Kenshi
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Shidan

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Shidan174

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About this mod

This mod is a collection of various simple bug fixes that have yet to be implemented by the devs, and some tweaks to the game that in my opinion improve the experience. I've tried to avoid any major changes, but of course major is subjective.

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Changelogs
This mod is a collection of various simple bug fixes that have yet to be implemented by the devs, and some tweaks to the game that in my opinion improve the experience. I've tried to avoid any major changes, but of course major is subjective.

The list is relatively small right now, as it's just the things I thought of off the top of my head. More things will be added as time goes by. And I'm open to any suggestions for some more changes. :)

You should always import after installing or uninstalling a mod!

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.
-Tweaked the residents of certain towns, removing duplicate squads to free up slots for a greater variety of residents
-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)
-Made bars tend to pick larger buildings, to account for there being fewer of them.
-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.

Fixes:
-Made the Holy Sentinel's outfit a Uniform like all other Holy Nation soldiers.
-Renamed Swamp VIllage to Swamp Village.
-Moved the dialog package of the "Slave escapee Holy Nation" character to their squad instead of the character, in order to prevent them from attacking the player when spawned as a squatter in The Hub.
-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.
-Fixed the Cotton Fabric Loom's upgrade. Now it upgrades into the Auto-Loom as it's supposed to.
-Preset the race of all unique characters who had a race specified by their body file. This will prevent issues when they spawn as a different race, such as Sheks and Hivers with hair.
-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.
-Fix for Griffin constantly spouting warnings about allied Bonedogs
-Added faction tags to certain Starving Bandit mobs; to prevent Wildlife faction bandits
-Fixed the equipping of the Wooden Backpack to certain races
-Fixed the Harpoon Resistance on the Armoured Rags (coloured).
-Added some conditions on dialog for selling slaves and turning in bounties to help prevent exploits with them.
-Replaced some dialog packages in Tengu's Vault to prevent issues with the prisoners attacking you after being freed.
-Lowered the default stackable values of Armour Plating and Leather to 1, as it was causing some odd AI issues regarding storage.
-Added the Trader flag to several merchants who were not correctly flagged as such
-Removed parts of the AI for Ells and some other homeless town squads, to stop them from trying to sleep in other people's beds
-Changed a few things with the Shinobi Thieves to improve their ability to catch you thieving.
-Fixed several characters not having bounties on the correct factions
-Fixed the stats between the coloured and non-coloured variants of Armour Rags and Armour Rag Skirts
-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)