Kenshi
Lore Friendly Role-Playing Experience v1.9.7.2.1 (2025)
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Dr. Igor Dolvich  [developer] 31 May, 2023 @ 9:17am
Changelogs
Import Game is required after any large changes to this list.

Please report any issues you find so that patches can be created.

Updated 23-MAR-25

v1.9.7.2.1 - Hotfix

Removed the Items Integration Patch until I can figure out what is causing a random crash near the Hub/Swamps.

v1.9.7.2 - Hotfix

Patched the Items Integration Patch and the "Pants Fix" due to various mods getting deleted off of the workshop.

Thank you everyone in the "Missing Mods" discussion page for helping me find the various mods that were deleted and sort it out

Added
  • Composite Runners + Strings Fix - This fixes the "0 Damage" bug with various mounted crossbows. This was caused by a Research bug (????) that I never would've figured out without randomly reading mod comments lol.

v1.9.7.1 - Hotfix

Temporarily removed the Lively Bars Fix until I can figure out what causes the crash?

(The original bar related crash is very infrequent anyways, mostly fixed by the CTD Fix[www.nexusmods.com])

Thank you @Esquilo and @Storm for letting me know!

v1.9.7 - Patches, Content, and More!

Added:
Thank you for all of the suggestions!

Interface

Buildings
  • Nomad Shelter - Adds a small tent structure for your nomadic journeys.

  • Porta-Medicrate - Adds a (somewhat) small version of the Medicrate, and allows you to consolidate partially used splints, medkits, and bandages to help reduce overall inventory space.

  • Porta-Boltbox - Similar to the above, helps consolidate partially used bolts and is useful for the next mod...

  • Portable Crossbow Turret Kit - Allows you to fend off your temporary camp site with a portable crossbow kit! (The above 3 mods do not create towns, which helps in a stealth camp site)

Graphics / Performance
  • Pretty Stuff - Item Model Replacement - Enhances the various items and objects you may find around Kenshi, with higher resolution and more detailed models and textures!

  • Mood Waves - Another great mod by "Crunk Aint Dead" to make water/wave textures to look more stylized, wavy, and less "static" compared to the vanilla versions.

  • KPM: Lowpoly Environment Models - Reduces the environment models to be slightly less intense in terms of polygons, without sacrificing detail, which greatly helps performance when roaming around the map (and should help reduce loading times in denser areas).

  • FASTR + Kaizo Patch - Adds additional "No Foliage" ranges to many Kaizo City Overrides, to ensure they're compatible with FASTR

Immersive Gameplay Changes
  • TameBeasties - After all these years, I finally readded "TameBeasties" back to the collection! This will allow you to tame *most* animals you may stumble upon, if you are able to safely transport them to a cell and care for them long enough.

  • Improved Prisoner/Slave Locks - Changes the locks on nearly all buildings, cages, shackles, etc. to make them generally harder to pick, which pairs really well with Lockpick Anyways! Now, you should be able to escape almost any situation, although it may take awhile... make sure the guards aren't looking. :beeped:

  • Talkative Kenshi Less Named NPCs - Changes the Talkative Kenshi mod to have less "Named" NPCs, mainly for Thrall and Hive Characters (Lore reasons dictate they should Not have names).

  • Fix Relations - Limited Edition - A patch / edit of the Improve Relationships by Healing mod, which attempts to balance the healing interaction to only improve relationships if they're conscious (or someone saw you from the same faction) and imposes a cooldown on the function to limit rep farming (as well as additional dialogue edits and additions).

  • Recrutiable Razor - You are now able to recruit "Razor", one of the only non-Skeleton residents of Black Desert City!

  • Bonewolf Pup in Hub! (Investor's Runt) - Adds a new "Forgetful Investor" to the Hub, which can help newer Players with some much needed early game cash (you can ask for a loan, which he forgets about after X amount of days - Small amounts of cash, not a lot) and has a Pet Bonewolf you can recruit! (The bonewolf is immune to getting their "death item" removed, which should still allow them to get KOed, etc. but not actually die - Not immortal, just won't get butchered immediately).

  • UWE Faction Rewritten - Holy Nation Outlaws - Rewrites and edits the "Holy Nation Outlaws" (The Hub, and the surrounding area) to behave generally according to their lore. No longer should they be unnecessarily hostile to nomadic Players and other characters entering the region, amongst other changes.

  • UWE Faction Rewritten - Highlanders - Gives "Highlander" faction bounties to many more Characters across the map, due to the faction being exclusively Bounty Hunters.
  • UWE Bounties Rewritten - Rewrites various UWE related bounties, and only shows Bounties for regional targets instead of the entire map.

  • Settled Nomads Expanded - Adds additional Nomads to the region of Dreg and Shem, along with various new shops to help populate the very unpopulated region (and generally make it safer). UWE Settled Nomads Building Patch

Patches
Last edited by Dr. Igor Dolvich; 23 Mar @ 3:43am
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Dr. Igor Dolvich  [developer] 1 Jun, 2023 @ 5:11am 
1.2 - +Added various Pathfinding related fixes published by Anrhaa
+Swapped to a different version of the Shinobi Thieves Relationship mod by Anrhaa
-Removed Mogwai Hive Overhaul by Mogwai, mod was recently delisted from Steam.
-Removed More Names! mod by jbra1, it's already integrated into UWE.
+Added Storm Walls, which pairs nicely with another "Nomadic" style mod in the list, Primitive Tech.
+Added a "Mod Organizer" series of mods, it's optional if you wish to install it or not. Just makes it visually easier to sort mods for me, personally.
Last edited by Dr. Igor Dolvich; 17 Jun, 2023 @ 12:04pm
Dr. Igor Dolvich  [developer] 3 Jun, 2023 @ 5:48am 
1.3 - +Added Firefly mod, changes the particle for flies to a firefly. Makes it easier to see bodies at night. Optional, up to you.
Last edited by Dr. Igor Dolvich; 5 Jun, 2023 @ 8:21am
Dr. Igor Dolvich  [developer] 5 Jun, 2023 @ 7:54am 
1.4 - + Added New Weapons Dissemination Mod Light, I previously used this mod before using UWE. The "full" version contains a lot of new additions that may conflict with UWE, noticed the creator made a "Light" version which contains only the weapons and a few blueprints without the additional towns, NPCs, etc. This version also doesn't require a lot of patches to remove various weapons from spawning on bandits and such.
+ Added CMKillingTime - Category Fix to tidy up the build panel. Optional as it does put the different Idle mats in various other categories instead of just 1 "Killing Time" category.
-Removed Sensible Nomadism - A Camping Overhaul as it's already incorporated with UWE. Doesn't cause game breaking issues, but had additional overlap in tech research and descriptions (led to multiple versions of "Mercenary Tents", etc. which were the same item with different descriptions).
Last edited by Dr. Igor Dolvich; 5 Jun, 2023 @ 8:20am
Dr. Igor Dolvich  [developer] 5 Jun, 2023 @ 9:41am 
1.5 - +Added Wandering Medics, I pretty much do this myself when playing, so figured a wandering band of friendly medics healing Bast (and everywhere else) would benefit everyone. Works well with my Combat Tweaks mod, particularly for the early game as you'll more than likely be solo and without anyone to bring you back.

+Added Shinobi Trader Expanded, for Shinobi/Thief style play styles. Adds a larger selection of items to the Shinobi Trader (works fine with other mods, it seems), to include better gear, thief type prosthetics, and a "Large Thief Backpack" (thought this was in base game, but it appears not?). Everything is RNG still, so you might not get a good selection every time.

+Added Oni Hat and associated patches / addon mods. Useful for pretty much any play style, plus more headgear is nice.
Dr. Igor Dolvich  [developer] 13 Jun, 2023 @ 11:26am 
1.6 - This update adds around ~100 new weapons and armor (European style mostly), along with a couple entirely new additions. More Euro weapons will appear in vendors as well (Holy Nation primarily), bringing it in line with Eastern style weapons, adding more variety to you and other factions!

Importing is highly recommended for this update, as with all large updates.

Additional Armors

Weapon Fixes (Meshes)

Additional Weapons

Multiple Weapon Packs

-Removed Leisure Objects and Furniture, it's included in UWE.

+Added UWE Billyro Mask Patch - Adds functionality for (UWE) Hiver races to use masks added by the Mask mod.

+Added various "Category" fixes by Anrhaa, which cleans up the Build Menu. With all of these mods, the build menu can become very chaotic in the late game. These should help fix it up.


+Added Pizza Craft, so you can roleplay as the elusive Ninja Turtles! (and to fix a load error for the Storage category mod).
Last edited by Dr. Igor Dolvich; 22 Jun, 2023 @ 6:16pm
Dr. Igor Dolvich  [developer] 15 Jun, 2023 @ 7:56am 
1.7 - Added a couple of performance related mods to the list, to help alleviate some load-in issues some have reported. Kenshi, in general, has a relatively dated engine at this point (the game was developed over 13+ years ago at this point lol), so some problems can persist.

Importing Game is not needed, but is generally recommended after changing mods in Kenshi.

Performance Mods

  • Less Foliage - Optional. Reduces foliage by 50%, although it's not very noticeable due to most of Kenshi being a desert.

  • Fewer Rocks - Optional. Reduces rocks/boulders by 50%. This could help with some instances where the entrance of a building is blocked by a random boulder (can also be resolved by saving and reloading into the area, rocks/foliage are generally randomly generated).

  • No-Foliage Removal - Not really a performance mod, but goes with the above two mods. This lets you keep rocks and foliage whenever you build a base. In Vanilla, whenever you build a series of walls, whatever is on the inside of the fort will have rocks, trees, etc. removed. This should let you keep pretty trees in your base now.

Mod Organizer Series

Added additional "Mod Organizer" mods created by Anrhaa. Optional, as it's not required for anything other than making the list easier to sort.

Removed

Removed the following two weapon mods from the list, as they're already incorporated in Trident's Stabby Devices. Accidentally left on the list during last update.

Last edited by Dr. Igor Dolvich; 15 Jun, 2023 @ 7:58am
Dr. Igor Dolvich  [developer] 17 Jun, 2023 @ 6:28am 
1.8 - The Roleplaying Update (along with some additional content). Added a couple of Mission/Quest related mods, currently still testing, which should help expand the Roleplaying aspect of Kenshi. There's another questing mod, "Faction Quest", although it's quite expansive so it may not work with all of UWE's changes.

Please report any strange issues with the below Mission mods. Please read the individual mod's descriptions for specifics on how to begin quests, or just explore around and you'll probably figure it out, if you like discovering things and making mistakes along the way.

Mission Mods

  • Escort Mission - You can now escort various caravans around Kenshi! If you successfully reach the town they're traveling to, you'll get a payment. Traveling further away will net a larger payment.

  • NPC Town Assault Mission - You can assault a city (at your own peril) on a quest. You begin by scouting a nearby settlement, after which you can return to the quest giver to request for an Allied Army to assist with sacking the settlement (costs -5 relations). You can call the assault early by speaking with the allied army (if present) commander.
  • NPC Town Assault Mission (Unchanged Relation) - Should reduce chaotic changes in inter-faction relations (United Cities attacking X faction, etc.) by renaming all allied armies you request to be a generic "Allied Army" faction instead.

  • NPC Town Guard Mission - You can now guard a settlement for a brief period of time, which can net you some decent cash. During your stay as a guard, you may encounter enemy factions ransacking the town, as well as a general "bag check" type event.
  • NPC Town Guard Mission (Unchanged Relation) - Similar to the other Unchanged Relations mod above, changes the random enemy faction to "Invaders" to prevent you from harming your own relationships, as well as inter-faction relationships.

  • Removed Everybody Talks for the mean time, it could potentially cause issues with the above mods and other conversational dialogues you can have with various NPCs. Overall, you can readd it to the list if you're okay with some weird dialogue interactions.

Weapons, Items, and Armor!

  • Zweihander - Yet another Zweihander! There's probably like 3 of these now on the list lol.

  • Cut Weapon Restoration Pack - Adds additional weapons that were cut from Kenshi, mostly Sabre type weapons and a few other weapons.

  • Swapped Historical Weapons - European Weapons Pack 2 for Historical Weapons - Complete Weapon Overhaul by the same author, this packs all of the weapons they created into one large pack (33 new weapons and 8 reskins of vanilla weapons).

  • Removed Ceremonial Greatblade and Split Katana from the list, as it's already included in workes Weapon Outfit I, thank you @alr_ for pointing this out!

  • Portable Cots - Adds a portable cot, which is essentially a portable bed (8x healing rate). Disassembles similar to a sleeping bag for backpack storage. Sold at most Traveling / Adventuring shops, with the standard RNG applied, also researchable.

  • Grind Machine Works - Makes the semi-rare "Grind Machines" have a utility, now they can cut locks!

  • Better Lights Patch - Should fix some issues with the Better Lights mod, mostly the missing descriptions due to using Kanji letters in the original mod.

  • Recoloured Prosthetics - Changes the color of various Vanilla prosthetics to represent rust and wear on the "Basic Skeleton Limbs", a refined metal look for "KLR Series" limbs, and a "Steady" arm recolor to represent the materials it's made out of. Note, will probably need a patch created in the future for L / R limbs.

  • Chaincoats: Sneaky Chain Longcoats - Adds a sneaky chain variant of the Longcoats, with sneak penalties and slightly higher acid protection (~85% vs ~80%). Sometimes spawns on NPCs (thank you @Gevurah for updating!)

  • Longcoat Recoloured, makes the Longcoat a slightly less orange jacket. Also makes the Hounds blend in more within the Swamps.

  • Dustcoat Revamp - Changes the texture to make it better looking (same resolution).

  • Marauder Dustcoat - Speaking of Dustcoats, here's a uparmored one!
  • UWE Patch by Anhraa (You do make a lot of these, thank you!).

  • Armored Mercenary Rags - An uparmored variant of the Mercenary Rags. Essentially the middle ground between Leather Merc Armor and Plate Merc Armor.

  • Rag Plate - Rag Plates, a blend between Plate Merc Armor and a simple Rag Shirt.

Animals

  • The Armoured Direwolf - Adds a recruitable Traveler with a Direwolf (very large bonedog) Located North-East of Bad Teeth in Holy Nation territory.
  • UWE Patch by Anhraa to make the Direwolf compatible with UWE.

  • Gutters+ - Who doesn't love more Gutters! Adds some "pup" Gutters you can... (steal) recruit by throwing them into a cage.
  • UWE patch also created by Anhraa to make the new Gutters compatible with UWE.

    Re-added More Dogs to prevent "Missing Mods" error message on start. UWE already includes it, but no real issues reincorporating it.
Last edited by Dr. Igor Dolvich; 17 Jun, 2023 @ 3:18pm
Dr. Igor Dolvich  [developer] 17 Jun, 2023 @ 9:17am 
1.8.1 - Hotfix Patch.

  • Reverted to Euro Swords Legacy after further testing. The previous version, Lord's Armory, from the same author is a great mod, but it adds quite a lot that I would need to patch in order to work properly with UWE and a couple of other mods on the list. May do this later.

  • Created a quick patch for the Claymore mod, now it should work with UWE and other weapons on the list. Thanks @BryceBarry for permission to repack assets. Please let me know if there's any other weird weapon issues on the list so I can create a patch.

  • Added a new "Slave" Game Start which should allow Skeletons. Solo start is also available, as I particularly like playing Solo in the beginning.

  • Added a patch to open Skeleton Slots (except feet), so you can wear cool capes and a hat now.
Last edited by Dr. Igor Dolvich; 17 Jun, 2023 @ 6:17pm
Dr. Igor Dolvich  [developer] 22 Jun, 2023 @ 4:01pm 
1.8.2 - Additional Roleplaying Content (and other things).

Please report any strange behavior with the below mods, everything should be working but I might've missed something.

Additional Dialogues and Events

  • Travelling, Talking Civilians - Adds wandering groups of civilians to the environment (generally neutral) who just go about their day, speaking to each other and just overall existing in the environment. Missionaries from the Holy Nation may travel up towards other far away destinations to proselytize, Hive Patrols, Civilian Crab Raiders, and more!

  • Wandering Rival - Adds a wandering, very strong, "Rival" Hive Prince. You may stumble upon them nearly anywhere in the world, asking to duel. Should you accept, you will fight them (successfully or not) and gain a small reputation with the Drifter faction. If you flee from them, you have a chance of losing reputation.

    Although, the Rival will still be generally friendly to you in the beginning, offering you food and temporarily guarding you should you fall unconscious after the duel. A sort of recurring character throughout Kenshi who can be recruited after dueling quite a few times, or +75 Drifters. Hint: Look for a lone Hiver that appears drunk. *hic*

  • Lore Books Expansion - Originally, I thought this was already integrated with UWE as there's a lot of additional books in the mod, but this adds even more content! 70+ new books! Small pamphlets, scouting reports, and much more which will expand the already great lore within Kenshi. Icon patch included.

    Currently testing Strategic Ambiguity and Morality, although both might need a patch (particularly Morality as it's written in Kanji). Future update possibly.

Buildings, Items, and more!

  • Prison House - Adds a new building, along with additional buildable jails for your "guests". You can also craft shackles much easier now, compared to stealing a bunch from Rebirth or elsewhere.

  • Shop in Shem: Rebirth - (Not actually in Rebirth) Adds a new tiny settlement in the relatively empty area of Shem, a nice stop in the middle of the nowhere. Some free sleeping areas, cheap goods, and relatively well protected from anything wandering in from neighboring Venge.

  • Fishwich - Adds a new recipe for a very good sandwich. Catch some fish and live out your Swamper life style with a new high calorie sandwich (125nu), crafted from 3 fish and some bread.

  • Mist Ghoul Hunting - A small mod similar to Fog Hunt. Now, you can earn some cats after dealing with the very difficult Mist Ghouls lurking in the fog. Thank you @Septimless Miscreant for permissions to recreate the mod with UWE.

  • Sleep in Any Bed - Now you can truly live a vagrant lifestyle by stealing a Noble's bed (with various amounts of success), or whoever you want.

Patches

Added multiple "Category Fix" patches by Anrhaa to clean up the build menu.

Last edited by Dr. Igor Dolvich; 23 Jun, 2023 @ 3:23am
Dr. Igor Dolvich  [developer] 24 Jun, 2023 @ 3:16am 
1.8.3 - Quick patch / category update, Import might be necessary for the new research item to appear. Thank you @Anrhaa for creating these.

  • UWE - Default Research Patch - UWE's New Game Starts have the default research as intended, but this patch will enable all new game starts to have the same researchable tech. Mostly affects starting "Camping" abilities, such as basic tents and other survival equipment. (Appears in the Core category for free, just ~4 hours required).

  • Mod Organizer - Optional - Does nothing on its own, it's simply an additional separator in the Mod Menu to help organize "optional" mods. Check out the Optional Mods section for more information.
Last edited by Dr. Igor Dolvich; 26 Jun, 2023 @ 12:19pm
Dr. Igor Dolvich  [developer] 26 Jun, 2023 @ 12:29pm 
1.8.4 - Roleplaying, Patch Fixes, and more!

New Roleplaying Content

  • Drifters are Real - Created a small patch to enable Drifters as a faction (gain / lose reputation). Now, you'll need to be careful of robbing endless drifters in the Desert. Or, you can become legendary, a folk tale told amongst the drifters. Works well with Improve Relationship by Healing and the Wandering Rival mod.

  • Remove Argonians - Removes the "Reptiloid" (Argonian) races from UWE. Replaces a previous mod, Remove Reptiloids. Cleaned up the mod entirely and did a total rewrite. Now, there should be almost no errors (hopefully) and all bugs cleaned up. Spoiler! The town of Raft remains unclaimed, lost to the Swamps. You can restore the town to its former glory, comes with 5 functioning (but badly in need of repair) buildings, walls, and a semi-functional gate. It'll cost around ~80,000 cats to restore all 5 buildings.

  • Lore Friendly Bar Vendor - A very small change to various bars (mostly UC, Swamper, and Tech Hunters) to sell more Lore Friendly things, mostly books. UC bars have more likelihood to spawn pamphlets, the "City Union Weekly", Rice bowls (they have Sake, but no rice?), and now all bars sell local maps (Holy Nation map in Holy Nation bars, etc.) as well as basic medical supplies.

>>>Still testing below mod, please report any weird behavior.<<<.

  • Strategic Ambiguity - Unlocks cross relationships for all factions. Enables you to have positive relationships with "rivaling" factions simultaneously, ie. Holy Nation and Shek at the same time. Now, you can complete multiple faction quest lines and be a double agent.

Optional Mods!

Please see "Optional Mods" for more details.

  • No Raids for Small Bases - Prevents raids, tax events, tributes for a short while, pairs nicely with another similar mods on the list, Primitive Tech. Useful for early nomadic playthroughs. Raids begin once you progress past the X mark on the map (once you place walls and have a couple of buildings, essentially).

  • Skeleton Shirt Unlocker - Added an "optional" version of the Skeleton unlockers. I personally prefer the "RP" version, but it's up to you!

Bug Fix / Patches

  • Adventurers Guild - Remove Argonians - A companion patch for my other mod, this should fix the crash to desktop if you attempted to recruit Reptiloids into your party from the Guild. Thank you Zy for reporting the bug!

  • Food Storage Fix - You can now, hopefully, store food in all "Food" containers (please report any I may have missed, there's quite a lot of storages and food lol). Thank you MAGA Cat for reporting the issue!

  • Flies are Muted - Didn't know this wasn't already on the list in some way. Thank you Petyr for the recommendation!

  • Removed UWE Remove Reptiloids from the list, to use my version of the patch. Thank you Metallumere for the inspiration!
Last edited by Dr. Igor Dolvich; 26 Jun, 2023 @ 1:19pm
Dr. Igor Dolvich  [developer] 28 Jun, 2023 @ 4:11pm 
1.8.4 - Hotfix

  • Reuploaded the Claymore Fix. Somehow lost access to the previous version. This new updated version fixes the mod to now appear in vendors and on Holy Nation soldiers around the map. Old version left up as a Legacy just in case you were already subscribed, please unsubscribe and subscribe to the new one, load order should stay the same
Dr. Igor Dolvich  [developer] 2 Jul, 2023 @ 4:48am 
1.9 - The Roleplaying Continuation...

This update is nearing the completion of the Roleplaying collection, the next couple of updates might contain small minor inclusions and tweaking, as well as additional patches to fix everything that has been reported in the Discussions tab. Please, if you find any other bugs or issues, let me know and I'll include them in the next few updates! As well as Mod Recommendations!

  • Companion Quest: A Drifter's Story..., a Quest mod I've been working on for the past week or so, I would love if anyone could provide feedback on it! Please check out the mod page for more details...

  • New Player Guide - An introduction questline that can provide New (and Experienced) players some advice! They will offer you a temporary Bodyguard service while tending to your wounds, defending you in combat, and providing you additional tips should you recruit them! Contract lasts only 48 hours, one time only... use it wisely. You may find them in the Hub!
Last edited by Dr. Igor Dolvich; 3 Jul, 2023 @ 11:07am
Dr. Igor Dolvich  [developer] 6 Jul, 2023 @ 12:12pm 
1.9 Quick Fix

Temporarily removed that "Companion Quest" mod I created from the list, I'm going to rewrite the mod a bit (dialogue) and fix up some bugs I've found in the questline. Future updates will put it back in. It's technically playable now, but I accidentally broke the ending of the quest in a recent update lol :beeped: (I suppose you can keep him around if you already downloaded it, future playthroughs you can try out the quest the way it's intended, with better writing lol).

Future updates to this list will hopefully include all of the bug fixes and random patches I'm going to create (move various buildings that are colliding, particularly in the Northern Coast)
Last edited by Dr. Igor Dolvich; 6 Jul, 2023 @ 12:16pm
Dr. Igor Dolvich  [developer] 11 Jul, 2023 @ 12:07pm 
1.9.1 - More Roleplaying and Additional Content!

Just kidding about being almost done with the list as is, it appears that almost every day new great mods get created by the Community!

Please report any issues you find so that patches can be created.

Weapons
  • Dacious Co. Hand Crossbows - A smaller version of the Crossbow which you can hold in your Secondary! You can now use a full length weapon as well as have a ranged alternative!

(Please report any issues with the above Crossbow Mod. Sometimes the AI might freak out a bit with a Ranged weapon not being in the Primary hand, game limitation. If you experience any strange behaviors, uncheck "Ranged" in order to quickly solve it.)

Graphics
  • Blue Nebulosity - A change to the Night Sky in Kenshi, a very beautiful one at that. Check out the mod page for screenshot examples

  • Black Desert City - Reforged - Although not necessarily a Graphics change, it does change the layout of the Black Desert City pretty dramatically, in a good way! (Please report any issues you may find, I might need to make a patch to slightly adjust buildings if there's an overlap anywhere)

NPC / Dialogue Additions and Changes
  • Companion Quest - A Drifter's Story... - Readded my Quest mod back into the list, I will be releasing a huge overhaul / patch to the entire quest to fix bugs I've caused as I tinkered with the mod lol... You can find Morse in Admag! Thank you Cattrina on the Kenshi Community Discord for helping me bug fix it

  • Avitus Rei - Region Enemy Indicator - A companion mod created by Cattrina! It can serve as an "early warning" system for your squad. As you travel around, "Avitus Rei" will provide very useful information on what to expect in the zone... You can find them in the Hub!

  • Strangers and Freaks - A series of new companions with unique dialogues you can find across Kenshi! Check the mod page for more details, or... just stumble upon them as you adventure!
  • Strangers and Freaks Sparring Partners Patch - Thank you Anrhaa for creating this! This will fix an issue with dialogues with S&F if using Sparring Partners. More patches soon!

  • NPC Town Assault Mission (Demand money) - A fun balance change to the "Town Assault" quests you can accomplish, this will change the requirements to 5000 Cats as opposed to -5 Relations for requesting allied armies to sack cities! (I suppose they keep the additional loot as payment lol)

  • Not Lowering Relation by Battle - This will help fix an issue where you can accidentally lose reputation even in Self Defense!

Additional Buildings / Crafting Stations

  • Amputation Table - An "Amputation Table", similar in theory to the "Peeler" machine. This is a better version of replacing limbs, as opposed to sticking your squad into a torture device! :beeped:

  • Survival Shelter - Adds an additional "Survival Shelter" that can be made crafted to provide beds, acid rain protection, a storage chest, and other useful things in the Wilds! It can be upgraded in "Tiers" to the point where it can provide even a small amount of power with a generator! (Does not create a town marker).

  • Better Storage System - For all your Loot Goblin needs! These are "advanced" storage systems which can further allow better organization by color coding and stacking containers on top of each others!
  • BSS: Upgradeable Tiers - A QoL enhancement for Better Storage System, which allows you to "upgrade" the storage to higher tiers instead of having to rebuild them! (You'll need to Save and Reload in order to see the new storage slots, game limitation)

  • Long Range Radio - Show off your immense wealth by crafting a Radio Station at your base! This can be used for Roleplaying by building radio towers between your towns / outposts in order to communicate with each other, or just to look cool :cactusrum:

  • CM Grave - This will allow you to craft Memorial Sites for your squad mates. A simple grave stone where you can commemorate the fallen, as well as personalize the gravestone with the Character's Name by crafting small tiles with letters to mark grave sites (see mod page for examples).
  • CM Grave - Category Fix - This will tidy up the Build menu for grave stones, thanks again Anrhaa!

Additional Changes / Tweaks

  • Simple Cannibalism - This is essentially an overhaul to allow the Players to become cannibals in a relatively "Lore Friendly" way and to be as unobtrusive as possible. You will need to hunt down cannibals and collect some body parts, which will allow you to conduct research in order to begin down this Path of cannibalism...

  • Skill Based Dodge - This will eventually replace all of the "Dodge" related mods on the list (currently only 1-2, need additional testing to be sure), as this method is more immersive in my opinion. Your dodge is no longer tied to just the "Dodge" stat, now your weapon skills will be able to assist you in successfully dodging attacks!

  • Rain Watering Crops - This will enable Rain to water your crops automatically. I believe this might already be a feature in one of the mods, but this will force it to work as intended. (Might need to create a UWE patch due to additional crop types)

  • Slightly Better Lanterns - This will be particularly useful at night, as the lanterns should now project a greater distance and be slightly brighter! (It has flickering animations too!)

  • Hard Labour Uses Strength - This is an "Optional" mod, which will replace the Labouring Skill with Strength when you mine rocks, as that makes logical sense lol...

  • Smaller Advanced Splint Kit - This adjusts the icon size of the Adv. Splint Kit to be the same size as a regular Splint Kit (default was 3x3 which is gigantic in terms of medical items).

  • Fog Masks & Goggles+ (Belt Slot) - There's already a couple of Belt Items mods / patches on this list, this further extends it by allowing Gas Masks and Goggles to become "Belt Items". You can now wear a fancy hat with your gas masks!
Last edited by Dr. Igor Dolvich; 11 Jul, 2023 @ 6:42pm
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