Kenshi

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Created by

SCARaw

Uploaded by

SCARaw

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About this mod

Mod Slightly Alter AI for Wildlife NPCes and improve Pathfinding consistency to all characters/races also add Animal stuck prevention to help Big asses near obstacles, as result mod makes the game slightly harder and fix some of the exploits, mod is intended to work alongside Pathfinding fix

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Permissions and credits
Changelogs
General information:
So far mod augment most of the animal behaviors and wildlife AI, it does not alternate the gameplay substantially just make Animals and predators more dangerous in their actions
Mod is intended to work in pair with pathfinding fix (optional version is compatible too) and together they fully augment movement of all characters and races
Major goal of this mod is to utilize AI options better than vanilla game without creating weird world alternations that does not serve the gameplay
This mod aim to be compatible with most mods to some degree (changes affect AI goals around existing factions only)
All factions keep their original patrols and ranges, this include no-go zones
Cool, how do i actually install it?
Mod use Regular installation:
  • Download the mod
  • Open .Zip folder
  • Take folder from inside the package
  • Find yours Kenshi/mods folder
  • Drop Folder with mod into Kenshi/mods
Example of Kenshi/mods with mods added correctly:


Alternatively you can use mod manager

Features so far:
  • Animals swarm the player character easier when enganing in combat
  • Animals might rarely trigger run away sequence (happened to me twice and for 1 person once xD so please don't be too offended, its rare and you must do a lot of killing within squad)
  • its harder to escape from some of them like beak things
  • Predators like fogman and fishman treat the player as goal of their action and instantly run away with the body without waiting for rest of the squad xD
  • Fogman are immune to Acid just like other hivers (minor change that made sense)
  • Animals detect stealthed players slightly better (100 stealth is still 100 stealth, but 40-70 player is detectable)
  • squads present more herd-like behavior (protect each other - unless AI bug out - i m still working on it)
  • Guards makes sure their gates are open when they stand on watch (should be only for command units)
  • Improve some of the Dialogue interaction with the player (mostly for Esata)
  • Mod increase max speed of Fishman race by 20 units (from 14 mph to 16 - they ware too slow to test my thing)
  • emm, mod is intended to work with most modlists, even overhauls (tested on odyssey) or other mods as subtle addon that will not Bork your modlist
Features planned to add
  • Slightly alternate shek/HN/UC behaviors with the player actions in the game - i wanna make this factions able to send patrols to support player advances in war and create alternative patrol if rival faction was taken down, i just need to figure out flag clear for it to avoid bugs
  • City emergency lockdown of all gates to chase the player who committed the crime or was spotted near town with hateful reputation - i need to again make flag clear that will reset city to previous state naturally xD
  •  Guards tailing the player who sneak in shop to make sure they don't steal anything - here i need to make dialogue reaction that feels natural and not forced (i end up hating my dialogues examples) as well as make few safety mechanism to have some guards maintain post without adding more guards to shops as well as make sure guards will not just attack the player for sneaking
  • This is pretty much it, i don't wanna do anything too oppressive, i feel like some of my planned features might already sounds like too much
Simple Questions:
Why not just update pathfinding fix with these componetns?
Mod fix multiple exploits and prevent/make it harder for some animals to get stuck/shrug off the chase
Releasing it as mandatory component, would force balance changes, even if good ones, still restrictive to player freedom

Why mod not force you to have pathfinding fix active? i noticed some people report that kenshi not always show/load all of their mods, i want this issue to have minimal impact on players ongoing games if it happen, also it require polluting my own mod, aka i can not make organic requirement without adding edits that don't need to be there