Kenshi
Unofficial Patches for Kenshi
366 Comments
GE0  [author] Jun 17 @ 5:10pm 
@汐羽 Awesome! I'll be sure to update the mod pages to add your translation :steamthumbsup:
汐羽 Jun 16 @ 2:18pm 
I really love your mod and have translated it into Chinese! Thank you for creating such an amazing mod.
If you have any questions or concerns about the translation, please feel free to contact me.
https://steamcommunity.com/sharedfiles/filedetails/?id=3501296009
Mad_House Jun 16 @ 1:40pm 
Compatible with Reactive World mod?
GE0  [author] Jun 9 @ 10:05pm 
@Pingwin Not that I'm aware of unfortunately.
GE0  [author] Jun 9 @ 10:04pm 
@Gregarius No fixes for player base pathfinding unfortunately. I did look into it but the options were limited. I would recommend using SCARaw's Pathfinding Fix [www.nexusmods.com], as that is most likely the mod that, in theory, would address the player base issue.
Pingwin Jun 9 @ 9:51pm 
@GEO In this situation, is there actually a mod that fixes it?
Gregarius Jun 9 @ 6:02pm 
I admit I haven't tried this yet - I went with RE_Kenshi first. Does this fix the wonky pathfinding jank when building bases that's been around for years? Like that thing that happens when you build a water tank near a building and all your Engineers run to the gate 50 meters away to open it before running back to work on building the tank?
GE0  [author] Jun 9 @ 4:19pm 
@Pingwin I don't believe that fix is included in this patch.
Pingwin Jun 9 @ 2:37pm 
Does this patch fix the issue with held prisoners who are waiting to be released because their time in prison has expired?
Unknownsmile May 29 @ 8:33pm 
Ugh this is soooo much info that its way overwhelming to decide if I should go through the painful process of trail and error. Perhaps a video step by step would help out a lot, but having to go to discord which also have a bunch of channels, topics, etc......*sigh*
GE0  [author] May 20 @ 4:30pm 
@Gregarius it can be a bit much if you're getting started XD. Feel free to ask for help either here or in the Discords I've linked.
Gregarius May 20 @ 9:51am 
My indecisive mind is a bit overwhelmed - all these links, articles, more links in the articles, links to other patches that are already in the base version but separate (I think?), finding out about RE_Kenshi but not seeing it mentioned here... I'm not sure what to enable for the best, bug-free vanilla-but-improved experience. I'll try this one first as a base and see how it goes. Thanks for making this :steamthumbsup:
GE0  [author] Apr 30 @ 11:42am 
@haroldhazzer As far as I'm aware the spawn rates for The Borderlands should not have been adjusted in any way. I will check when I have time, but it may just be game RNG.
haroldhazzer Apr 29 @ 6:36pm 
I'm not sure if I'm just blessed or if the mod is affecting hub raids and bandit patrols. I've been mining copper just outside of The Hub and I've not come across a single raid of either bandit bands. I'm still new to the game and this is only my second save file, but on my first save, which was no mods, I was attacked every few days. My raid event and squad size is set to default. Can anyone deny or confirm my suspicions?
GE0  [author] Apr 16 @ 4:27pm 
@coldcell Unfortunately UI changes are not something I'm very familiar with, as the fix I added from Shidan's Tweaks & Fixes conflicted so much I ended up removing it. You will probably need to reach out either to the mod author of Dark UI. There are also a number of variations of UI mods here on Steam and on Nexus, so you may be able to find an alternative that works for you. Hope this helps!
coldcell Apr 16 @ 12:17pm 
I'm using UPK with Dark UI.

Unfortunately, in the Dialogue window, the background is dark grey. With NPC's dialogue black in color, it's impossible to read. Can you help guide me how to change it?

Thank you!
ฅ⎛⎝Yummy π⎠⎞ฅ Mar 21 @ 12:33am 
@GE0 Ta Mate, I'll try out Guaranteed Shops and await any fix you add
GE0  [author] Mar 19 @ 6:46am 
I don't have permission to include this mod in the UPK, but you can try adding it to your mods folder in Kenshi and then importing one more time to fix the dead shops at the very least: Guaranteed Shops [www.nexusmods.com].
GE0  [author] Mar 19 @ 6:44am 
Okay, I'll double check a couple of the war campaigns. I think the shop despawned due to their priority being 0 in the FCS.
ฅ⎛⎝Yummy π⎠⎞ฅ Mar 19 @ 1:19am 
@GE0 Tried import, no luck and now the general shop in Bad Teeth after the Shek take over is ruins after the import
GE0  [author] Mar 17 @ 4:42pm 
@ฅ⎛⎝Yummy π⎠⎞ฅ Nothing's been changed for any of the states for Okran's Shield with this mod, only the distant rendering meshes have been affected. As far as I'm aware, any of the war campaign changes shouldn't affect this either as they've been tested repeatedly both in this mod and others that fix the same issues.

Have you tried importing your save to see if Okran's Shield respawns correctly? May just be a glitch with Kenshi.
ฅ⎛⎝Yummy π⎠⎞ฅ Mar 17 @ 4:09am 
Issue maybe with Okran's Shield, I have taken out the Holy Nation, Northern United Cities and the Reavers Leaders, so the Shek should own it.
They did at one point in my game, I passed through it when the Sheks had it going towards Heng then came back through to Bad Teeth but now its destroyed.
According to the Wiki, this happens when the 4 leaders are dead, I went to Esata in Admag and confirmed she is still alive, the only thing I can think of is I had a second squad take out the Flying Bull around the same time.
On the Wiki it say that if Shek own it then the Emperor is taken out it get destroyed, but I had taken out Northern United Cities and the Reavers Leaders before entering Holy Nation land and encountering the Shek.
I don't have any other mods that affect world states, just 256 and recruit prisoners
GE0  [author] Mar 7 @ 7:02pm 
@xX_RaptorSc0pez_Xx Yup, that mod by SCARaw is included.
GE0  [author] Feb 24 @ 11:37am 
@coldcell Happy to help!

@Tisroero I'll have to look into it a bit more. Didn't realize Chainmail only spawned as masterwork with that squad.
Tisroero Feb 24 @ 10:14am 
With Sanda's bodyguards altered, where does one go to get masterwork Blackened Chainmail? Or was I just supremely unlucky with her guards not being equipped with anything in the shirt slots?
coldcell Feb 23 @ 9:15pm 
Thanks for creating this. I've been meaning to go back to Kenshi and modding the game. This will help a lot!
GE0  [author] Jan 18 @ 7:24am 
@Shela Monster Happy to help! Suggestions are welcome, though I will say there are mods that either I've not heard back on from authors or was declined that I may not be able to implement.
Shela Monster Jan 18 @ 2:59am 
Hi GE0, thank you for all your great work (and the other modders too!) in creating this great one-stop solution! Are you open to suggestions of other mod/fixes to be included, assuming the author would allow it? Thanks again! :steamhappy:
GE0  [author] Jan 17 @ 11:33am 
Ah okay, yeah the mesh should be the new cube model then.
Kira Jan 17 @ 7:18am 
Oh sorry! That was what I meant, when I drop the foodcube its world model is still the default loaf shape and not the cube. I didn't know if this was just a problem with my game because it was still happening even after disabling all my other mods. Just wanted to mention in case something wasn't working right!
GE0  [author] Jan 17 @ 6:13am 
@Kira Happy to help!

Correct, it's just the mesh from Foodcube is a Lie. Since this is mainly a mod that tries to address mostly bugs in-game, I've held off on modifying the foodcube inventory size as that's a nice but not necessary QoL change.
Kira Jan 16 @ 11:20pm 
This includes the foodcube mesh from "foodcube is a lie" right? The foodcube is still the regular loaf shape for me, even when disabling all my mods except for this one. Thanks for making this though, it certainly helped clean up my mod list!
GE0  [author] Jan 15 @ 4:39pm 
@SCARaw Thanks man, appreciate it :steamthumbsup:
SCARaw Jan 15 @ 8:43am 
Hey, nice work, keep up the good work, this Patch is in unique position as the mod, please keep the game fixed but not changed! have fun playing
GE0  [author] Jan 12 @ 12:17pm 
Version 3.5.2 released, mostly just bugfixes to the existing UPK mod.
GE0  [author] Jan 8 @ 5:40pm 
Honestly I think I can remove them. Looking at them now I don't actually know what they are being used for. Looking over the original mod pages I can't immediately find a reason why they are there.

Never mind, looks like it's a leftover based on the Steam page. I'll double check but unless I find a reason to keep them I'll probably just remove the duplicate buildings.
GE0  [author] Jan 8 @ 5:31pm 
Oh boy I was way off, these are all from Slopeless not Ruined Town Pathing Fix. Will double check just in case somehow these are required or not.
GE0  [author] Jan 8 @ 5:26pm 
Will double check the building issue as well.
GE0  [author] Jan 8 @ 5:26pm 
Haven't uploaded it yet, will try to this weekend. Need to check one more thing that's been reported as a fix.
Anrhaa Jan 8 @ 5:24pm 
And thanks GEO
Anrhaa Jan 8 @ 5:24pm 
What about the building named BUILDING? I'll check later if it's moved too
GE0  [author] Jan 8 @ 5:03pm 
I've implemented the misc fix for the gates, I think the way I did it hopefully will just remove them outright from any building menus.
GE0  [author] Jan 7 @ 4:18pm 
That sounds like a good idea, will see what I can do.
Anrhaa Jan 7 @ 12:40pm 
You could send them all to the misc category
GE0  [author] Jan 7 @ 11:40am 
Not as familiar with mods that re-categorize the building menu. I'll try to look at how to adjust this so there's no/minimal compatibility issues.
GE0  [author] Jan 7 @ 11:36am 
Should be with the addition of Ruined Town Pathing Fix
GE0  [author] Jan 7 @ 11:35am 
@Anrhaa If it's what I think it is, these versions of the gates are set to be open all the time. The reason for this is because some of the AI pathing for destroyed slave camps and locations tries to go through gates that are closed, which causes them to get stuck. By creating a copy that's always open, it should hopefully resolve this issue.
Anrhaa Jan 7 @ 10:35am 
Boss, the mod adds the following extra buildings:

+ BUILDING
+ Defensive Gate II
+ Defensive Gate III
+ Defensive Gate IV
+ Defensive Gate V
+ Makeshift Gate

They're copies of their regular version. Is it intended? It mess with mods that re-categorice the building menu.
GE0  [author] Jan 5 @ 9:39am 
@Stephburn I think it's a value that needs to be edited in the FCS itself. I'll do some testing around there and see if maybe I can come up with a slightly higher value that should work for that area.
Stephburn Jan 5 @ 9:32am 
The 'use range' of general storage is too low. I can't lock pick certain containers in Tower of abuse. Anyway to change it myself?