Kenshi

About this mod

General QoL changes to AI pathfinding. AI avoids water, different races no longer split up while travelling, shorter routes are prioritized, fixed animal behavior on roads, and much more!

Requirements
Permissions and credits
Mirrors
Changelogs

Greetings
hope you have good day or at least my mod will made it better, If you like my mod, make it fly:
  
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Installation:
1. open kenshi directory:
Gog games\kenshi
Steam\steamapps\common\kenshi
2. unpack folder from my zip file
3. put folder inside kenshi\mods
4. make sure my mod is enabled in kenshi.exe launcher and enjoy the game 
5. mod should be activated after (bellow in list) big world states mods if you use any (at this stage mod is really complex in edited values)
Mod don't require importing however you might wanna import after deinstallation (i see no reason for such action, but as mod author i see my mod as pure gold)

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just to make sure that your travel thru correctly loaded area (mods/no imports/other issues)
Use Ctrl + Shift + F11
IT fixes how AI/characters you use see the road and select pathes to destination according to info they can get
mod does not fix map loading, terrain data, performance, zone data, render distance or your own mod conflicts!
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Patchfinding fix authopatcher info:
Tool made in cooperation with Imaydev
if you wanna see my pathfinding fix shine for mods like UWE. Genmod, genesis or any minor race mod
Just give it a spin (you can find it in files section)
i promise you wont regret it!
Respiratory for OCS. the main Imaydev project:
https://github.com/lmaydev/OpenConstructionSet
Mod is currently in final version? i hope xD
  • There is nothing more i could change to improve mod further, at least when i tested results didn't lead to better outcomes
  • Most up to date Version of Auto-patcher: SCAR's Pathfinding fix Auto Patcher
  • You need Auto-Patcher if you have modded races and want them to be at least partially compatible with the mod itself
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Problems that was reduced/solved
(based on subjective collective data from community and my own tests):
  • - characters needs shorter amount of time to find the way to destination chosen by the player (whenever its possible for AI - some barriers can not be skipped)
  • - pathfinding in places where you would never trust it kind of works (borderzone, arch, swamps)
  • - characters don't spread like pack of idiots and to degree where 1 person enters the water to kill momentum of whole pack
  • - Now squad form line formation when you order them all together to travel (might cause delay when executing long distance travel order because they must probe path and select who runs first - only with "travel together" running settings)
  • - when pack of people enter into the water, they do it all together or not at all (truthfully i had moment when that was not true in previous versions, so far not occur since 1.2)
  • - i started to like swamps, like really it is dark, but never was so easy to navigate
  • - i "objectively" not losing nerves on traveling, i still can see its not perfect fix, but damn i can't go back to vanilla for anything other than load save and test
  • - characters change directions more dynamically, slowing down for less than second if they have to (kenshi ai is still keinshi ai, sometimes must calculate more)
  • - characters ordered to move when being under attack should be less likely to ignore order (its strongly dependent thing, so can't say its 100% always true)
  • - people who for some reason started traveling later or was slowed down by something reach main pack faster (without slowing them down)
  • - when approaching the water (on correctly loaded map) characters trying to find way around it or chose quick way across.
  • - travelers adapt their routes whenever game render new terrain without needing to bump to objects (not always true, arm of okran is still a mess) and smoothly (or max with small ~0.8sec delay) change their direction.
  • Characters don't getting stuck on objects anymore (well at least i tried and wasn't able to clip permanently into get-stuck zone anywhere)
  • Animals don't bump into random objects for no freaking reason to lose whole momentum and end behind main pack accumulating such loses
  • Animals still feels bulkier and more massive in movement than human characters, just they act more immersive when travel
  • people have lower chances to get stuck on furniture or between them (they still can clip each other or end here from combat, reload, they just walk better between furniture)
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Possible issues (some from vanilla game)
  • - You might notice traveling become easier with this mod (characters not being stuck on routes or one idiot not slowing whole squad by walking thru water and shorter route to destination made you less likely to die when traveling)
  • - mod can't fix all pathfinding issues, but should greatly  improve experience from exploring the world/traveling
  • - if you liked doing things like racing your own characters to see who get first, with my mod you might see max 2 dominating paths to destination, both similar and optimized, so winner is always fastest runner
  • - sometimes walking down the stairs in weird places like black desert city > scraphouse or Ark with bigger group might be less than ideal
  • - arguably having person who swim decently avoid swimming like a shek might be not very immersive, but it was the sacrifice to made all characters not spread and die around wetlands
  • - mod has very low effect for characters traveling off-screen (game render on default smaller area for them and formula can't use all solutions)
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Mod used for screenshot:
https://www.nexusmods.com/kenshi/mods/229 - Nice Map
https://www.nexusmods.com/kenshi/mods/253 - Dark UI
You can check out my other mods for kenshi:
All my mods for kenshi are available here
Other stuffs i made for kenshi:  
Optimization guide i m working on:
https://kenshi-modding.fandom.com/wiki/Kenshi_Modding_Wiki:SCAR%27S_Performance_Optimization_Guide_(WIP) 
Armor calculator and detailed data spreadsheets:
https://docs.google.com/spreadsheets/d/1pvr2X3ua34ItW2y-t9HlJFHKAp2o1y564tkqLvIgQNY/edit?usp=sharing
This option (2 people together) makes all characters run with same speed

(everyone run as fast as slowest character)
Feedback:

if you like my mod you can comment it or just click this endorsement (it gives me dopamine points - good as any motivation)
feel free to report any issues related to pathfinding with my mod, i can't promise much, but will see what i can do.
SCARaw