Kenshi

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TreadLightly77

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TreadLightly77

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15 comments

  1. zealotscouter
    zealotscouter
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    Scorched ones are no bloody joke. I still can't take them down entirely with a high level party. Well considering I have my npc number / npc squads way up high. Anyways great mod, very entertaining.
  2. cthulchuu
    cthulchuu
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    Be careful! This mod's bandits are not recruitable with the recruit prisoners mod. Moreover, it seems to add variety to the existing vanilla bandit groups and so you run into an issue when some Desert Bandits are not recruitable anymore. Pretty annoying.
    1. AcoZnas
      AcoZnas
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      unthankful 
  3. Glabrezu
    Glabrezu
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    Not sure about all the items, but I have found: _HG_bullskull:vanilla
    That is how it is named in the game and the mod file, in game it is a helmet with no combat stats other than a "stealth effect 0.72", nothing else, no weight, no coverage, no armour, no sell value.
    Haven't came across anything else, but I notice there are a couple of other "helmets" in the game with a similar name (_HG_tricorn and eyepatch:vanilla, _HG_eyepatch:vanilla), haven't came across them yet so I don't know how their stats are in game.
  4. beekeeper77
    beekeeper77
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    im getting a graphic glitch on some pants, from this and some other mods that most do the same glitch on black colour clothes anyone experiencing similar?
  5. roofpig
    roofpig
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    Not sure if this is intended behavior, but my outpost right outside of Blister Hill just got attacked by Hill Marauders, and two Holy Nation patrols walked right through the battle without a care in the world :-/

    ::edit:: yeah this mod cranks up bandit attacks something crazy. I reduced frequency in options and I still get hill marauders showing up every couple days making demands. Also can't pay them off as there's no way to talk to the bandit leader, no dialog icon just a red arrow so the only option is to fight. Cool idea for a mod but this is just broken.
  6. jpg60
    jpg60
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    Can I find blueprints and craft some of the specific equipment of these new bandits factions?
  7. didojj1
    didojj1
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    Will those bandits attack/rob/enslave/skin/eat me in my outpost or attack people in nearby cities/towns? If not i would skip but Thank you good sir anyway :-) (Just love challenge and exciting things... who doesn't? there is no zombie mod in this game after all, more bad guys means more base defense)
    1. spencer456
      spencer456
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      Im quite late, but yes, they do act like normal bandits. At this very second i have kenshi open and the scorched ones are attacking my base, which is in the stenn desert. so they can travel pretty far and attack you randomly. I literally had to look up their faction to see if it was vanilla or modded. trust me, this mod is worth it
  8. purelwarnet
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    need import or not? Thanks
    1. TreadLightly77
      TreadLightly77
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      @purel,
      An import is suggested to spawn in the new towns and squads.
  9. Railok
    Railok
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    Are you mods compatible with Reaction World?
    1. TreadLightly77
      TreadLightly77
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      @Railok, My mods are indeed compatible with Reactive World, just place my mods lowest in the mod load order, as listed below:

      6. United Cities Heightened
      5. The Holy Nation Ascended
      4. Shek Kingdom Augmented
      3. Hiver Expansion
      2. Bandits Expansion
      1. Minor Factions Amplified
  10. ndervish
    ndervish
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    When I open everything up in FCS, I get a long string of "Item with id nnnnn-Minor Faction Pacifiers.mod has already been defined by Minor Faction Pacifiers.mod" errors from Bandit Expansions. These errors are from one character, three dialogues, and many dialogue lines.

    Presumably, you're piggybacking on Minor Faction Pacifiers to provide dialogue for your new bandit factions' pacifiers. To avoid these errors, you should probably either make Minor Faction Pacifiers a dependency or else copy the relevant dialogues/lines into new dialogues/lines (i.e., with new "nnnnn-Bandit Expansion" ids) in this mod.
    1. TreadLightly77
      TreadLightly77
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      @ndervish,
      You can ignore those so-called "errors" in the fcs, as in-game all my mods run in congruence with one another.

      What you are seeing when you open the mods in the fcs like that is that all the information from every mod you have checked is trying to come together into one mod. The errors are letting you know that some of the information is already present and will not be included in the new mod, with all other checked mod data included.