Kenshi
Swish Mods : The East Coast Expansion
Swishos  [developer] 26 Apr, 2019 @ 7:29am
Suggestions / ideas / improvements
If you have any ideas on how to improve the mod then post them here, also if you want anything added in the future that would expand on the experience then fire away. Always happy to get feedback on my work ^^
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Showing 1-15 of 25 comments
Swishos  [developer] 27 Apr, 2019 @ 4:27pm 
I'm going to to be just playing the mod over the next few days to test compatibility with other mods and to work on quality of life additions.
coleharness10 27 Apr, 2019 @ 8:12pm 
been playing all day and it looks good so far. the only thing i would like to see is more companions and recruitable jotuun/giants (in the hook expansion all factions seemed recruitable with recruit prisoners mod and same with this mod exept the giants) also more starts for other factions like the blackbeards or giants or your own pirate crew
Swishos  [developer] 28 Apr, 2019 @ 4:22am 
Glad you have so far enjoyed it ^^ the pretty much what you have said is what i already had in mind as future additions so im glad its worked out like that. I have already got a list written down of more companion ideas/stories, also been working on a sohei start and possibly a black beard one.

Regarding the Jotuun they were a little experiment i did right at the end of creation and left them in as a bit of a teaser, they are a custom race so im guessing thats why you cant recruit them with the prisoners mod. But i plan on adding more to them soon, possibly their own town? and will deffo add some companion version somewhere ^_^ thanks for the feedback!
catanbros 28 Apr, 2019 @ 12:33pm 
i just want to ask,

Will there be a mini civil war between pirate factions if one or two of the leaders die?
Swishos  [developer] 28 Apr, 2019 @ 12:50pm 
I was looking in to something along these lines, I want it so if the king dies the alliance breaks down. But for now the city just gets invaded by the black beards, I'm still looking in to having the separate factions go in to a civil war after this
Shubs 28 Apr, 2019 @ 9:10pm 
Any plans on making the Jotunn playable?
Swishos  [developer] 29 Apr, 2019 @ 3:46am 
Looking in to it ^^ at the very least I'll be adding some recruitable ones in the future
coleharness10 29 Apr, 2019 @ 1:45pm 
swishos i messed around with your mod in the editor and couldnt find a way to make the giants part of your starter squad because i ran into issues getting them into the editor in custom starts i made. but i found it was pretty easy to make them into companions. if you run into any trouble getting them into the mod i can send you screenshots on how i got them to work :)
Swishos  [developer] 29 Apr, 2019 @ 2:10pm 
yeah i know it would be easy enough to add them as a companion through the normal dialogue system as long as i set it as 'recruit fast' and not let it go in to the editor...also i want them to be a playable race which would mean i need to set up a few parameters first too allow it to work in the editor.

i know how this can be done just need the free time atm. Currently on a short break from kenshi after powering on for a month straight to finish this mod haha. I'll be working on it again after next week once my bday is done and dusted ^_^

thanks for the help though appreciate the work you've done.
pyatr 26 May, 2019 @ 12:38am 
Grammar and punctiation could use much improvement. Dialogues are painful to read. Mod is quite good otherwise.
pyatr 26 May, 2019 @ 1:01am 
And I can't even buy grog at the grogery...
Swishos  [developer] 26 May, 2019 @ 4:10am 
the gramar is broken on purpose if you mean things like 'are ye be mad laddy'

ive written it so its like the pirates are actually talking. they wouldnt have perfect english now would they ;)
quietworld19 26 May, 2019 @ 11:00pm 
I think PSTR means things like capitalization and proper use of commas. I agree, and that is my only complaint of an otherwise really amazing mod. After running all over the continent this feels like a brand new expansion. You did an amazing job creating something unique and interesting that still blends seamlessly into the world.
Swishos  [developer] 27 May, 2019 @ 6:08am 
ah yeah sorry i see what you both mean now, yeah i have been meaning to go back over all the dialogue to check on things like that. With so much of it i'm not surprised i messed up here and there especially some of the late nights of writing i did haha. Will try and sort it in a future patch but for now just imagine they are all uneducated fools XD
happy 11 Jun, 2019 @ 5:02am 
this is just my opinion, and I respect all your hard work, your mod is polished and good.

I find it not fitting in kenshi's world.
The only real experience I have is Gearcove.
There are 144 pirates that go errrrr every second, they are too loud and talkative, kenshi is a silent game, a very silent one, the noisy pirates don't fit and I don't see why they would be hollywood pirates. It could be a funny thing if it were a small group of wannabes, but they are...the strongest and largest faction I've seen in game.
Furthermore these guys are not OP per se, but they all happen to have a skeleton repair kit on them, robots heal to full health with them, this makes taking over Gearcove a pain in the ass, a huge one.
Beating 150 decent fighters is already long enough, one might say epic.
Having to loot every single one of them is just a pain, but if you don't loot them, they get back up at full health and you end up fighting thousands of robots.

I also feel sad for the crabpeople, they used to be the main force down there, now they are just a bunch of primitive idiots that have no chance. They do fight well, but they are not immortal like the pirates are nor numerous enough to be important anymore.

You have probably developped the mod for yourself, and that's cool, and thanks for making it public, but I find that the way the gearcove guys can not be taken on without being a chore limits the experience for people...who don't like skelly pirates that go eeer.

I would be perfectly fine if the gearcove dudes were 144 and all had stats in the 60s-70s, If taking on gearcove was very hard but fun, but the skeleton repair kits combined with the huge population combined with(probably) respawns just makes me want to move my base.

If moving away from the town does not trigger respawns, if the 144 skeltons could be withered down little by little, then I would be also quite happy.

But you probably made Gearcove an unbeatable force on purpose, because your fun was there, and that's legit, you are the author.

And yup, if your squad is equiped with blunt exclusive weapons, the repair kits are not as much as an issue, but that's very very late game(and then the skelly stats are just too low for them to be a challenge) and not a thing I want for roleplay reasons.
great work though, I can be critic and admirative.

Just tell me the ones I have killed will not respawn and I promise to erase my grumpy post ;)
(or a few explanations on how to desactivate respawns via the mod tools)
Last edited by happy; 11 Jun, 2019 @ 5:08am
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