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nraxer 10 (Banned) 5 Mar, 2023 @ 12:59am
Modding Question: How do you make a character big?
Hi I want to make a character large like a Behemoth, how do I do that?
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Showing 1-15 of 29 comments
Cattrina 116 5 Mar, 2023 @ 2:08am 
1) You import the model with its skeleton into Blender
2) Select both skeleton and the mesh and go to edit mode, scale them up
3) Re-record every animation in the skeleton to match the new scale (this is the tedious part)
4) Export the mesh with the skeleton and paste them inside your mod to character/meshes/female_skeleton and male_skeleton folders respectively

5) Open FCS and make a new race for the Behemoth, set its mesh to be the new mesh you just made for both genders
6) Make a new animations file and add the new skeleton to that. Add that new animation file to the new race

7) Make a new custom start and have a character spawn as this new race. Edit the appearance until you are happy how the character looks like. You might have to adjust the editor_limits file for this race and redo this step a few times to get the minutiae to your liking.
8) Export the character body (unique name so you know which it is)
9) Navigate to your ..\Kenshi\data\character\bodies\export folder and move the body file you just made inside your mod's character\bodies folder. (If you do not have one, make one)

10) Open FCS and create a new character file. Add this new bod to the character. Add the new race to it. Add a stats file to your character. You need to adjust its strength and moving speed up a lot to meet the expectations of a large creature.

11) Make a new custom start or just edit the start you already made. Make the start have this new character.

12) profit

P.S. I did some industrial espionage on the Mopsisgone's humongus whistler. They did not really redo the stats to meet the speed requirements and the animations are off. So I am guessing they only did the minimum effort. A huge character like this is not really good for any actual gameplay, cannot go indoors or interact with production benches. Fighting is also way off, I am pretty sure the enemies cannot be stamped on.
Last edited by Cattrina; 5 Mar, 2023 @ 2:17am
nraxer 10 (Banned) 5 Mar, 2023 @ 2:20am 
Originally posted by Cattrina:
1) You import the model with its skeleton into Blender
2) Select both skeleton and the mesh and go to edit mode, scale them up
3) Re-record every animation in the skeleton to match the new scale (this is the tedious part)
4) Export the mesh with the skeleton and paste them inside your mod to character/meshes/female_skeleton and male_skeleton folders respectively

5) Open FCS and make a new race for the Behemoth, set its mesh to be the new mesh you just made for both genders
6) Make a new animations file and add the new skeleton to that. Add that new animation file to the new race

7) Make a new custom start and have a character spawn as this new race. Edit the appearance until you are happy how the character looks like. You might have to adjust the editor_limits file for this race and redo this step a few times to get the minutiae to your liking.
8) Export the character body (unique name so you know which it is)
9) Navigate to your ..\Kenshi\data\character\bodies\export folder and move the body file you just made inside your mod's character\bodies folder. (If you do not have one, make one)

10) Open FCS and create a new character file. Add this new bod to the character. Add the new race to it. Add a stats file to your character. You need to adjust its strength and moving speed up a lot to meet the expectations of a large creature.

11) Make a new custom start or just edit the start you already made. Make the start have this new character.

12) profit

P.S. I did some industrial espionage on the Mopsisgone's humongus whistler. They did not really redo the stats to meet the speed requirements and the animations are off. So I am guessing they only did the minimum effort. A huge character like this is not really good for any actual gameplay, cannot go indoors or interact with production benches. Fighting is also way off, I am pretty sure the enemies cannot be stamped on.
thank you SO MUCH for typing this out, I am gonna try and do this and ya all I want is a big Skeleton, I know it will be janky and not so good for gameplay but meh I like that lol. I will write a better reply and followups maybe even later im finishing up a start I made lol (starts are so easy to do XD)
Cattrina 116 5 Mar, 2023 @ 3:15am 
You can do it, might take a while, but you can. I believe in you.
nraxer 10 (Banned) 5 Mar, 2023 @ 3:32am 
Originally posted by Cattrina:
1) You import the model with its skeleton into Blender
2) Select both skeleton and the mesh and go to edit mode, scale them up
3) Re-record every animation in the skeleton to match the new scale (this is the tedious part)
4) Export the mesh with the skeleton and paste them inside your mod to character/meshes/female_skeleton and male_skeleton folders respectively

5) Open FCS and make a new race for the Behemoth, set its mesh to be the new mesh you just made for both genders
6) Make a new animations file and add the new skeleton to that. Add that new animation file to the new race

7) Make a new custom start and have a character spawn as this new race. Edit the appearance until you are happy how the character looks like. You might have to adjust the editor_limits file for this race and redo this step a few times to get the minutiae to your liking.
8) Export the character body (unique name so you know which it is)
9) Navigate to your ..\Kenshi\data\character\bodies\export folder and move the body file you just made inside your mod's character\bodies folder. (If you do not have one, make one)

10) Open FCS and create a new character file. Add this new bod to the character. Add the new race to it. Add a stats file to your character. You need to adjust its strength and moving speed up a lot to meet the expectations of a large creature.

11) Make a new custom start or just edit the start you already made. Make the start have this new character.

12) profit

P.S. I did some industrial espionage on the Mopsisgone's humongus whistler. They did not really redo the stats to meet the speed requirements and the animations are off. So I am guessing they only did the minimum effort. A huge character like this is not really good for any actual gameplay, cannot go indoors or interact with production benches. Fighting is also way off, I am pretty sure the enemies cannot be stamped on.
I am gonna make the race have one gender set to True so it will only have a male skeleton I think? ALSO how do I import the mesh AND skeleton to blender? I am a blender noob too lol but its all set up properly
nraxer 10 (Banned) 5 Mar, 2023 @ 3:55am 
I don't think the Skeleton includes a skeleton? IDK though
nraxer 10 (Banned) 5 Mar, 2023 @ 4:07am 
OH the male skeleton is a base, and from that it can be set to be the Stobe skeleton sub-race OH okay, I understand you
Cattrina 116 5 Mar, 2023 @ 4:57am 
If the .skeleton file is in the same folder as the mesh, it will be imported with the mesh in Blender.
nraxer 10 (Banned) 5 Mar, 2023 @ 5:24am 
hmm for some reason in-game it's just a normal sized human with no texture lol, I made it big size :(
nraxer 10 (Banned) 5 Mar, 2023 @ 5:26am 
how do I give it the Skeleton mesh called Robot_Variant01.mesh ?
nraxer 10 (Banned) 5 Mar, 2023 @ 5:29am 
the only problems I have right now is:
1. mesh won't stay the size I make it
2. mesh isn't Robot_Variant01.mes and IDK how to make it
if i fix these then it will be complete I think
Cattrina 116 5 Mar, 2023 @ 5:47am 
You did not redo the animations. So whenever an animation is playing it reverts to the vanilla size.
Cattrina 116 5 Mar, 2023 @ 5:47am 
This really is not a project one should start their modding journey, it is jumping straight to the deep end. XD you can do it, but you will need to learn many things doing it.
Last edited by Cattrina; 5 Mar, 2023 @ 5:52am
nraxer 10 (Banned) 5 Mar, 2023 @ 5:52am 
Originally posted by Cattrina:
You did not redo the animations. So whenever an animation is playing it reverts to the vanilla size.
oh, how do I do the animations? you told me to
3) Re-record every animation in the skeleton to match the new scale (this is the tedious part)
IDK how to do this lool :(, amazing written tutorial by the way I've got EVERYTHING down except that, idk what it looks like
nraxer 10 (Banned) 5 Mar, 2023 @ 5:52am 
https://youtu.be/IXLNi4l0vKg
im gonna watch this
Cattrina 116 5 Mar, 2023 @ 5:54am 
It is basically making the animations from scratch. And there are 166 animations to remake.
One keyframe at a time. I do not blame Mopsisgone only doing the walking and mandatories.

That video does not really help doing humanoid animations. Mine is better for beginners: https://www.youtube.com/watch?v=U0XpZUQV6CQ

you must know, if you use the inverse kinematics you need to remove them before exporting. and that might be tricky.
Last edited by Cattrina; 5 Mar, 2023 @ 5:59am
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