Kenshi
Asura Chi (v1.4.3)
 This topic has been pinned, so it's probably important
Vanaukas  [developer] 16 Oct, 2021 @ 10:20pm
F.A.Q. (Ask your own question to expand this list!)
  • I can't find the base buildings in the mod!
    Some mods (like Interactive World) changes the vanilla research system completely, and the base buildings of this mod are there (included like the vanilla camp bed or vanilla campfire). I'm 100% open to create compatibility patches so you can enjoy this mod on any overhaul if it's needed, like this one:
    https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2674258245

  • Will you add again the buildings from the other mod?
    No, I've deleted them because they were too bugged or too difficult to balance. I wasn't happy with those in the end. The only one I've relaunched is Forbidden DIssolution (ex chi distillation) as a separate mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2645810483

  • If I use a Skeleton I can do the things for free without hunger?
    Yes, I can't change the broken and OP nature of the Skeletons in-game, it's up to each player if they want to cheat or not. I always use characters that can be hungry to make the research (and being totally honest, I avoid using Skeletons in all my saves because they make the game too easy...)

  • Why your mod is so big?
    I'm using 2k textures for everything, I know it may sound like a lot but they are used on everything I did in the mod, so it shouldn't have a heavy impact in your machine performance. It's the same resolution for detailed clothes. In any case, I'm studying the art of 3d modeling and I promise to shrink the size of the mod and I hope to make it more beautiful too. I'll be constantly updating meshes and textures on regular basis until I feel it's enough.

  • If you don't know how to model, how you did this mod?
    While I don't know how to model properly yet, I understand how to edit meshes in Blender due experience in photography, video and audio edition and I've used meshes and textures that can be found in game, edited them and here we are.

  • Then why your mod doesn't look "like Kenshi"?
    Because since I cannot model yet, I cannot control he UV unwrapping correctly for every single race at the same time and the idea was using the same texture as much as possible (one for convenience, 2 for optimization and 3 because some (if not all) races follow different patterns with the same texture, which also adds uniqueness and randomness). I won't give up looking for a way to implement this idea in a more "kenshi like" way, but I can't promise I will able to. So, for now, I'll stick to this fantasy style, completely aware that this mod isn't for everyone and not lore-friendly at all.

  • Can I use your mod to make my own mod?
    Yes! But credit me or use my mod as dependency.

  • Why did you created this mod?
    The very first iteration (unpublished) was an add-on mod for the Avatar mod made by Cat, but I disliked that Avatar mod in the end because it broke the vanilla animations for reloading, affecting every single mod that added crossbows (and also replaced the vanilla crossbows). The Chi idea was born form the Avatar series, specially in The Legend of Korra, since the Chi plays a fundamental role there. I thought it would be cool to produce ammuniton for the benders by meditating, so I ended up creating my first Chi: Conduits mod and expanding the capabilites of Chi from there until this final product.

    I also had some inspirations on many games, including real stuff related to alchemy and by extent, Sanskrit (most of the items and buildings names are in Sanskrit). Everything I do I try to "confine" it into something that was tried to be done or was supossedly done by alchemist or ancient texts with a Kenshi gameplay focus. If I could add more depth or more control over what people can do, I would definetely be doing it, but this is as far I can go to bend Kenshi mechanics into this crazy idea.

  • Can you do more starts?
    Yes! But not for this mod. I've made an add-on for people who wants more of them called Asura Starts: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2636548045

  • Can I add this mod to my mod compilation?
    No, because I'll be actively working in this mod at the pace of my improvements in 3d modeling, this is also why I made this mod full standalone and compatible with almost any mod in existence, no matter how big, cluttered or empty your mod compilation is, if you don't break vanilla stuff (like hardcoded animations) my mod also won't be broken and due that, porting it into another big mod is redundant.

  • Why isn't the shapeshifting melee weapon, Stoma, available for crafting?
    Ok this one really breaks my heart, so bring the tissues to wipe my tears...
    Adding them for crafting was my first intention, but due how Kenshi handles melee crafting (hardcoded stuff) I would ruin a lot of cool mods and I didn't wanted that... So I ended up putting them into the starts and made another one more powerfull available for purchasing in stores where you can find odd, rare or cool stuff. I know some modders don't care about it and they just add their weird melees for crafting, but I value the compatibility between mods. I don't want to ruin the experience of someone due my whims.

    In any case, I've done a mod to add it for those players (like me) who doesn't give a single ♥♥♥♥ about vanilla melee crafting: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2645842513

  • Why only FARMING stat is used for item creation?
    In the old mod I've used PERCEPTION and DODGE to create stuff but those stats heavily impacted the gameplay progression and I wasn't happy with it. No item can boost FARMING, isn't needed for vanilla item crafting, research or combat (excepting, of course, farms) and may motivate some wanderers like me to stablish and run a pacific farm... Or start a Hash empire. In any case, it felt also kinda natural, since we "farm" Chi everytime. I'm not changing this, I'm 100% happy with the results, but I won't mind if someone creates a patch and change the stat used to the ones they want, just use my mod as dependency and that's it.

  • Why are the stats so low in some items
    Some items (like the limbs) have almost no boost to the stats because I don't want to replace vanilla limbs in terms of quality and effectivity, but also because they don't offer any penalty besides being hated by the Holy Nation.

  • Why your items have so many stats?
    Because they also offer a very low and reasonable value (like some .05 or .1 tops), also compensated with their low or almost non existent physical protection. I'm activelly balancing the content, so keep reading the aptch notes when they arrive!


    <-------To be continued...-------
Last edited by Vanaukas; 8 Oct, 2022 @ 1:58pm
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Showing 1-1 of 1 comments
InsideOutlander 7 Aug, 2023 @ 2:28pm 
I gotta say using the Farming skill as the basis for this mod was a stroke of genius, since the whole of Wuxia/Xianxia genres is rife with Cultivation practices that sound more like a kind of spiritual farming technology (Cultivation is in itself arguably a genre or subgenre). I had no idea before reading this that you were inspired by TLA/LOK, which arguably is in itself a "Western" take on the Wuxia/XIanxia and Cultivation genres.
I remember the wandering chi users of the first version of this mod, and it outright reminded me of the Youxia or wandering warrior, like Robin Hood without a home base, who is a common trope and lifestyle of the above genres.
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