Kenshi
Shek Kingdom Augmented
48 Comments
JP-7 Jun 2 @ 9:20am 
A la fecha la subraza Kezok no aparece en el mod UWE y sin el...
Bobby May 12, 2024 @ 7:55pm 
for some reason the subrace Kezok doesnt appear in the Universal Wasteland Expansion mod and it keeps saying its missing or cant find it and i really dont know what to do but see if installing this mod can resolve the issue. @TreadLightly77
Pig ♡ Nov 4, 2020 @ 12:11am 
Pretty sure the mod changes the turrets in Squin atleast, since I have cities rebalanced mod and the turrets are placed in the air away from the actual walls.
SecretSensei Sep 5, 2020 @ 3:02pm 
does this mod change the layout of any Shek cities?
Dere Oct 26, 2019 @ 7:40pm 
There IS a patch for this and all the popular animation mods out there, just in case anyone else is wondering but too lazy to go look. https://steamcommunity.com/sharedfiles/filedetails/?id=1881955267&searchtext=shek+kingdom+augmented+animations+patch
Grabbles Oct 6, 2019 @ 8:27am 
any chance for a kezok standalone?
Cutflood Aug 31, 2019 @ 12:38pm 
BTW I didn't have Military Craft installed. And I didn't need to install the Dra'ak Mod either.
Cutflood Aug 31, 2019 @ 12:37pm 
I was experiencing the Dra'ak and Kezok bug as well. I fixed it by moving the mod lower in the load order. Not sure exactly which mod was causing the conflict. Try moving it down a few at a time. Trying to start a new game, go to character creation, and if you don't see the error pop, it's fixed.
Ostrava Jul 30, 2019 @ 3:35pm 
When will the Compability for military Craft come for the Kezok?
Pete van de Pete Jun 28, 2019 @ 2:22am 
@icsacca adding dra'ak mod to mod list seems to fix draak problem but i dont know how to fix kezok problem atm
icsacca Jun 24, 2019 @ 1:52pm 
Hi everybody. I have a problem: in the last few days I have always the error "character model for race kezok & dra'ak not found"; characters of those races are invisible, I already tried to verify, uninstall and reinstall kenshi but the error persist. What can I do?
Chekhov Jun 16, 2019 @ 5:15pm 
Anything happen with the genmod patch?
Timesplitter May 8, 2019 @ 12:01am 
Thank you for this amazing mod that I have included in "Kenshi: The World Divided". This Mod Collection has been fully tested and works perfectly. Thank you again for the great mod to add to this collection. :steamhappy: Timesplitter.
Talonus_Reford Apr 12, 2019 @ 1:37pm 
That sounds cool! I like the variety of the new races and compatibility with some of the more popular animation mods would be great!
TreadLightly77  [author] Apr 12, 2019 @ 1:31pm 
Appreciate the link, I have planned compatibility mods for some of the modded animations, for some time. However, I have been busy polishing other things in my mods recently. I will look at making some compatibility mods in the coming weeks.
Talonus_Reford Apr 12, 2019 @ 1:26pm 
The Dra'ak modpage has a link to a millitary craft patch to make it combatibile. It might be helpful to also link the same patch here so people can find it. Patch link: https://steamcommunity.com/sharedfiles/filedetails/?id=1655114054
TreadLightly77  [author] Apr 12, 2019 @ 11:29am 
It would indeed need a patch, as with any created races, unfortunately.
Talonus_Reford Apr 12, 2019 @ 11:01am 
Millitary Craft
TreadLightly77  [author] Apr 12, 2019 @ 10:30am 
What modded combat animations are you utilizing?
Talonus_Reford Apr 12, 2019 @ 10:10am 
Do the custom sub-races require a patch for modded combat animations to work on them? I have one of the red sheks (can't remember the name of the subrace) in my squad and with a polearm they seem to just stare at their opponents and damage comes out.
_Caball3ro_ Mar 4, 2019 @ 6:11am 
thats some great news. I have made some tests, like disabling the mod, going to that region, then enableling again. after an import, + ctrl+f12, "fix stuff"
it seemed ok now.
the problem is that my 25 member squad got killed/slaved by the highlanders and I started a new game at the south.

I will tell you if I go back near Admag
TreadLightly77  [author] Mar 3, 2019 @ 6:09pm 
To all those still experiencing crashes near Admag,

Upon still coming across the crash issue near Admag in my personal playthrough, even after the fix, I took an even deeper look at compatibility and assets used between mods.

The crash issue seems to derive from the Shek Ranch and Hunters mod leveldata assets that I patched into this mod. The crash can be duplicated when only General Modifications and Shek Ranch and Hunters mod are loaded into a new game.

I am in the process of moving the Shek Homestead to a more stable area in the western Stenn Desert. I will post a comment when I update the mod shortly.
TreadLightly77  [author] Mar 3, 2019 @ 1:06am 
@_Caball3ro_; @DoctorJon; @Sir Spliffington VIII,

Feel free to comment on whether the fix applied has fixed the crashing issues, near Admag and the Shek Homestead, that you were experiencing prior.

Your feedback is appreciated.
TreadLightly77  [author] Mar 2, 2019 @ 1:41am 
The mod has now been updated to address the crashing issue near the Admag Shek Homestead.
TreadLightly77  [author] Feb 28, 2019 @ 2:26pm 
@Doctor, It is not. I am just polishing a few things before I update the mod.
_Caball3ro_ Feb 28, 2019 @ 10:52am 
I read something about importing again, using the CTRL+12 + "fix stuff option"
anyway, I used to get problems on the western hives aswell but now not anymore :)
DoctorJon Feb 28, 2019 @ 5:55am 
@TreadLightly77 is it a compatability issue with another mod?
DoctorJon Feb 26, 2019 @ 6:49pm 
I really appreciate your mod, and I'm glad if a fix has been found.
TreadLightly77  [author] Feb 26, 2019 @ 5:35pm 
Another note on those experiencing "crashes" near Admag, upon further and deeper compatibility testing, I have been able to duplicate the "crash" near Admag.

In doing so, I have also seemed to have found a fix by tweaking and adjusting a few things within the fcs. I should look to post an update to this mod shortly.

Appreciate the detailed feedback and useful troubleshooting on your parts @DoctorJon and @Sir Spliffington VIII
TreadLightly77  [author] Feb 26, 2019 @ 2:55pm 
For those experiencing "crashes" near Admag, ensure that my mods are placed lowest in your mod load order, as listed in my faction's collection:

My mods should be placed at the bottom of your mod load order list, as listed below:

6. United Cities Heightened
5. The Holy Nation Ascended
4. Shek Kingdom Augmented
3. Hiver Expansion
2. Bandits Expansion
1. Minor Factions Amplified
TreadLightly77  [author] Feb 24, 2019 @ 2:20pm 
@Cab, The troubleshooting tips that I gave apply to vanilla, as well. There is no issue caused by my mods, it is just a vanilla game bug.
_Caball3ro_ Feb 24, 2019 @ 9:39am 
Hi, same issue with the Shek kingdom and the Hiver aswell, Had to delete them :/

I will try the shift+ctrl+f11 and the Shift+F12 though

Any info on he cause of this?
TreadLightly77  [author] Feb 23, 2019 @ 2:28pm 
@Sarg, Another thing to consider, if using all/some of my mods, is that my mods are placed lowest in your mod load order, as listed below in descending order:

6. United Cities Heightened
5. The Holy Nation Ascended
4. Shek Kingdom Augmented
3. Hiver Expansion
2. Bandits Expansion
1. Minor Factions Amplified
Sirgoi Feb 23, 2019 @ 1:11pm 
I'll try that. Thanks in advance.
TreadLightly77  [author] Feb 23, 2019 @ 12:06pm 
@Serg, Have you tried to refresh the local .zone's navmesh? This can be done with shift+ctrl+f11.

If that does not work, hit shift+f12 and click the "fix stuff" option.
If the above two do not work, save the game then exit Kenshi.

Re-open Kenshi and import your game save. Leave all the options checked, when importing.
Sirgoi Feb 23, 2019 @ 7:47am 
I got crashing issues whenever I was near the Shek homestead, south of Vain, in the northern-middle part of the Stenn Desert. Can you check up on that, or know if another mod might conflict there?
TreadLightly77  [author] Jan 11, 2019 @ 12:33am 
@Asneaky; Flyboy, From what I can tell, all of my created mods should run in congruence with the Reactive World mod.
TreadLightly77  [author] Jan 11, 2019 @ 12:19am 
@whats, I just updated the mod with a new Kezok race color overhaul
whats kraken? Jan 10, 2019 @ 2:11pm 
Do you have any plans to make the Kezok look better? The Dra'ak look like they fit in while the Kezok just stand out in a bad way. Just a big splat of green. Otherwise really great mod like all the others.
Which for everyone asking I am using all of them but Hiver and Minor Factions with Reactive World and everything is working like it should for me at least. I would load Reactive World after everything to be safe but that mod should always be at the bottom anyway.
Asneakyfatcat Jan 4, 2019 @ 8:34pm 
@Flybo XIX I would like to know this too. Reactive World is a really cool mod but I'm not sure how it will react to a lot of things.
TreadLightly77  [author] Dec 27, 2018 @ 7:21pm 
@Pwnage Engage, This mod only fleshes out the faction and better utilizes their towns and the Stenn Desert biome. By no means does it make them OP in any way.
You can always download and share your take on whether or not the mod seems to make them too powerful tho. Thanks for your interest in the mod.
Gunter McGunt Dec 27, 2018 @ 4:50pm 
Wouldn't this make the Shek too powerful?
Flyboy XIX Dec 7, 2018 @ 8:17am 
How explosive would thing get if I tried running this with the mod "Reactive World" ...? As both tweek many factions sooo...
Jucoji Dec 2, 2018 @ 12:47pm 
@ThreadLightly77
Thanks again for this mod, will there be a aio mods that would be compatible with other faction tweaks?
TreadLightly77  [author] Dec 1, 2018 @ 9:11am 
@Jucoji, That's a little on the nose, don't you think? lol
TreadLightly77  [author] Dec 1, 2018 @ 9:09am 
They are from Arkhiels Weapon Pack. They are not available in this mod yet, however they may be in a future update.
Iskuu Dec 1, 2018 @ 7:26am 
What are the axes from in your screenshots?
Jucoji Dec 1, 2018 @ 1:21am 
Turned some Sheks green, missed opportunity to name the sub-race Shreks