Kenshi
1,513 ratings
Kenshi Kaizo
9
2
7
6
3
5
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
17.527 MB
5 Oct, 2019 @ 2:47am
28 Feb, 2020 @ 4:39pm
27 Change Notes ( view )

Subscribe to download
Kenshi Kaizo

In 1 collection by セス (Ѕϵ✝︎ћ)
Kino Kenshi mods
64 items
Description
Kaizo (改造, remodel/reorganize) is an overhaul mod designed to make the game more dynamic and add variation to repeat playthroughs. The mod adds a large amount of content while attempting to remain lore-friendly in all aspects.

Import is required for old saves.

List of Town Overrides: https://pastebin.com/raw/CsyuEB27

AI AND DIALOGUE:
- Dozens of new interactive dialogue lines
(e.g. Proactively give money to starvers, engage in diplomacy or start fights with bandits)
- Many tweaks to NPC AI packages for more lifelike behavior:
-- NPCs won't try to heal when squad mates are under attack
-- Bandits can kidnap people who get KOd in their towns instead of ignoring them
-- Gate guards rescue downed allies instead of ignoring them
-- Cannibal Hunters attack passing cannibals instead of ignoring them

- Dialogue tweaks made for bug fixes and more lifelike behavior:
-- NPCs won't yell about intruders who are already imprisoned
-- Hungry Bandits more often demand food before attacking
-- Inquisitors won't let you just walk away from them carrying Emperor Tengu
-- Bandits are generally less likely to attack when outnumbered or injured
-- More NPCs will actually react to failed assassination attempts
-- Shek bandits remember you from the last time they picked a fight
-- Certain skeletons are more careful about saying certain things
-- More lines of dialogue that reflect speaker's personality

- More recruitment scenarios for solitary, non-hostile NPCs in a bad situation
(e.g. solitary starvers or escaped slaves)
- NPCs (particularly bandits) loot unconscious foes with greater frequency
- Homeless/starving characters may eat food from the ground or steal food from sleepers
This can count as a crime and will provoke a response if they're caught
- Some tweaks to prevent suicidal behavior / avoid very undesirable situations
(e.g. Burn will now stay inside before meeting the player)
- Additive word swap edits and new tokens for more variation in dialogue
- Non-destructive edits to vanilla dialogue providing minor typo and bug fixes
- Removed DC_IS_PLAYER check from some dialogue lines, allowing more NPC interactions

CAMPS, RESIDENTS, AND HOMELESS SPAWNS:
- Spawn lists are more diverse,
- Spawn rates tweaked for many zones.
- Zones are less "leveled" and stronger enemies occasionally spawn in weaker areas
(e.g. Band of Bones and Kral's Chosen squads may appear in the Border Zone)
- New kinds of camps for various factions, some depend on world states to spawn
- Homeless bandits less frequent, bandit activity more tied to camps
- Major factions spawn War Camps when leaders start to fall
(only HN and Flotsam are implemented as yet)
- More roaming squads that stop and hang out in bars
- More resident squads set to regenerate (kill off a town to stop squads from regenerating)
- More buildings are for sale, where it would seem to make sense
(e.g. ruins in non-military towns)
- Other buildings can be purchased once certain world state conditions are met
(e.g. Burn's Tower if Burn is killed)
- Item vendor lists added to some town resident squads to make the world seem more lived in
(e.g. squatters keep collections of scavenged stuff)

CHARACTERS:
- Many new generic NPCs bring the world to life
- More characters have randomly-generated names
Non-leader bandits, guards and other "faceless" types still tend not to have names.
- More thematic pacifiers and new ones for some factions lacking them:
Tech Hunters, Machinists: Shark
Mercenary Guild, Reavers: Black Scratch
Skeletons, Cannibal Hunters, Deadcat: World's End
Swampers, Blackshifters, Grayflayers, Stone Rats: Flats Lagoon
Twinblades, Nomads, Manhunters: Mourn
- Small (<1%) chance for military characters outside the HN to spawn with skeletal limb(s)
- Some characters have more random skill distributions

REBALANCES:
- Overall difficulty increased
- Adjusted faction importance for assorted NPCs for more sensible reactions.
(e.g. Hungry Bandits have less importance, certain Swamper Gang Leaders have more).
- Holy Nation armies more competitive, with slightly better gear and new weapon grade
- Generic recruits slightly more common, and some squads regenerate.
- Ordinary Lanterns more commonly found in trade shops
- No-go zones are less restrictive
(e.g. Band of Bones will enter the Border Zone)
- More weapon variation for NPCs (less so for soldiers who should use issued equipment)
- Greater clothing/armor variation for NPCs that don't wear a uniform
(e.g. Hungry Bandits and Slave Hunters don't all have identical outfits).
- More protective gear for bandits operating in harsh environments
(e.g. breathing masks for Cloud Ninjas)
- Greater range of squad sizes while preserving average number of characters per squad
(extremely large spawns are not changed due to performance concerns)
- Mercenaries offer longer contracts, up to 1 week for bodyguards and 30 days for outpost duty
(Guard job dialogue now explicitly states *nearest* outpost)
- Hiring mercenaries for very long contracts will slightly increase relations with them
- Main factions conduct stronger late-stage campaigns
- Ranged units added to most major faction armies
- Rescaled equipment quality (important/skilled characters less likely to have shoddy gear)

WORLD STATES:
- Dozens of new world states, complete list is found below
- Changed some existing world states to disregard player involvement
(e.g. Shark overrides)
- Some settlements more resistant to world state changes with new local leaders
(e.g. Rebirth, Okran's Fist)

ZONE-SPECIFIC CHANGES:
Arm of Okran: Added homeless spawns; Tech hunters, escapees and slave hunters, some starvers, possibly flotsam / holy nation patrols (depends on world state)
Rebirth: 0.1x rate Homeless spawns added: Goats, rare chance of broken skeleton
Heng, Great Desert: Reduced number of homeless Skimmer squads

FACTION-SPECIFIC CHANGES:
Many of these, see link for detailed list: https://pastebin.com/raw/i5ZtHtAx

COMPATIBILITY NOTES:
Kaizo is a large mod and should be placed low in the load order to avoid conflicts. See the Compatibility Discussion for more detail.
There may be some unexpected behavior if combined with other mods that make sweeping changes to AI packages and world states.
If there's a mod you want to get working with Kaizo, then please comment about it. A patch might be feasible.

THANKS AND CREDITS
Thanks to Boron, Nanogiraffe, oi__io, Shidan, I.C.E., Thoros and Cataphractoi for the following guides that helped get this project off the ground and released:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1444279946
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=804686889
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1287177013
https://steamhost.cn/steamcommunity_com/app/233860/discussions/3/351660338683696515/
https://steamhost.cn/steamcommunity_com/app/233860/discussions/3/365163686051518697
https://steamhost.cn/steamcommunity_com/app/233860/discussions/3/1640912849396702757/

Further thanks to HaTsUnE_NeKo for constantly answering others' questions that I had to search, and to the Super Mario Kaizo community for inspiring this mod's name.

And thanks to Lo-Fi for creating and releasing a most excellent game.

SEE ALSO:

Reactive World by Shidan - I played this mod before and during Kaizo's development and was undoubtedly influenced by it. Strongly recommended, but compatibility will be difficult to do.

Please leave any feedback you have and report any bugs you may encounter.
Popular Discussions View All (4)
83
13 May, 2023 @ 6:12am
Compatibility Discussion
セス (Ѕϵ✝︎ћ)
50
8 Aug, 2022 @ 9:20am
Bug Reporting
セス (Ѕϵ✝︎ћ)
2
7 Mar @ 8:30am
Finding Chakkari
Prometheus
527 Comments
Mitsurugi 10 Jul @ 4:38pm 
All of this is late mid game, to end game stuff, tho. The enemies you will be ganging up on are going to be the bandits that had been doing the same to you most of the game. Or the one enemy you were really good at kiting away from the rest... but at that point, 3 dudes attacking that hostile isn't much different than if you kited them into a line of rangers...

Also, there are mods that overwrite the over writes back to 1x
Mitsurugi 10 Jul @ 4:38pm 
x3 is where it's at. Biggest argument is "one guy getting stunlocked." But that's not a game engine issue, that's what happens when 3 dudes are hacking at your face with sticks or swords. It is also no different than having a line of rangers let loose on a guy. People act like extra slots breaks the game, but I can't think of one boss that doesn't have a platoon of homies on standby, often in the same or next room.

Just a few examples:
Town leaders have the entire town guard, and their personal guard.
Faction leaders, have the above and elite guards.
Bugmaster has a biome, and building, full of various spiders.
Catlon has 120 thrawls on standby that rush you after his speech...while he rushes you.
Moon-Shadow 17 Jun @ 11:01am 
The same Modder who made the attack slots x3 and x5 also made a x2.

I just wrote to the other Player what he could try to use one of them with "Kenshi Kaizo."

"Kenshi Kaizo" uses its own x3, according to the one say.

I haven't played "Kenshi" in a while, and I'm finishing my current playthrough first before using this mod or any other that makes a big change.

I actually planned to use "Living World" first.

I just searched for "Kenshi Kaizo attack slots" and couldn't find anything, including patch mods.
perfect_Prefect 17 Jun @ 8:33am 
I disagree with the previous comment (as well as with the desire of mod authors to integrate x3+ slots in their mods) - I think Attack Slots x3 is worse than vanilla x1 in most cases. A good alternative to the original x1 could be Attack Slots x2. But no more. I described why I think so in detail in the comments under the Attack Slots x3 mod, if you're interested.
Of course, everyone can play however they like, but I don't like the trend toward such a narrow view of combat mechanics.
Moon-Shadow 5 Jun @ 1:30pm 
“Attack Slots” A mod that ensures that a target can be attacked by several Characters.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1257520021&searchtext=attack+slots

Did not know that there are such mods, this x5 and the other with x3 from the one, others have not read through.

It says there must be at the bottom to overwrite, if you do that and it does not work directly under “Kenshi Kaizo”, or try it via “Kenshi Kaizo”

If it does not work, it may be because of how it is built into “Kenshi Kaizo”, you would have to search for the value in “Kenshi Kaizo” and then change it, or ask the respective modder from whom you have the x5 whether it is possible to create a patch for it so that “Kenshi Kaizo” can be overwritten with it.

And otherwise be glad that x3 already exists in “Kenshi Kaizo”, better than the original x1 and then no mod can overwrite it.
S1BU 5 Jun @ 1:28am 
Does this mod modify the attack slots, I have 5x slots mod but as soon as i added kaizo the slots changed to 3x
Moon-Shadow 27 May @ 9:02pm 
https://kenshi.fandom.com/wiki/Holy_Sentinel

These are the original values in the game, without any mods, I don't know how up-to-date the wiki is, but the game has actually not been changed in terms of such values for a long time.

If I go by what is written above in the description of the mod, it could be normal that some have lower values, you have to see for yourself if everyone has these 20 less, then it is more of a mistake.

I haven't gotten to play this mod yet. / I didn't get to play Kenshi it for a while, only Play many other Games.

-

This stands in the Mod.

CHARACTERS: Some characters have more random skill distributions

"REBALANCES" Overall difficulty increased

Under “REBALANCES” there are also other references to the “Holy Nation”
carcrash750 27 May @ 6:16pm 
Is this mod supposed to nerf holy nation sentinels melee attack by like 20 points or is it some kind of conflict?
Moon-Shadow 26 May @ 12:49pm 
And the link to the new mod then also here, because I do not know what it should be called in the workshop when the mod is there, whenever it will be there.
Moon-Shadow 26 May @ 12:48pm 
Many do give the mod name where something comes from, and some also name the modders.

And the other thing is how much you take from an existing mod, if you make a complete copy or just change the original with a new name and pass it off as your own, that you shouldn't do that.

With a modder who is no longer there, a mod that no longer gets updates but maybe needs some, it's a little different, it's okay if someone renews the mod if it's not possible to make a patch mod.

So to take something from another mod, and the original modder has nowhere written what against it if you take something from the mod, of these mods everyone can use something of it if the modder is no longer there.

This one has nowhere written that you are not allowed to use anything, and many have made mods to it, or used something from the mod as he was still there.