Kenshi
Lore Friendly Crunk + RW + Holy Nation Redux / \ Empire Reborn
49 Comments
Laughing Forest  [author] 8 Aug @ 1:22pm 
@brickhead thanks for reporting back. Yeah, I imagine it may break or alter some dialogue, but possibly not as in Empire Reborn a lot of new characters are made for dialogue components.

Will have to load up in FCS and see next week
brickhead 8 Aug @ 10:47am 
so far i havent had the game explode and the new npcs seem to be spawning fine though its probably overwriting dialogue and other changes to vanilla npcs, though i havent done any FCS digging to be sure of that yet.

At the very least its playable and I havent encountered anything gamebreaking so far.
Laughing Forest  [author] 7 Aug @ 3:57pm 
Let us know how it goes brickhead, imagine there’s some conflict
brickhead 7 Aug @ 7:13am 
social lives UC finally translated to english. doubtful itll play nice with empire reborn but theyre both so peak im gonna try it anyway
brickhead 6 Aug @ 7:35pm 
speed rebalance is one of my favorite things about the pack conversely.
Laughing Forest  [author] 6 Aug @ 3:22pm 
@Cactusworm03 - yes you’ll be alright, although the speed rebalance is a personal favorite of mine to change the feel of Kenshi
Cactusworm03 6 Aug @ 1:12pm 
is it fine to not install the bandits taking cats mod and the speed rebalance? will it cause issues?
Laughing Forest  [author] 3 Aug @ 2:33am 
Hey octopussy - where do you have that issue? What city? Have tried a clean install and don’t have this issue.
brickhead 2 Aug @ 5:33pm 
similar issue.
[007]Octopussy 1 Aug @ 12:44am 
I decided to update to V4, the day after my last comment. It seemed to work fine, but after importing the next day (I was lazy and wanted to reset a store) I had the same problem with buildings clipping into each other. I updated by simply removing and readding your collection. I no longer have a mod conflict warning, but whether I import with buildings checked or unchecked, it still appears to load 2 city templates (double walls running along different paths and blocking buildings). I will be trying a few other things and will keep you posted, but I gotta admit I'm running out of ideas.

On another note: I found a "Fishing Port" on the Storm Gap Coast. There are people from the Deadcat Fishing Village running around (including Soman and Hobbs), but there is not a single building. I also found a ruin (old lab) south of Heft that was inaccessible since it had no ramp. It also didn't appear on my minimap.

I hope this feedback helps.
brickhead 31 Jul @ 5:01pm 
actually didn't know RW was still active, i'd just seen that kaizo was the one that was being used nowadays after a few years away from kenshi.

guess i dont need to bother with that then
Laughing Forest  [author] 30 Jul @ 5:10pm 
Kaizo changes a lot more than RW, but has less World State changes - making it the more common mega modlist overhaul.

RW is still being updated and has a very active creator. Its World States are more comprehensive.

Both are good, neither are bad.

I don’t think it would explode. It might fart a bit. Not sure as I haven’t done that combo in this mix.
brickhead 30 Jul @ 3:22pm 
why RW instead of kaizo, if i may ask? would my game explode if i were to swap one out for the other and the associated patches
[007]Octopussy 27 Jul @ 11:07am 
Ha! Just got finished downgrading to V3, which works btw. Thank you so much for your diligence and support LF, I've had some frustrating moments with modders, but you are awesome. Will probably update tomorrow, right now I will just enjoy your beautiful work (and that of the other contributors to this amazing collection). I have close to 4000h in Kenshi, and can truly say I've never experienced a modder as helpful as you. Granted, I reckon time is an issue for most of them, but still damn. Glowing recomendations from me. Keep it up my good sir.
Laughing Forest  [author] 27 Jul @ 10:38am 
@Alf and @007 - now updated for CATO v4. Make sure to import any save and uncheck buildings if you want to continue a save using CATO v4.
Laughing Forest  [author] 27 Jul @ 7:48am 
@Alf - CATO v3

@007 - I'd focus on using v3 for now, CATO v4 was a massive update
[007]Octopussy 27 Jul @ 4:24am 
Given my clipping issues I will downgrade to v3 and assume that'll fix it. Laughing Forest is fast, but I reckon it might take a while to patch everything for v4. But first.... i have to get my kids to study some more... yay.
Alf 27 Jul @ 3:59am 
Installing the "collection" today, mostly wanted to say/ask i should use CATO v3 and not v4? Both are avalible on nexus :beeped:
[007]Octopussy 27 Jul @ 1:40am 
Thanks for the quick reply. After looking through the mod list, I too came to the conclusion that cato is the most likely culprit. After reading through their instructions, I have actually tried importing with buildings unchecked, as well as some experimental reshuffling of load order. None of it lead to a fix. Given what you have just said about a recent cato update, I concur with your asessment. Thank you for being on top of things. Have a good one.
Laughing Forest  [author] 26 Jul @ 5:26am 
Hey mate. Not familiar with millerscouts mod loader, but if you’ve added things in mid-save you’ll need to import the save and uncheck buildings which will fix the double loading of buildings.

However, the CATO mod included here just had a massive new update so I do have to figure out either removing that entirely or linking to the old version, so stay tuned.
[007]Octopussy 25 Jul @ 10:23pm 
This appears to be a very neat Mod collection. I have come across a Problem however. Within the UC, all the Cities appear to load both the old layout and the edited one, leading to Buildings and Walls clipping into each other. The only edits I have made to the Load order are MIABC+ (instead of MIA+), YAKNM Fem only, YAKNM normal Body maps, YAKNM+MCMS2 patch, Invisible Dark Leather Shirt and High Heels (I know, I know). To my Knowledge that should not lead to the Problems I am having. Within Millerscouts Mod Loader the only mods appearing red are Battle Hardened Kenshi XP and Diverse Thief Clothing. Importing does not seem to change the issue (wether I have Import building checked or unchecked). Any thoughts?
GuntherShogun 4 Jul @ 3:55am 
Got it, thanks!
Laughing Forest  [author] 4 Jul @ 3:39am 
Hey mate that’s a result of Ghastly Deadlands to make that area truly a dangerous-to-organics area.

If not liking it can just remove that mod from your subscribed list
GuntherShogun 4 Jul @ 3:07am 
Is Black Desert City always this foggy? https://imgur.com/ix12uNN
Also, there's now a poison gas effect in the area. (can't remember if these effects are in vanilla)
RatboyW 23 Mar @ 2:51pm 
Yeah it's strange right, I couldn't figure out why it would be causing issues either
Laughing Forest  [author] 23 Mar @ 10:35am 
@RatboyW: Thanks for the feedback as always mate. As you see, I added your reco of KPM + Reduced Weather Effects + Reduced Particle Effects ... great call, helps a lot with the Vain red rain.

As for Diverse Thief Armor ... that's an odd one because opening it in the editor all it does is add clothing items into the possible spawn pool of clothing for certain Thief NPCs. Nothing really crashable and doesn't add/remove Thief NPCs themselves.

It only effects:
- Guild Plastic Surgeon
- Shinobi Trader
- Thief
- Thief Boss
- Thief Fence
- Wandering Assassin

But, it's definitely not any key mod to the overall experience so removing it is no sweat. It's actually one of the mods (among others) I was thinking of possibly removing eventually to try and streamline the mod list.
RatboyW 22 Mar @ 10:54pm 
I think there's an issue with Diverse Thief Armor. It's highlighted in red in KenshiModTool, and upon clicking on a guy wearing it in Mongrel I got a consistent crash. Uninstalling DTA solved the issue, the thieves in question didn't even have a dialogue popup when mousing over them after that too lol
RatboyW 13 Mar @ 10:02pm 
Absolutely fantastic work, I'm so glad I don't have to make a massive list myself for once lol. The effort on display here is extremely appreciated!

If you care for suggestions:
"Heightmap Fix" is another banger from Crunk (tho it comes with a setting ppl will have to flip in RE_Kenshi)

"KPM + Reduced Weather Effects + Reduced Particle Effects" is another solid one to replace Reduced Particle Effects (up to taste, but I found the red rain to still be kinda blinding with just RPE so this solves that)
Laughing Forest  [author] 1 Mar @ 1:18am 
My pleasure thanks for the feedback :beeped:
acymetric 28 Feb @ 8:44pm 
That solved my missing mod issues! I was planning on doing a Holy Nation playthrough once I got all the mods set up, so the combined Empire Reborn/Holier Nation mods are a timely add. Of course I still couldn't resist adding some off-list ones alongside...after all in a post-apocalyptic wasteland aren't inscrutable, mod-induced World State bugs really just emergent gameplay?

Thanks again for all the hard work, putting a reliable modlist together like this and keeping it updated isn't easy but saves unbelievable amounts of time fiddling with things for the people using it.
Laughing Forest  [author] 28 Feb @ 7:15pm 
Updates live - check it out
acymetric 28 Feb @ 5:49pm 
Very cool, thanks for all the work compiling the list!
Laughing Forest  [author] 28 Feb @ 3:11pm 
Hey mate - I'm doing a big update this evening and will update the mod list/load order accordingly. Stay tuned!
acymetric 28 Feb @ 3:00pm 
Would someone mind checking their steam mods folder to see which mods are referenced by these filenames? Sometimes Steam will miss downloading things when you subscribe and I can't work out which ones I'm missing (it does not appear to be the most obvious ones based on the names which I do appear to have - I did manage to find a couple others that were missing where I could find a mod in the workshop/list with a matching name).

BorderSlavers.mod
Fog_Mask_Variant.mod
Ranger 20 Jan @ 6:52am 
@Laughing Forest fair point. I'll leave you to it and thanks for making this mod list. I've closely matched my own to it.
Laughing Forest  [author] 20 Jan @ 5:40am 
Yeah mate, it just changes a bit and not sure if other incompatibilities.

Will have to load up in FCS and see what it touches vs rest of mod list
Ranger 20 Jan @ 3:49am 
Empire Reborn has a compatibility patch with reactive world
Laughing Forest  [author] 20 Jan @ 1:50am 
Empire Reborn touches other things beyond just city layouts and I’m unsure of compatibility with Reactive World and the rest of the mods

Could be something to look into in future
Ranger 19 Jan @ 7:10pm 
@Laughing Forest Out of curiosity, why didn't add the Empire Reborn mod when you added the rest of that mod author's mods (Holy Villages, Rebuilt Cities, etc)
Chief Squiddy 12 Dec, 2024 @ 10:26pm 
I'm 50 in game days in for this modpack and I gotta say I reeeally like it so far, it feels like a more re balanced, and slightly slower paced expanded vanilla world. There is still plenty of great fights, quests, and adventures to have. I was hesitant at first about the strength and athletics changes, but it makes you strongly consider more before running around carelessly since its harder to outrun creatures. Also the being robbed while down, while pretty punishing, adds to the experience soo much more. Losing 25-50% of my cats after being beaten by bandits with iron-wood sticks just feels deserving embarrassing but is motivation to train my squad harder and hunt them down to get my money back. In this run I'm a group of "neutral" (Slightly pro-Shek) bounty hunter / mercenaries. Props to you author.
Binouze 27 Nov, 2024 @ 8:06am 
False alarm it's work perfectly
Binouze 27 Nov, 2024 @ 7:56am 
Hi can you make a update of the loading order for mods, I have a lot of mods i don't know what doing with it
RatboyW 26 Nov, 2024 @ 3:47pm 
If nothing immediately jumped out at you I figure Beastforge should be okay, I'll test and report back any issues tho. As for the Nexus stuff yeah I got em all in there now, didn't realize they weren't "mods" per se, so no worries on that end, shouldn't matter much for the load order (except the one at the very end).

Anyway thanks again!
Laughing Forest  [author] 26 Nov, 2024 @ 3:08pm 
Hey Ratboy - I’m not familiar with Beastforge myself, but could take a look.

As for graphical mods I use most of the ones Scaraw made or recommends, which I believe Crunk indicates. Some of those are Nexus or directly update files in the game data vs show up as a mod.

I have been trimming down and adding a few mods over the past few weeks and will refresh the load order and mod list next week
RatboyW 26 Nov, 2024 @ 2:16pm 
Thank you very much for this, I was looking at Crunk's list but wanted the Holy Mines stuff too.

Couple questions though, would adding Beastforge (and the world additions submod) conflict with anything? Also, what about the graphical/performance mods on the Nexus, the ones Crunk recommends in the description/instructions for their list?

I assume they'll be simple to slot in, put in their logical places based on the load order for both lists, but I figured I'd ask anyway
Dr. Igor Dolvich 1 Oct, 2024 @ 7:03pm 
:cactusrum:
Laughing Forest  [author] 1 Oct, 2024 @ 11:49am 
Huge props to get from you both, thanks!
Dr. Igor Dolvich 18 Sep, 2024 @ 8:35pm 
🙀 pretty cool breh :2017stickycrab:
crunk aint dead 16 Sep, 2024 @ 11:48am 
neat bro <3