @ 12:32pm 
@Knyyxi. Not from that one. If you unsubscribe from that mod, this patch would still try to make it spawn with a risk of CTD.
🌌кภץץאเ🍃 15 Dec, 2024 @ 10:38am 
@Anrhaa Is it possible to unsubscribe from this mod - "Hunting-Hat" without consequences for this patch and the game?
🌌кภץץאเ🍃 7 Dec, 2024 @ 1:40am 
@Anrhaa, and what other mods are optional? :happy_yeti:
Anrhaa  [author] 7 Dec, 2024 @ 1:28am 
@Knyyxi. By the latest update, Helmet - Monster plant is no longer a required mod. You can unsubscribe from it freely. I forgot to erase it from the list
🌌кภץץאเ🍃 6 Dec, 2024 @ 10:36pm 
@Anrhaa , can I unsubscribe from this "Helmet - MonsterPlant" or will that break the patch? :Owlcat_wink:
🌌кภץץאเ🍃 5 Dec, 2024 @ 4:52am 
@Anrhaa Then... Thank you very much for the explanation.
Anrhaa  [author] 5 Dec, 2024 @ 4:44am 
@Knyyxi. How so? They shouldn't be incompatible.

Also You can skip Rogue Armor Remake with no issue. You'll get the missing mod warning, but it's harmless.
🌌кภץץאเ🍃 4 Dec, 2024 @ 10:27pm 
Now I won't be able to use this mod https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2532744009 :steamsad: because there would be duplication with Rogue Armor Remake :Owlcat_sad:
zac 3 Dec, 2024 @ 8:57pm 
@Anrhaa. It's not necessary, don't worry. I finded the way to get the missing mod (I recorded a video and pause it when the text was clear and readable). The missing mods are the following:

• Beastforge world additions
• BBgoat's Beastforge
• Vanguard Mercenaries - Armour Only
• Rogue Armor Remake
• Mongrel Undertaker
• Hydraulic Knight Equipment NCE PATCH (it's optional but i added cause currently I use NCE mod)
• Hydraulic Knight Equipment
• 【2333】Bull armor
• Hive Soldiers++

You will notice those mods aren’t in the list of dependencies showing here in the article, but you can add an additional quote for those that want this mod path in particular like me. If you want obviously.