Kenshi
Living World Dexterity Fix
12 Comments
Cavanoskus  [author] 2 Jun @ 2:34pm 
@tarworawut22 ah I understand. I'm glad to clarify things when I need to. :)
tarworawut22 2 Jun @ 1:57pm 
@cavanoskus Thanks! I understand now. Sorry if you already explained this in the mod description — I’m from Asia and not very fluent in English, so I have to rely on translation tools. Sometimes, when there’s a lot of text, the meaning can get a bit confusing.
Cavanoskus  [author] 31 May @ 5:54pm 
@tarworawut22 This mod undoes Living World's unintentional Dexterity nerf which made the affected NPCs significantly weaker. This fix required raising their Stealth stats. It will make them harder to sneak around but that has a significantly smaller effect on balance than having their Dexterity cut down to like 10% of what it had been in some cases — it "messes with" game balance much less than using Living World by itself. (I hope this answers your question; this is all in the description so hopefully I've rephrased it in a way that's clearer? Unless I totally misunderstood your question.)
tarworawut22 31 May @ 5:00pm 
Hey, quick question — if I install this mod, does it mess with the game balance, or is it just tweaking the stats back to where they’re supposed to be?
Cavanoskus  [author] 31 May @ 1:01pm 
You're quite welcome, and no worries. :)
Sultan089 26 May @ 11:10pm 
Now I get it. No wonder sometimes I see strange things in my own mods. Much obliged for your elaboration. Sorry for the late reply, if only we got notifications on Steam comments.
Cavanoskus  [author] 5 May @ 1:54pm 
If you look on the Kenshi wiki here, under "Levels" there's a list of which skills are set by which type and the other things that can affect them, like randomization and racial bonuses or penalties. https://kenshi.fandom.com/wiki/Character_(FCS)

So the issue mainly happened because Living World's creator wanted to give NPCs a little martial arts ability so they'd still be able to fight a bit if their weapons were taken away, not knowing that giving them "a little" unarmed skills would reduce their Dexterity from where their main combat skills had meant it to be.
Cavanoskus  [author] 5 May @ 1:50pm 
@Sultan089 it's confusing for sure but you have the right idea. You don't get to actually choose each stat independently, they're sorted into types that sometimes override one another.

There's a number called "combat stats" which provides the base level for things the game considers combat-related skills: Strength, Toughness, Dexterity, weapons, melee attack and defense, and a few others. So you put a number in there and it determines those skills, though it's not always the same number, like some of them are changed by a formula (Assassination is half of the "combat stats" number for example). But then you can ALSO fill out "unarmed stats" which affect Dexterity, Martial Arts, and Dodge, and override the number from "combat stats." It would be a lot easier if we could set them individually.
Sultan089 3 May @ 9:55am 
thx for your hard work bro. But I'm a little bit confused about "the unarmed stat determines dexterity". Don't know if I understand that correctly. Say if a NPC has 50 dexterity and 20 unarmed stat in FCS, in game their actual dexterity would be 20 rather than 50?
Feeding_time0: 29 Apr @ 11:21am 
your doing gods work m8
Cavanoskus  [author] 24 Apr @ 5:38pm 
Thank you, crux! Your explanation is why I knew where to start on this. :)
crux 24 Apr @ 5:31pm 
Well done!