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Scorched Shek - Shek Subrace and Martial Arts Mod
   
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Jan 11, 2024 @ 10:02pm
Jan 12, 2024 @ 10:43am
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Scorched Shek - Shek Subrace and Martial Arts Mod

Description
"Shek and the human races are generally too far removed in blood to produce children together, but on rare occasion a coupling of Shek and Scorchlander will succeed, perhaps due to their more survival adapted physiology compared to Greenlanders. They have the external skeletal plates and strength of a Shek, but retain the grace and flexibility of a Scorchlander. Much of the world treats them as simply mutant Shek, while the Shek scorn them for their natural hornlessness. Untrained in the blade, and with the agility of a Scorchlander, they often favor martial arts."

This mod adds:
1. A new playable race designed primarily for martial artist characters, hopefully as an acceptable alternative to Skeletons, they can be found in various places throughout the Shek Kingdoms and rarely in the hub, available for hire as either basic NPCs or ones with a small amount of skills. They also find themselves among the Shinobi Thieves, fighting for them as Grapplers, or as Wandering Grapplers seeking challenges. A custom start can begin your game as a Scorched Shek in Admag, with a pittance of skill and basic cloth bindings.

2. Two potential bounty targets, Brenn Black wanted by the Holy Nation, who also sponsors young Scorched Shek looking to join her among the Shinobi Thieves, she may be willing to join your squad if you find yourself the superior warrior between the two of you. Found at the first Shinobi Tower you freshly load after adding the mod.

And among the Band of Bones a Scorched Shek who once showed promise as a fighter has fought his way into working under Tora the Fearless, and like her is wanted by the Shek Kingdom. Though he has weakened greatly from hunger, do not underestimate the once mighty Bonefist as a novice martial artist. Found among the Band of Bones with Tora the Fearless, has similar stats to her so it may increase the difficulty of capturing her slightly.

3. New clothing/armor, a black stealthy version of the basic cloth bindings as well as a version based on each of the leather and chain shirts, with stats and coverage adjusted as I saw fit for a martial arts playthrough, the goal being to provide a sense of progression like you'd normally get through weapon grades with other playstyles. All of them should be craftable as soon as relevant clothing or armor benches are researched and built, and can be purchased from Shinobi Traders and Armor King. The chain versions also raise the cutting damage of unarmed attacks slightly, since you're punching people with chains.

Known Bugs/Potential Changes: This is the first mod I've ever made for a game, I tried to use vanilla assets as much as possible to avoid issues but given the existence of some I've already had to fix in my testing, I can't predict that there couldn't possibly be more. At this time these are the only things I'm aware of that I haven't been able to fix or might change depending on feedback.

1. NPCs treat you and other playable/outsider Shek largely the same, including Brenn Black who will also give a reduced Shinobi Thieves price to normal Shek. I investigated fixing this with the help of other modders in the Kenshi Community Discord, and no good solution could be found due to how the game handles sub races and dialog in this use case.

2. The icon I made for the Rusty Chain Bindings will not show up. I have no idea why, I did it exactly the same as the others and even tried redoing it, but it just doesn't show. I'll fix it if anyone figures it out.

3. I gave the Scorched Shek a bonus to martial arts and armor crafting for lore reasons instead of weapon skills like the parent races, but I was informed martial arts racial bonuses don't actually work in Kenshi. They seem to learn it faster in my testing but that might be because of their changed stats compared to Shek, for now I'm leaving it but be aware it might be fluff.

4. I originally wanted to make belt versions of the cloth bindings, vanilla and the black version I added, but they don't work properly due to the way vanilla Kenshi handles them, it can't be done in the same way as other modders have done hats or masks as belts. No one on the Kenshi discord had any ideas of how to solve it except making new versions with custom meshes, which would be distinctly different from the vanilla objects, this led to me making armored shirt versions instead which I now love. I would like if it was possible to still do the belts someday though.

Huge thanks to Spine on the Kenshi Discord for helping me figure out dialog, and others who offered suggestions on things.
15 Comments
Adlersch  [author] Apr 13 @ 9:38am 
Yeah that's fine, sorry for the late response.
sauce molester Feb 13 @ 5:48pm 
Dude, I love this mod. Can I add this race to a mod I am making?

You will of course receive credit.
Adlersch  [author] Jun 26, 2024 @ 10:35am 
@Citrus the FCS is pretty easy and straightforward to use honestly, the main challenge to editing a preexisting mod is grabbing the files from your steam folders, there are better guides on that available in the community or google searches than I can provide here. As I said in another comment I balanced them against skeletons, so they're gonna be a bit stronger than most, but if you want to give it a try changing the stats is the easiest part of the race creation process thankfully, it's just changing some numbers.

@Cloud this mod makes absolutely no changes to animations of any sort, and I've personally played with it extensively as well as watched a full playthrough by a friend with no such issues. That's being caused by another mod of yours, most likely one that introduces new animations of some sort, since all races need compatibility patches for such mods, whichever one it is will probably mention this.
Cloud Jun 13, 2024 @ 12:34am 
Trying out this Race in a solo run. So far I noticed that this shek havs no sleeping animation. The character just stands right next to a bed and heals.
Citrus Jun 2, 2024 @ 11:31am 
This is EXACTLY what I wanted for my game. Thanke.

I have a small problem tho, these units are way to buff. like they're cool and all but in stats they're just sheks but better. I want weaker ones like 110 hp bodies without the dodging & athletics advantages(& MA since that apparently doesn't work witch means the buff will only irk me in-game.) That's about it for balancing changes really, I'd be happy with that.

Do you know of any way I could do this myself for my game?

If not, ah well. It's already great so I'm happy.
Adlersch  [author] Mar 16, 2024 @ 3:00pm 
If it replaces default hairs instead of adding new ones maybe
Stegosaurus TTV Mar 7, 2024 @ 9:53am 
I am using the more scorchedlander hair color mod, do you think that could be the conflict?
Adlersch  [author] Mar 6, 2024 @ 9:27pm 
@Shek Supremacist not sure how that would happen, the hairs should only use the vanilla scorchlander ones with the default color tone changed to a bone tan instead of white. Not sure how any other mod would cause it either, you might just not be used to vanilla hairs if you have a hair fixing mod maybe? Some of the default ones do look a bit jank.
Pode Feb 21, 2024 @ 6:58am 
Elmano Feb 20, 2024 @ 4:01pm 
could you do one that mix scorchlanders with greenlander? pleaseeee, no one did it before