Kenshi
Enhanced Survival Challenged 2.61 (increased difficulty)
397 Comments
DreadLordNaf  [author] Jun 15 @ 6:28am 
@Tam - Glad you like it. To be fair its not for everyone. Some people like playing Kenshi as more a sim-empire type game etc.
Tam Jun 14 @ 2:52am 
I wonder why only 1k subsrcibers, this mod is fucking awesome.
DreadLordNaf  [author] Jun 9 @ 5:05am 
@roughtymes - I didnt. In fact I didnt increase hardly any prices. I mainly focused on mitigating income generation and making that much tougher. Glad you its fun for you.
Roughtymes Jun 8 @ 1:34pm 
@DreadLordNaf like the mod. Really feels like you are scrapping for survival. Have a question did you increase the cost of buildings in towns on this mod? I saw it suggested in the comments section but dont see it in the mod notes of answered in comments. Thanks again!
renegade_sock Feb 17 @ 9:28pm 
@DreadLordNaf thanks for the quick response! And ok cool, I'll use your mod then :)
DreadLordNaf  [author] Feb 17 @ 5:34am 
@renegade_sock - I am not that familiar with his mods but giving them a quick glance it looks like his trading one would conflict with this, as it provides his own take on making the economy harder. So you can probably use all of his mods,but will have to choose either his trading mod, or this one. Its not hard to tell if this one is working, you can just look at the shop price for things..
renegade_sock Feb 17 @ 1:37am 
Thanks so much for making this mod! I want to make the game even harder by using more of Jaeger's mods and then have your mod override all of them in cases where there are conflicts, Would this cause any issues in your opinion?
eel pulp Feb 8 @ 1:12pm 
i remember now how i first saw the price at which the slavers would buy people, literally less than a loaf of bread. and with this mod it's an actually viable business strategy. absolute cinema :holyflame:
DreadLordNaf  [author] Feb 3 @ 10:38am 
No I did not touch anything like that, only touched econ numbers and some item drops. I doubt it is this mod doing that.
Dispenser Feb 2 @ 11:01pm 
Having some bug with weird respawns, even unique npc that are imprisoned appearing again. Can this mod affect that?
nah, posta que buen mod hermano

nah, what a good mod bro
DreadLordNaf  [author] Jan 5 @ 4:29am 
Fixed, thanks.
jeremy Jan 3 @ 8:39pm 
2nd paragraph of description has spelling error shiden should be shidan
AztekwarR Dec 8, 2024 @ 8:41am 
no se que rompio el juego, Enhanced Survival o Reactive World...
las ciudades son campos de batalla sin fin y se bugean mucho los npc :VGRUMPY:
DreadLordNaf  [author] Oct 28, 2024 @ 5:35am 
@Sxern - I am not sure. I didnt change any specific with prices for rarities, in fact I'm not even sure if you can. So whatever differential they had before, in terms of percentage, they likely still have that, just modified by the global econ modifiers I did.
Sxern Oct 25, 2024 @ 7:38pm 
Decided to not use kaizo cause using it alongside reactive world and other mods need patches that don’t exist. I have another question. Are legendary weapons like edge walkers and meitou the same sale price?
DreadLordNaf  [author] Oct 21, 2024 @ 6:11pm 
@Sxern - I am not active right now but I can tell you that most of the economic modifiers here are done through the global settings and from what I know, most mods dont touch those. So in theory if whatever mod Kaizo is, does things with items or events, but doesnt touch the global econ settings, then it *should* work with this one. I'm just not sure on load order, depends on what other stuff Kaizo is doing. But you could try both and see.
Sxern Oct 21, 2024 @ 4:54pm 
@Shinra did it work?
Shinra Oct 21, 2024 @ 4:03pm 
@Sxern I am thinking as long as you load this mod after Kaizo, It will prolly work just fine, especially if its working with UWE. I am about to test it and find out though.
Sxern Oct 21, 2024 @ 8:18am 
Idk if this is a dumb question but does this work with kaizo?
DreadLordNaf  [author] Oct 10, 2024 @ 5:03am 
@maxwell016 - In the mod tools, under buildings -> functionality, go to shop counter. I changed the "max operators" to 1, which makes it not work. Just change the 1 back to 0 and it should work.
maxwell016 Oct 9, 2024 @ 8:39pm 
how do i enable the shop counter?
Tam Sep 5, 2024 @ 2:02pm 
Thanks for your reply, playing it with UWE so good so far.
DreadLordNaf  [author] Sep 5, 2024 @ 11:39am 
@Tamm - I dont know. Maybe? I havent actually tried. UWE adds a ton of items correct? Most of my economic modifications were global so in theory it *should* work with it assuming UWE didnt also mess with global econ modifiers. If you find out let us know here.
DreadLordNaf  [author] Sep 5, 2024 @ 11:38am 
@29Tello - That is based on Kenshi modding limitations. I wanted to make it harder to do basing, but you can only mod so many things in Kenshi. Adding time to everything means you have to survive more raids and attacks per thing accomplished with a base vs in vanilla, making it more of a challenge. You also need to have more food on hand... The 12 limit was designed for enthusiasts like myself and others who enjoy the challenge a hard cap limit built into the system brings, but its not for everyone, and it is the easiest thing to mod out, by just loading a higher cap mod after this one in load order. I like the leather idea but I dont see anyway with current Kenshi mod mechanics to do that.
Tam Sep 5, 2024 @ 8:10am 
greetings is this mod compatible with UWE ?
29Tello Aug 29, 2024 @ 12:18am 
It's a great idea to link ruins and create a base. However, why complicate progress by adding time? This will force the player to stay at the base, because the progresses take more and faction limit reduced to 12. Don't you think that those who want to play with a smaller squad just won't recruit more people. About crafting. Maybe it's better to make sure that the leather dressing brings the experience only to a certain level, like a training?
cityzen38 Jul 5, 2024 @ 7:51pm 
@DreadLordNaf I don't blame you, it's extremely confusing and convoluted across the board. if you look at weapons on the wiki, say the Jitte, they require a lot more strength than their weight, and you can find the required strength by multiplying blunt damage by 40. It's SUPPOSED to be weight x2, and weight is determined by blunt damage, but after so many revisions I don't think it's a reliable metric anymore. I think weapons like the Jitte have a special modifier in FCS that makes their weight lower than their blunt damage, in which case your mod definitely works. At this point I have no clue.

Otherwise though, great mod! Keep up the awesome work and thanks for the quick response.
DreadLordNaf  [author] May 24, 2024 @ 6:57pm 
@Pelletonin - Hmm, I'll have to look into that. It was my understanding that both ways were kind of guesstimates, but that str did affect speed if you werent at the min. Let me do some research, and if you have a link or somthing where its explained more definitively (since it was all speculation when I started playing), I would interested to read up on it more.
cityzen38 May 20, 2024 @ 4:20pm 
Since weight doesn’t actually affect attack speed for blunt weapons, could other changes be made? Strength requirement depends on 40 times the blunt damage, not weight.
Glind May 8, 2024 @ 7:03am 
thanks for your quick response !
DreadLordNaf  [author] May 8, 2024 @ 7:00am 
@Glind - I dont quite understand your question. But basically if you like some things in this mod with the prices, but not all, copy my mod, then edit the items you want to change, then load up your "patched one" after my mod. Then the changed values on yours will be the ones used for the game.
Glind May 8, 2024 @ 6:50am 
You made the mode I wanted for my Iron mode list, i'm not a Moder myself (yet but it's tingling) and I struggle to find how I can tweak more price value inherited from other mode, and in a way making my own patch ?
If you have minute to spare and help me or pinpoint tutorial it'll be glad.
Kris Apr 26, 2024 @ 12:20pm 
I agree with the attack slots. One of the biggest changes you made, was how you had to build the heavy armor smithy. I had to travel the whole world to find the ingredients because they are so rare. But thats what I really like about the mod and I am thinking if I add some debt in my next start scenario to precent buying items from the shop. Just scavenge, fight and travel as nomad/bounty hunter. Especially the early playthrough before you become a "mighty warrior" is the most exciting time, I think. Have a nice weekend!
DreadLordNaf  [author] Apr 22, 2024 @ 8:06am 
@Kris - Glad you like it. I got inspiration from Rimworld where the fun is in the story that develops along the way, the successes and the tragedies. Unfortunatley Kenshi is more limited in what you can mod than Rimworld, so I think I've probably taken this mod as far as I can in this theme...

And I hear you on attack slots. There are very valid reasons to keep it vanilla 1v1 for certain balance reasons. I liked 1v2 since 1v3 allows too much stun locking, and I thought 1v2 struck a balance between vanilla concept and allowing for groups of weaker enemies to overrun you if not careful.
Kris Apr 21, 2024 @ 5:11pm 
It took some time for me to appreciate your mod. I tweakened some things I did not like but I reached end game rather quickly and then I got bored and started playing Rimworld.

After a few months I was going back to kenshi and thought about your mod. I installed it again (to undo my own changes) and started the "Cannibal Hunters" scenario. Running away from the cannibals was easier than getting food. But I really really appreciate your mod now, because for me a playthrough is a story and not every story needs an army of 100 people to crush United Cities or the Holy Nation.

I am playing with only three chars for now and love it so far! The only thing I changed was the attack slot, which I changed to vanilla. I like how your mod forces you to change your playstyle you did already for the hundred times.

Thank you for the mod!
MizKai Apr 3, 2024 @ 11:32pm 
too bad. i dunno how to change those. and there's alot of things need to change if someone wants to make a patch,..
MizKai Apr 3, 2024 @ 11:21pm 
anyway. it works with uwe. but needs some tweaks. like the prices. the garru coloured backpack is only 2k while the original garru backpack is 12k.. and some other foods like gohan, the prices are around 200 while nut is 90.. and other foods that are around 40 nut. the prices are around 400+
DreadLordNaf  [author] Apr 3, 2024 @ 5:16pm 
@MizKai - Unfortunately that isnt able to be modded in. There are some hard limits baked into how much mods can affect Kenshi with its current design. I personally think players should be able to run away from encounters that are too tough, but not 100% of the time. If I was able I would mod in something that gives the NPC enemies random speed, so that occasionally you would encounter faster ones. But again,, thats not doable currently.
MizKai Apr 3, 2024 @ 2:02am 
another suggestion. if u know how to make ur char legs damages hp over time while running.. the more u run. the more ur char will limp and needs splint kit.. to prevent this is u just walk. forced ur char to walk. or set a camp to rest, or splint kit if u got broken bones from injuries while running whole day... but not damage like u need bandages. a second hp bar the yellow color (yellow color for splint. red for bandage)

this acts as stamina and prevents running cheesing for athletics..
MizKai Apr 3, 2024 @ 1:55am 
for the books. well atleast 1 books or few research books would be viable.. 1 book every week

or maybe increase the prices of books. atleast we can buy books but takes alot of time to grind for money. and decide how to spend money..

both is also good. high prices on book and only 1 book to every shops. that is very hassle cuZ u gotta travel places to places and wait for cooldown.. just for 1 expensive books
MizKai Apr 3, 2024 @ 1:51am 
is this compatible with uwe? or the hatsune neko economics?
only for the economics...
Wleo Mar 28, 2024 @ 4:12pm 
Yes i thought that, I dissable the no books mod, BUT I plan to not buy them and see if I can actually go foward, will let you know if I hit a wall, I love this mod btw, hardcore is the WAY!! thanks <3
DreadLordNaf  [author] Mar 27, 2024 @ 6:45pm 
@Wleo - I didnt quite balance the mod for that, so that could be quite a challenge. That said, you dont actually NEED a base, and the limit on books could be quite interesting, and would force you to really decide what you want (and dont want) your basing efforts to focus on. There are a lot of ruins in the games though and you could maybe still get quite a bit of research done, or perhaps resort to stealing.
Wleo Mar 26, 2024 @ 7:16pm 
Hey! Im playing with the mod No buying books, basically cant buy any research books, I wonder if since the research takes so many books with this mod, if is even possible to complete it.
DreadLordNaf  [author] Mar 25, 2024 @ 5:10pm 
Did a small update in my effort to fix/balance our hashish pricing to make it something you can still do in this mod, but not with such extreme profits. See economy page for the numbers.
rav Mar 21, 2024 @ 9:23pm 
Hehe yeah, i already play like that but with saves, just in case the game crashes or something weird happens - you never know in this game :)
RIP Doctor Chung who got eaten by spiders
DreadLordNaf  [author] Mar 21, 2024 @ 8:54pm 
Oh and yeah I thought of that idea about athletics. What I did instead is played the game differently and maybe I should put up some recommended settings to make it really fun, and for those other masochists to play this mod as it was intended.

If fast chars is making the game too easy do what I do: unbind your key for quicksave, turn off autosave, and try your hardest to not manually save unless pausing or stopping for the day. It turns the game into a rogue-type and will actually get your adrenaline pumping at times when some beak things start chasing you, knowing that hours of work developing your precious char will end if he dies.  It gives everything much higher stakes and causes you to play differently and adds some IRL excitement to the game by getting your blood pumping at times. Not too mention making the RPG elements of it so much more fun, just having to go with the flow with rough events... Losing a char, getting taken a slave etc.
DreadLordNaf  [author] Mar 21, 2024 @ 8:52pm 
@rav - Hi there, I probably wont ever adjust squad size. The fundamental purpose of this mod is to make the game harder and in the late game only the squad size limitation really keeps it challenging still.  If you like everything else in the mod though except that, it's very easy to adjust. Just download any other mod that increases squad size and load it after mine in load order.

As for animals I just recently removed the buffs from bulls and garrus which were making them OP. The small buff I added to goats and bonedogs aligns with my goal of making them more useful in a small player squad while extending the mid-game challenge a bit by making their meat and leather somewhat harder to achieve.
rav Mar 21, 2024 @ 5:59pm 
Hello, is it possible to disable the squad limit and also animal buffs somehow?

Also a suggestion: decrease the athletic skill gain so you will be slower for a long time ( i think being able to outrun everything after day 10 is one of the most OP mechanics)