Kenshi
Universal Wasteland Expansion
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Update: Jan 20, 2021 @ 1:13pm

-Created a gambling "dogtrack" at Clownsteady(Clownsteady Downs) and Drifter's Last(Drifter's Raceway).
Appropriate gambling dialogue was written for the race runner and corresponding characters.

-Adjusted all bar squads of each town to all their corresponding/appropriate override towns.

-Gave Shryke a "sense" for when Fogmen are nearby, akin to Miu's reaction to spiders being close by.

-Added Swamp biome entry dialogue for Green, Blue Eyes, and Red... to give the player a further look into their backgrounds.

-Fixed Forked Cleaver and Mother's Lament weapons not showing up properly.

-Full body chainmail was made to have penalties, corresponding with it's coverage. (Such as having a severely hampered dodge stat)

-Fixed the Hive Medium Plate and the Hive Soldier Plate to utilize their proper models.

-Fixed Fabric Loom (Agave) to properly require Agave to create fabrics.

-Adjusted all appropriate factions that interact within The Hub to all coexist with one another.

-Made the Highlanders work their slaves in their Waystation towns properly...
Added in crops/stone mines to work at within Highlander towns.
Built a wall around the Highlander Prison Camp, with gates, along with building slave worker resources there, as well.

-Adjusted "Boneyard Wolf Den" nest to actually indeed be Boneyard Wolves and not just Bonedogs...
The nests can only be found in the Bonefields and High Bonefields.

-Various small tweaks and fixes.

Update: Dec 22, 2020 @ 10:45am

[hotfix update]
-Adjusted the Hive Prisoner Shackles to properly be utilized by all races again...

-Various small tweaks and fixes

Update: Dec 17, 2020 @ 10:47am

[hotfix update]
-Adjusted the minor factions' gate guard dialogue to properly trigger all dialogue paths.

-Adjusted "hiver armor" to be properly craftable at the "Heavy Armour Smithy" craft station.

-Various small tweaks and fixes

Update: Dec 14, 2020 @ 11:46am

-Added new skin tone settings for the Fishmen races, both vanilla and created.

-Adjusted Western Hiver skin tone slider, to be hued towards "greenish-yellow" instead of "purplish-pink"

-Adjusted the Midland and Northern Hive races' textures to be slightly "lighter," to compensate for the recent addition of a new skin tone slider, for all hiver races.

-Added in Heavy Armor and Helmet mod assets. Made the Shek Kingdom their own version of the body armor, with faction logo included.
Otherwise, added all the armor into corresponding spawns and vendor lists.

-Added in the ability to pay off a faction's bounty at their faction's pacifier. (All factions have a chance to spawn a pacifier in the Waystation towns...)

-Added in Vice Hair Pack hairstyles.

-Adjusted all created hiver armor, from the Hives Expanded mod, to be utilized by the deadhivers.

-Adjusted the "see player approach town..." dialogue for each faction's gate guards to trigger weekly instead of every two days...

-Adjusted all created and minor faction gate guard dialogue to now properly check for illegal goods. Along with that, other changes and adjustments were made.
For instance, if the player claims that they are a doctor, there is a check within the dialogue for the player to actually even have a first aid kit...
The player can avoid the bag checks and interrogation dialogue by becoming an ally of the corresponding faction.

-Overhauled all Shek faction armor's faction logos.

-Adjusted "personalities" for all factions.

-Adjusted pacifier squads to regenerate, to avoid having the inability to pacify a faction or pay off one's bounty.

-Also, adjusted mercenary squads to regenerate, as well. They will regenerate in the town they can be recruited in and not a squad recruited by the player.

-Properly set the "Trade Culture" for all created factions and a few vanilla factions, as well. Now trade prices and illegal goods are set by each faction.

-Added in 3 new crops:
Agave-> Tequila, Agave Nectar, Fabrics, Pain Ointment(healing item)

Coca-> Cocaine, Chewable Leaves(healing item), Coca Tea (healing item)

Tobacco-> Cigars, Chewing Tobacco, Pain Ointment (healing item)

Along with that, created all the corresponding research and buildings.

-Added in all the created lore animals from Daemonic Spoder's mods.

-Added in an MKII version of the "Mechanical Hivers." Along with that, the races were added into all the corresponding spawns and dialogue references.(Thanks to Magnanimous, for the creation of the mesh, and Hugo the Dwarf, for the creation of the texture, for the new races)

-All "Mechanical Hivers'" racial bonuses and maluses have been adjusted and tweaked.

-Various small tweaks and fixes.

Update: Nov 21, 2020 @ 11:07am

-Adjusted Midland Hivers' faction armor, to be properly colored.

-Patched in Minor Mesh Fixes and Fixed Clipping Issues mods to UWE.

-Patched in Mediocre Faces and Mediocre Hairstyles mods to UWE.

-Patched in Unique Settlement Placement mod and adjusted corresponding towns/cities within UWE. In doing so, any other mods that utilize this mod as a base for their towns will be much more compatible.

-Added "slightly" glowing eyes to the Deadhivers/Fogmen.

-Patched in a personal-use, previously unreleased bounty mod, to diversify the manners of which bounties can spawn into the world, along with expanding the roster of unique bounties to find.

-Added in weapons and armor, from Hives Expanded mod, to the Fogmen and South Hive's corresponding spawns.

-Tweaked some created armor stats, to be more in line with vanilla.

-Various small tweaks and fixes.

Update: Nov 5, 2020 @ 5:52pm

-Added in “glowing eyes” for the regular Skeleton race, the Screamer MkI Skeleton race, the P4 Unit Skeleton race, the Soldierbot Skeleton race, and all MkII Skeleton versions, as well. Along with that, added in 8 new eye colors to complement the eyes’ newly setup glow.

-Created a new Skeleton race, “Skeleton MkII”(regular skeleton head on the MkII skeleton body), along with creating the corresponding eye colors and glow. Also, added the new race into 200+ proper dialogue references.

-Added in “Mechanical Hivers” created races(from the “Mechanical Hivers” mod by CreatorGalaxy) and later overhauled the races. A “Mechanical Hive” faction was created for them, along with their own villages and capital. A new variant of the “Hiver Hut” was created, for use with the newly created “Mechanical Hiver” faction and races. Their faction was given their own campaigns and law system, along with a faction leader and corresponding bodyguards.
All races of the “Mechanical Hivers” were overhauled(new meshes and textures, along with being given a proper colormap for use with the character editor) and given glowing eyes, similar to what the Skeleton races were given, in this update.
Created face sliders for all the “Mechanical Hiver” races, to match up with the changes available with the facial sliders on vanilla game hivers.(Aka: You can change the size of the “horns” and “antenna” or such on the face of the “Mechanical Hiver” races)
Also, created a “Mechanical Hiver Worker Drone” version of “Beep,” called “Cyber Beep,” along with all the dialogue references as the regular beep. He can be found roaming in the Mechanical Hiver Villages.

-Added all “Mechanical Hiver” and “Southern Hiver” races(excluding the queens), to more than 350+ dialogue references of the vanilla hivers. In effect, their races will be much more immersed in the world around them. With npc’s and playable characters alike noticing and addressing them as their corresponding race, within the dialogue.(ie. They will be referred to as “hiver” in dialogue where a Western Hive Prince would be addressed as such) Also, added in “Southern Hiver” races into some spawns of recruit-able bar squad characters in the southern part of the map, up to and including the Swamps. The “Mechanical Hiver” races were also placed into some spawns of recruit-able bar squad characters in parts of the map surrounding the biomes the inhabit.

-Added in armor and weapons from the “Hives Expanded” mod, by Circumsoldier. All hiver factions were adjusted to properly utilize the armor and weapons. A “Northern Hiver” version of the “Southern Hiver” weapons were created, along with manufacturers and all. Created new armor variants for the “Midland” and “Northern” Hivers, to correspond with the “Western” and “Southern” Hive factions armor from the “Hives Expanded” mod.

Update: Aug 25, 2020 @ 11:42am

-Added in the ability to talk to all faction leaders of the created MFA factions. Some of the factions can simply be bought into, while others will need enemies to be taken out/strength to be shown, in order to raise relations.
Secondary faction figures were also created for all created MFA factions to facilitate the faction leader's dialogue.

-Fixed MFA factions' "gate check" dialogue for the gate guards of each faction with an interrogation setup. They will now interrupt and interrogate the player properly, without the player having to initiate the dialogue.
Along with that, created "gate check" dialogue for all created MFA factions(a few had it already), a few more prominent vanilla minor factions, and the two created hiver factions along with the Western Hive. The player will now be confronted when walking into a non-player town, if not the faction's ally.

-Adjusted the dialogue to pay off minor factions, including the bandit factions, (instead of having them attack the player) during a campaign, out of territorial concerns. The announcing campaign war leader will now initiate the "pay off dialogue" properly when the player comes out of the town gates, within the talking range of the war leader, instead of the player being the only one able to initiate the "pay off dialogue."

-Added dialogue references to Holy Nation, United Cities, and Shek Kingdom leaders to give them dialogue talking about taking down the MFA factions that were created to rival them. (ie. the Holy Nation Outlaws and Narko's Disciples are now a part of the Phoenix's dialogue choices, just as the Flotsam and the Shek Kingdom are.)

-Main vanilla bounty characters (Police Chief[United Cities], Inquisitor[Holy Nation], and Hundred Guardian[Shek Kingdom]) had their dialogue overhauled to include the MFA faction leaders and the faction leaders of corresponding enemy vanilla minor factions. Also, added in much more dialogue for seeing the player carrying a bounty.

-Dialogue of bounty captains at all created factions were tweaked to create dialogue for more bounties related to varying minor factions, both created and vanilla.
Dialogue for the major factions police/bounty captains has been tweaked to include every relevant mention of the MFA faction leaders that were created to rival them. (This was already mostly done, for the most part. Just needed some polishing.)

-Added more worldstate dialogue to the "bar patron" dialogue throughout the map. Created MFA faction leaders, created hiver faction leaders, as well as the vanilla main faction leaders all had dialogue added with their health being the condition.(ie. whether a faction leader is dead or not.)

-Created "base reactions to world state" for all created factions and the main vanilla factions. (Creates dialogue for the average character to have about the current worldstates, inside their town, but outside the bar/shop.)

-Added in Hack Stopper Helmet and the Plated Longboots overlap mesh from Fork's Hack Stopper Helmet mod. Along with adding in a colored and alternate colored version of the Hack Stopper Helmet, as well.

-Added in armor from Azazellz's Make Holy Nation Great Again mod.
The armor was dispersed throughout the corresponding spawns, in Holy Nation spawns and various factions utilizing the Unholy version of the armor.

-Added building replacements to all factions that use crops, for created farms, from Farming Crops Enhanced, to properly spawn within towns via replacement.


-Every single created roaming/homeless spawn was made conditional upon a local leader or faction leader's health status. (This was already done to a large extent, however, now every single spawn is confirmed to be conditional, in some way or another, unless left without a condition due to necessity.)

-Had all the MFA and hiver created factions turn into basically "bandit homeless" spawns (they will attack non-allies in sight) if their leader is killed.

-Adjusted Skeleton faction biome spawns and nests to be conditioned upon their local leader being alive and not just their main created leader, Fuji the Ancient.

-Setup biome spawns for after a faction starts encroaching into a new biome, due to town overrides and worldstates. This was done for all the MFA created factions along with all the major vanilla factions.

-Created Tech Hunters' leaders(with created models) for their towns and facilitated town overrides, based on each leaders' health, for each Tech Hunters town. Along with that, Tech Hunters were given biome spawns that were made to be conditional upon their local leaders' health.
A new campaign was also added to the Tech Hunters, for when you are an enemy of the Tech Hunters.

-Fixed some created factions' dialogue that could cause a rare bug ending up with the player getting randomly attacked by a neutral or even allied faction.(Such as the Holy Nation Outlaws attacking the player out of the blue, due to dialogue that was triggering improperly.)

-Added in dialogue for civilians and low level soldiers of all factions to notice when the player is carrying an enemy of theirs into town for a bounty.

-Added "bonedog head" death drop item for all types of bonedog-type animals. "Bonedog Head" is an item needed in the crafting of the colored variations of the "Wolf Headgear" article of clothing.

-Added in more created character models for a few created faction leaders, "secondary" faction characters, and bounties that needed it.

-Added bar talk dialogue for Shek bars. Along with that, added in specific dialogue references for the Shek Kingdom.

-Midland Hivers had dialogue setup properly for addressing a player within their towns.

-Longhouse Barracks building exterior was fixed, so that banners are shown properly.

-Added a faction banner for the Skeletons. An "oil-blot" painting of a "skeleton" face.

-Various small tweaks and fixes.

Update: Jul 20, 2020 @ 2:57pm

-Adjusted and fixed errors related to the road network in-game. (Which should aid greatly in alleviating any ai pathfinding issues and such some users were encountering.)

-Made changes within the fcs with the cleanup menu option, deleting much obsolete data from previous versions within the mod.

-Addressed an issue with the "Cloth Vest" article of clothing causing a crash upon looting a character utilizing the shirt, due to it's icon not appearing properly.

-Wrote extensive bar talk dialogue for created factions in the local bars, including hivers. Along with that, bar talk dialogue was overhauled in general.

-Created new biome entry dialogue for various biomes with created factions that have a town located within it. (ie. Upon entering Bast, someone n your squad may mention The Bastards having a base there.)

-The Midland Hiver and Northern Hiver races were given varying racial bonuses and disadvantages in comparison to the vanilla hiver races. (The Midland Hivers were made more stealth oriented, while the Northern Hivers were made more aggression oriented.)

-Cleaned up some dialogue wordswaps that were not working properly. (both modded and vanilla.)

-Made Highlander biome spawns conditioned upon their local leader being alive. Along with that, added in new takeover town overrides for all Highlander towns.

-Swamper gang jails and headquarters were given the proper dialogue setups to bail out prisoners.

-Setup additional swamper gang dialogue upon seeing the player.

-Recolored the brown crab and created a new brown colored "false scorpion."
Along with creating the corresponding armor color entries for the crab armor and the false scorpion armor.

-Recolored the black Crimper created race.

-Various small tweaks and fixes.

Update: Jun 26, 2020 @ 1:34am

-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)

-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 them or even run away if heavily outnumbered or too many people in their squad have been injured/downed.

-Stealing from any shop in-game has become much more difficult, with much harsher consequences from getting caught even sneaking inside the building of a shopkeeper.

-Added every faction's banner to each kind of gate to a town/city. (Players will be greeted by faction banners at the gates of the town itself, instead of just on the headquarters building or barracks building as in vanilla)

-Animal Bags were made to be compatible with all animals, including created sub-species.

-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.

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

-Outhouses and the functionality to use them were added into every single medium-large town to city in-game. (You may now see civilians and military members use the outhouse periodically throughout the day.)