Kenshi
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Shidan's Tweaks & Fixes
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1.452 MB
Apr 25, 2017 @ 1:49pm
Apr 23 @ 9:35am
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Shidan's Tweaks & Fixes

Description
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. :)


Requires Import

If you plan to use this mod alongside Dark UI, make sure to load DARK UI after this mod in the load order. If you fail to do so, the text may have issues with being unreadable. Or you can use Leafeye's patch.



Here are any standalone tweaks that have been requested. Feel free to ask if there are any you're interested in.

Equipment Distribution - Full

Tech Hunter Artifacts



There are a couple sub mods, disabling certain changes that some have voiced complaints over. These are listed below.


No Coloured Clothes

No Tech Hunter Alliances

No Research Artifacts

No Prosthetics on Skeletons

No Slave Population Increase



Hives Expanded compatibility patch

Looking for a place to discuss Kenshi or Kenshi modding? Feel free to join the Kenshi Community Discord[discord.gg] We're always welcome to new faces. :)
Popular Discussions View All (2)
44
Jun 11, 2023 @ 3:03pm
List of Tweaks & Fixes
Shidan
2
Jun 16, 2021 @ 12:06pm
Merging Shidan's Tweaks: Do I have to merge LevelData and zones (that don't overlap) and if so, how do I do it?
Blake
353 Comments
Shidan  [author] Apr 23 @ 11:01am 
@paanstar - The equipment additions have been split off into their own mod, with standalone mods for specific equipment types available on the mods page. Link in the description. :)
Shidan  [author] Apr 22 @ 7:18pm 
@paanstar - I'll look into making one tomorrow, I've thought about splitting off the equipment tweaks into a separate mod several times, but never got around to it. Shouldn't be too hard though.

@JimmyJ - Those fixes are not included in this mod, due to some compatibility issues I wanted to avoid. I didn't want to make this mod incompatible with large overhauls that happen to edit those locations by adding them in.
paanstar Apr 22 @ 6:36pm 
Is it possible to get a sub-mod with just the prosthetics on NPCs? I have UKP but it doesn't include that part of this mod, and the world doesn't feel as alive without it.
JimmyJ Apr 21 @ 4:34am 
Hi, do i still need your other fixes like "Yoshinaga Fix" and "Blister Hill Override Fix" with this one or they obsolete?
paanstar Apr 8 @ 4:17pm 
I love the prosthetics added to the game. It was really fun noticing the boss guy of Tengu's Vault had two strength robot limbs (I stole them both). Essential mod in my opinion!
Shidan  [author] Apr 4 @ 6:44pm 
I suppose, but is that really any different than having him unconscious anyway? He's completely at your mercy regardless at that point.
шиш съешь Apr 4 @ 4:21pm 
As for assassination, i don't mean money (I agree there is no much difference between what you sell 20 limbs or 20 beak thing eggs) but rather that you can knock a guy and steal his weapon and limbs, so he will becomes absolutely helpless =)
Shidan  [author] Apr 4 @ 2:56pm 
As for assassination exploits, I honestly don't care about that. They will almost never get any limbs of any real quality anyway, and money is so worthless and easy to get anyway that having another exploit available doesn't really change anything. If someone doesn't like the exploits, they can simply not use them, just like all the vanilla ones.

And the Skeleton Bandits, no they are not included in said mod. I don't see any way the humans convincing themselves they are machines would not go fully crazy with prosthetics.
Shidan  [author] Apr 4 @ 2:56pm 
Personally I don't think they should be that rare, after all there are multiple businesses in lore making a living off of robotic limbs, there has to be demand.

Most NPCs do have a very low chance of limbs, even the more frequent ones have a less than 10% chance per limb. I scaled the chance based on how dangerous their occupation was and their likelihood of receiving medical care, and then scaled the model based on their rank or position in society, while quality was based on their armour and weapon quality.
шиш съешь Apr 4 @ 2:39pm 
Robotic limbs are nice tweak, but looks like there is TOO much of them, especially after vanilla where is no prosthetics at all. That also makes assassination much more OP then it was, now you can steal limbs in addition to weapons :roflan: I think that the chance must be like 1% and of course no limbs for skeletons. By the way, is "No Prosthetics on Skeletons" removes also limbs from Skeleton Bandits?