Kenshi
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Radiant Turret Rework
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39.363 MB
3 Feb, 2023 @ 8:51am
3 Feb, 2023 @ 9:32am
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Radiant Turret Rework

Description

A sort of complexe mod which rework a big chunk of the turret system in Kenshi. More logic upgrade paths that rely on better tech rather than adding a light on turret, all turrets needing crafted ammunitons, some stuff renamed for clarity, new Mounted Crossbow tier upgrades to keep up with harpoon's, new stats to keep using both kind until endgame and also and above all : brand new textures!



Last updated on 03/02/2023



Make sure to take a look at screenshots to fully understand what the mod does. A patch will be released soon to bypass the need of ammunitions for your turrets for those who want it easy. This mod could work with an old save but you absolutely need to re-import your game AND also unbuild and rebuild all your existing turrets since mine belong to a whole new asset tree.

Advise for a New Game : The mandatory ammunitions could make your game start harder, especially if you found your outpost a bit too early. Try to be fast unlocking and building the arrow making bench, on my side I added bolt cases in some Crossbow Vendor's.

  • Renaming : The vanilla "Harpoon Turret" is renamed "Mounted Harpoon Rifle" now sounding more alike the other counterpart "Mounted Crossbow". Those names can be a little longer but better designed for game data, menu lists and linked assets.

  • Turrets Need bolts : Your turrets will either need "Crossbow Bolt Case" or "Harpoon Bolt Case" items to be driven depending of their kind. Each shot will consume 1 charge of the bolt case. They both can be crafted at the "Arrow-Making Bench". The ingredient rates and charges could be changed later if there are some difficulty issues. Npc's turret will remain boltless, separating npc and player's turrets was the best solution to prevent enemy NPCs to be out of ammo at some point in your game. In fact I did rebuild all tech trees and assets that cover turret for the player, a nice idea to make this realistic game mechanic works flawlessly! Small facts : when you invade enemy base and use their own turrets you won't need to bring bolt cases make them work / Your characters with bolt cases will be the only ones to be able to shoot with turrets during a surprise attack, that will prevent a sneaky low skilled improvised shooter of yours to kill some of his mates!

  • New Mounted Crossbow Upgrades : MkIII and EagleEye were added as 3rd and 4th upgrade tiers of the Mounted Crossbow to keep up with the harpoon turrets. I was really sad to see all those nice mounted crossbows disapear and replaced with soulless canons just because I wanted more power (because I'm a crossbow lover). Now they have their own perks and cons, and I think you will now need them both at the same time for a perfect defense. Construction materials have been raised, it's now more difficult to build the upper tiers of crossbow turrets. I didn't much raised the materials for harpoon turrets since they already were high enough.

  • New Upgrades Trees : About lights on turrets… they won't be included as an upgrade of your turret anymore. You will choose at the beginning if your turret will own a light or not and then decide to upgrade on a more powerful tier without rebuilding everything. It's wayyyy better that way, trust me! Be careful though, the first mounted crossbow turret and the revolving barrel harpoon turret can't have light for realism/tech purpose (first) then balance purpose (second). The new Crossbow trees are :
    • Normal > MkII > MkIII > EagleEye
    • MkII+Light > MkIII+Light > EagleEye+Light
    • Normal > MkII > Double-Barrel > Multi-Barrel
    • Normal+Light > MkII+Light > Double-Barrel+Light
  • New Stats : As mentioned above, new stats will balance all kind of turrets together (See the screenshot to see the changes). I beta-tested the value for quite a long time and I believe both kinds almost need to co-exist in your base for a all round defense. The crossbow turrets will sell you a high range, high power but longer reload timings while harpoon turrets will rely more on shooting fast or multiple in a short time. That way, you can picture the crossbow as long range snipers and the harpoon as close combat meat mashers. One looks far and hit hard, the other looks close to your doors/walls and decimate. At least, that's now their respective philosophy.

  • Brand New Shiny Handmade Textures : Douzains of hours working/painting on textures here I won't deny : see the screenshots! Mod might be updated again later for further improvements. Vanilla texture are still present under the first tiers but they were improved, cleaned and normal map fixed!



You can find all my mods by searching "Radiant" in steam workshop, nexus, or civfanatics, which is a recurrent word in all my mod's tittles.

Even if they represent hundreds of working hours, I'm sharing my mods for free like most of mod creators. But deep down I'm really hoping you to do that little extra thing that would help me a lot : joining any of my pages (patreon, facebook, instagram). Just that really! Don't feel obliged to give something, with Patreon there is indeed a free option that grants you basic news/content and it will only take few seconds of your time. That being said I'm an artist irl and I sometimes struggle to put my personal projects on the saddle. By giving a little something or joining my ranks you can trigger a course of actions/reactions that might end up gathering more people around, thus helping me building the motivation and means to create more stuff to appreciate.

[www.patreon.com]
[www.instagram.com]
[www.facebook.com]

Finally, for those who don't own a patreon account and really want to make a direct donation or contact me directly, here is my paypal and mail : shiroifushicho@gmail.com[\i]

28 Comments
My god, I was searching forever why my turrets were doing 0 DMG. Gonna try what @Spicy said now.
Dr. Igor Dolvich 20 Feb @ 12:36pm 
@Spicy

Thanks bro, I didn't really understand why this mod caused 0 damage lol
Spicy 4 Feb @ 5:54pm 
Composite Runners + Strings Fix mod fixes the issue for some reason.
Akkarin 9 Jan @ 6:29am 
So this mod makes turrets do 0 base damage? how useful
mick 5 Jan @ 11:54am 
having the same issue with 0 turret damage
Nemmises5 12 Dec, 2024 @ 1:06pm 
having the same issue with 0 turret damage
Spicy 4 Nov, 2024 @ 9:02am 
Same as @LordQuorad and Rima x Rama, sometimes it gets fixed after restarting the game, but it's really frustrating as it get bugged when reloading a save.
Nemús 16 Oct, 2024 @ 7:02pm 
pls make the resuply a avalible permanent task
LordQuorad 14 Oct, 2024 @ 4:32pm 
Same problem as Rima x Rama. using UWE and getting 0 base damage and 0 base efficiency on the mounted crossbows 1 and 2. I have plenty of base power. I'm using the no-ammo patch. The turret description says it's toggle-able, but there is no toggle option. Seems odd?
Rima x Rama 13 Oct, 2024 @ 9:03am 
Hello,I have a problem with mod. So for some reason when i have this mod ON mounted crossbows 1 and MK2 have default damage 0.Maybe i dont understand some changes make in this mod? I use a Multiple mods Playlist around UWE so it can be compatibility problem. But i want to know if it is the problem.