Kenshi
Shidan's Tweaks & Fixes
Shidan  [developer] 25 Apr, 2017 @ 1:53pm
List of Tweaks & Fixes
Tweaks:
-Made the Tech Hunter mechanical shops carry small numbers of Ancient Science Books and Engineering Research. And they restock like normal goods.
-Changed the Holy Armour Shop to also carry the inventory of the old Holy Hat Vendor since it was removed. The items and blueprints were still available through certain loot spawns in HN towns, just not for purchase. And the armour vendor already had some headgear for sale.
-Made the Sleeping Bag available from more travel supply shops.
-Tweaked spawnrates in the desert to allow for a little more variety in spawns, and to cut down on total population a bit.
-Made the Tech Hunters and Machinists allies of the United Cities, in order to prevent clashes between the factions that can happen due to sharing several towns.
-Moved the "Storage Boxes: Ore" research to tech level 1, to bring it in line with the tech level the resources are available at.
-Made Specialist items and Edge tier weapons orange in colour on the tooltip, to differentiate them from Masterwork and Meitou respectively.
-Significantly increased the numbers of slaves found in the various slave camps around the world, and with slaver caravans.
-Swapped the inventory sizes of the Small Barrel and Wooden Barrel.
-Normalized the stats and other values between the various hiver races (South Hivers, Fogmen, Western hivers)
-Added random names to characters that had unusual names (Barthug3, Shek Warrior Last Stand Bar 2, etc.)
-Tweaked loot rates to make more loot spawn in the Ashlands, rather than being pretty empty
-Tweaked Tech Hunter relations with UC rebel factions, so that they don't get into fights if the rebels take over
-Distributed Hiver shirts across the game. Compatible with any mods adding more races to certain characters/faction.
-Distributed robotic limbs and repair kits throughout the world's NPCs. Generally they are pretty uncommon, having a less than 10% chance to spawn on an NPC. Which limbs and chances of prosthetics change drastically based on faction, NPC, race, and area of the map. For example, a random bandit will generally have pretty crap limbs if they spawn some, rarely some mid tier ones. While NPCs that venture into the ruins of the world are more likely to have the fancier variety. A few NPCs have guaranteed limbs to make them a bit special and stronger.
-Randomized many weapons throughout the world. Organized groups like faction military forces generally have no randomization, and if they do it is very slight. While disorganized factions like bandits have highly randomized weapons. Some poorer class characters have chances for no weapons at all, like Starving Bandits.
-Added colourable variations of some equipment items, and enabled colouration for a few vanilla items. For the alternate versions added, they can be found in any vendor list that the original could be found, same with BPs.


Fixes:

-Made all Spiders actually part of the Spiders faction
-Changed the Faction Importance of all animals to 0, to prevent relationship changes for conflicts with them.
-Added many armours and clothing to the crafting benches that the devs hadn't. You still need to go get the blueprints to craft them, but once you have them you should be able to.
-Added the "special foods" that Hivers eat to the South Hivers as well.
-Added some conditions on dialog for selling slaves and turning in bounties to help prevent exploits with them.
-Changed a few things with the Shinobi Thieves to improve their ability to catch you thieving.
-Fixed the Black Dog HQ town being blocked by rocks. Moved the building back a bit so the rocks no longer block it.
-Fixed some squads failing to spawn by merging in the Stone Camp Traders mod (courtesy of RustledJimm)
-Removed a minor section of AI from Holy Prisoner Caravans that could cause them to get stuck attempting to shop.
-Fixed the Gurgler Head not using the correct icon.
-Added dialog checks for alternate hiver variants. To allow better variety of dialog for them, and prevent cases of them being detected as humans.
-Fixed dialog condition for a Kral's Chosen raid
-Fix for some broken slave dialogs when freed
-Fixed a number of Holy Nation war campaigns that could not properly trigger
-Fixed Clownsteady being wrong faction after a certain override
-Fixed Fogmen and Fishmen raids
-Added new variants of Anti-Slaver raids with all their leaders, as was originally intended by the devs.
-Fixed Port South override not triggering correctly
-Moved some turrets on certain walls in Black Scratch and Sho-Battai that seemed to often get NPCs stuck in the walls.
-Removed the "chase forever" effect from a certain law enforcement dialog, making them more willing to give up the chase on bounties. Bringing it in line with all other bounty spotted dialogs.
-Fixed non-humans spawning in thief groups in the HN
-Fixed hostile food stealing raids from getting stuck running between buildings.
Last edited by Shidan; 6 Dec, 2024 @ 2:16pm
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Showing 1-15 of 44 comments
Nanogiraffe 25 Apr, 2017 @ 6:59pm 
Excellent! I've been wanting a no-frills fix mod for ages. Thanks!
NeuroFuzzy 30 Apr, 2017 @ 6:06pm 
Yess the press! Thank you!
bk3000 15 Jul, 2017 @ 9:24pm 
Sounds like a reasonable list IMO. Thanks
LivedOnce 5 Aug, 2017 @ 4:20pm 
what faction Lost Drones and Travellers now belong to?
Shidan  [developer] 5 Aug, 2017 @ 4:24pm 
Western Hive and Drifters, respectively.
LivedOnce 5 Aug, 2017 @ 4:25pm 
thanks
*EDIT* off-topic: any insights why can't I open mods downloaded from workshop in fcs? I've moved them into mod in the game folder
Last edited by LivedOnce; 5 Aug, 2017 @ 4:26pm
vagrant 2 Dec, 2017 @ 5:08pm 
Hey! Is this still relevent? Or has the current game verison resolved most of these bugs?
Shidan  [developer] 2 Dec, 2017 @ 5:17pm 
Yes, it's still relevant. I keep this mod up to date with the current versions, and actually remove the fixes from this list if the devs fix it. So anything listed here is what it currently fixes/tweaks.
Jahsus 18 Jul, 2018 @ 12:51pm 
Is hack and crab armor etc included?
Shidan  [developer] 18 Jul, 2018 @ 2:10pm 
No, I did not add any BPs that didn't already exist. I simply to some behind the scenes work to make BPs for any item work correctly. So you'd need a different mod to actually craft those items. Assuming that's what you were asking about.
ThomasMalton 23 Jul, 2018 @ 6:20am 
Are these fixes and changes still relevant on Kenshi's version 0.98.38 experimental?
Also, I wanted to thank you for your contributions to the workshop! You're doing a great job on making Kenshi even a better game so thank you very much!!
galileex 15 Oct, 2018 @ 9:29am 
can you include fixing the AI chars not buying anything from the players' shop??
Sky Monster 16 Oct, 2018 @ 6:34pm 
"-Tweaked Tech Hunter relations with UC rebel factions, so that they don't get into fights if the rebels take over"

Does this apply to the Anti-Slaver faction as well? The Tech Hunters were helping me against Tinfist and his cohort in Spring, seemed a bit strange. It's in experimental , so I'm not sure if it's something you want to take a look at.
Thanks for all your work.
Argonaut 27 Apr, 2019 @ 10:19am 
Hey Shidan, figured Id come over here so I dont clog up your front page comments section. I hope Im not being a pain, and honestly I hope you take these only as suggestions and not demands or anything stupid like that, but I found another problem, and its with the AI. The infamous "invalid item" issue tends to pop up so often with alot of the crafting stations (robotics bench, omg) specifically, workers wont take an item out of the crafting station when multiple recipes are queued up. Is there any way to make that flag trigger the AI more efficiently? Ive heard there are limitations with the modding tool, so Im not too hopeful, but I figured Id ask the expert :P
SØNNE 26 Jul, 2019 @ 7:39pm 
Just started a new game with this mod and all npcs i'v seen have "placeholder" limbs, on all four slots of their body, whats up with this?
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