Kenshi
[MOD]Universal Wasteland Expansion mod has been released
Just released is my new compilation mod, which incorporates everything all my other mods overhauled and adjusted within one mod.


The mods compiled and integrated together are as follows:
-Minor Factions Amplified
-Bandits Expansion
-Hiver Expansion
-Shek Kingdom Augmented
-United Cities Heightened
-The Holy Nation Ascended
-Diverse Fauna
-Farming Crops Enhanced
-Lonely Recruits

Many small changes and adjustments were made, in order to facilitate the merging of all the above mods into a planned singular mod. (Note: You do not need any of my other mods any further, just download this mod for the most updated versions of those mods.)

- Adjustments were made to armor, to leave most vanilla factions with the uncolored armor they have in vanilla. Whereas, the created factions now have a colored and alternative colored option for all armor they utilize and every piece of vanilla armor. Along with this, all armor added in with this mod, both the colored and alternative colored versions, is now available for the player to buy blueprints and craft themselves.(Medium and Light versions of the Holy Chest Plate and the Samurai Armour now have blueprints available for sale in their corresponding regions/towns)

- It is recommended to download one of the following player faction color scheme mods, in order to fully appreciate the armor varieties and utilize colored and secondary colored variations of armor.
-Player Faction Color 1 (UWE) [red/black]
-Player Faction Color 2 (UWE) [blue/tan]
-Player Faction Color 3 (UWE) [orange/khaki]
-Player Faction Color 4 (UWE) [green/blue]
-Player Faction Color 5 (UWE) [purple/gray]

- In addition, all weapons added in with this mod are now available for the player to buy blueprints and craft themselves.

- Every single character in-game was made to have a chance at having robotic limbs(where it made sense, ie. no Holy Nation characters). The chance is quite rare, but possible, making for realistic situations where a few characters in an entire town/city might have one robotic limb now.

- Race dialogue has been completely overhauled to include all the created races in this mod.(All races of hivers, including Midland and Northern, will be addressed correctly as hivers in every dialogue situation now)

- Created races were more fleshed out in the created factions.(Midland Hivers, Northern Hivers, Dra'ak, and Kezok are more thoroughly included in created factions across all the above mods.)

- Animal bags were made to work properly with all the corresponding colored animals added in with Diverse Fauna

- Town population levels were polished to more accurately reflect the power structure within the world, specifically in created towns and a partially rebuilt The Hub.

- AI campaigns were more fleshed out, along with frequency and intensity being more polished to somewhat adjust the chance of having concurrent raids on the player base continually. Of other note, the area that some of the smaller factions’ campaigns covered was reduced by 50%.

- Lonely Recruits have been made able to engage in recruitment dialog more than once(in vanilla, most unique recruits are set-up to only be able to engage in recruitment dialog once), after much community feedback. 6 in-game hours is needed to pass before they will initiate the recruitment dialog again now.

- The Shek Kingdom was made to have their own faction armor now along with their faction’s logo displayed on the chest(Similar to both the other major factions in vanilla Kenshi).

- The Dra’ak race and the Kezok race were made to have some varying racial bonuses and
disadvantages in comparison to the Shek race.(The Dra'ak were made to be tougher and stronger, while the Kezok were made to be quicker and faster)

- Adjusted created factions’ “run-away ratios,” which alters the number of enemies it takes for them to decide to attack or even run away if heavily outnumbered or too many people in their squad have been injured/downed.

- Crafting of Lager and Ale has been polished and fixed to work properly with a "mash" being crafted before brewing.

- Black Armor/Drifter Pants issue some players had was addressed and fixed in this compilation.

- Some colors of the animals in the Diverse Fauna mod were adjusted(such as the various bonedog colors)

- Northern Hivers were adjusted to warn outsiders before just annihilating them, at least the first time they see any non-hivers in their territory.

- Shark was "stabilized," as far as it will not immediately devolve into a civil war. The chaotic fighting in The Swamps was more decentralized from Shark to the surrounding areas of the region, as an uneasy peace is held by the gangs of The Swamps, at least within Shark city limits.

- The Highlanders now fully work as a “slaver” faction, with a prisoner caravan and all, along with a new Prisoner Camp just north of the Swamps.

- Created ranged weapons were deleted from the Midland Hiver Faction and replaced with vanilla ranged weapons.

- Mediocre Black Armor was deleted from the mod, for the most part. With the exception of some Narko’s Disciples Armor.

- Faction Importance was adjusted for created characters, to be more in line with their vanilla faction counterparts.

- Adjusted Crab Armor and newly created Scorpion Armor to only be craftable with a death drop item from a crab/scorpion called Animal Chitin. The Crab Armor/Scorpion Armor items may be crafted at a separate Heavy Armour Smithy specifically for Animal Chitin.  

- Adjusted the Crab Raiders to have a variety of Crab Armor colors, based off of the Crab colors established by the Diverse Fauna mod.

- The Bonedog headgear is also made to match the colors of the bonedogs in the Diverse Fauna mod.

- The Dune Renegades were armed up with more varying weaponry.

- The Bloodraiders were given a base, Valley Den, in the northeastern Spine Canyon, as a counter balance to the Cactus Den, of the Sand Ninjas.

- Added in two new simple factions, the Natives and the Herdsmen, in the central-northern Okran’s Valley. Both factions coexist with The Holy Nation, however they are at war with one another.

- Kobura Syndicate will now allow the player to use their MA training gear, for an hourly rental fee, that must be strictly adhered to.  

- Created colored, padded, reinforced, and sneaky chain versions of Gi, Gi Pants, Ninja Gi, and Ninja Pants along with corresponding stat values.



Steam Link



Enjoy.
Date Posted: Jun 26, 2020 @ 3:51am
Posts: 0