Kenshi
Unofficial Patches for Kenshi
386 Comments
GE0  [author] Aug 28 @ 6:52pm 
@Nactarune Yes, though parts of it are in the EN module. I had to split them due to the dialogue changes, but since the EN module doesn't work it's causing issues. If you want to use it, just load it after the UPK. It should work just fine.

@bondi Most likely it's vanilla Kenshi. I forget which author in the Discord said this as I'm not active there anymore, but most issues can usually be tied back to the base game engine.
bondi Aug 24 @ 10:59am 
Thanks for your response! I thought another mod was causing this, but the weird thing is that most of my mods are fixes or small tweaks. The only mod that isn’t is Kaizo, but I don’t remember Kaizo causing these problems in other playthroughs.
Nactarune Aug 24 @ 7:39am 
GE0  [author] Aug 23 @ 1:55pm 
It's pretty much an entirely new holy caravan package, largely to fix issues from the vanilla one. I think one of the AI changes that was needed to fix some things was to remove the feature where they don't target humans. It should have still worked as it inherits AI behavior, but maybe I forgot something or there was a bugfix I'm unaware of.
Flazz Aug 23 @ 1:50pm 
@GE0 I might be wrong, but I've just never seen that happen in 1200 hours of playing Kenshi and I've done two Holy Nation playthroughs before. I just had a brief look in the fcs and saw that this does something with holy nation caravans, and it might have been a lost paladin from one of those caravans who has the ai to enslave people.
GE0  [author] Aug 23 @ 1:08pm 
@Flazz I'll take a look at the AI package for it, that's the only AI adjustment to the Holy Nation I can think of where you'd be experiencing that.
Flazz Aug 23 @ 1:02pm 
I'm pretty sure it was one of the caravans and a paladin or sentinel that was in it decided to run over and enslave me.
GE0  [author] Aug 22 @ 9:25pm 
@bondi I'll take a look. the UPK doesn't touch those NPCs, so most likely either it's a vanilla Kenshi bug or some other mod.

@Flazz Are you talking about the Holy Nation Caravans?
Flazz Aug 22 @ 8:12pm 
Why did you turn the Holy Nation into slavers? I was attacked by hungry bandits in town and paladins enslaved me. It's this mod that causes that. I'm not sure how it's lore friendly for paladins to kidnap and enslave humans in town. Especially considering I did the holy citizen start.
bondi Aug 22 @ 7:24am 
Important NPCs like the Dust King, Ponk, Screamer the False, Tora the Fearless keep despawning. I had to import the game multiple times.

This is my mod profile
https://pastebin.com/raw/1xHa2NTz
GE0  [author] Aug 14 @ 9:35pm 
@crunk aint dead Yeah I should probably move the names over at some point. Unfortuantely the changes I've tried to limit to just dialogue has grown to be quite a bit more, so it's hard to decide exactly wehre some changes should go. The Bugfix changes like "Composite Runner Strings" also are a bit of a problem, because trying to have only the name changes in the EN module doesn't sync well with the way the two mods interact currently.

Probably going to have to try again to rebuild the EN module, this time making the UPK a requirement. That's not a project I'm looking forward to but it really should be done.
crunk aint dead Aug 12 @ 9:35am 
there is also a few changes to that should be moved to the EN module

"grim talks to new ally" "picklock attempt hiver ronin" "Composite Runner Strings" "Secret Holy Nation Documents"
crunk aint dead Aug 12 @ 9:27am 
Noticed a small detail, many towns have added unexplored names, these should be moved to the EN module as it could cause translation issues.
Laughing Forest Aug 8 @ 3:38am 
Roger that GE0
GE0  [author] Aug 7 @ 10:49pm 
@Laughing Forest That one will have to be downloaded separately, I do highly recommend using it though :steamthumbsup:
Laughing Forest Aug 6 @ 5:30am 
Would you consider including this bug fix?

https://steamcommunity.com/sharedfiles/filedetails/?id=2594049435
GE0  [author] Jul 1 @ 11:50am 
Happy to help! Yeah, that whole region is pretty messy.
Tisroero Jul 1 @ 9:52am 
Awesome, thanks. I was reading the notes for this and couldn't figure out why he'd be affected by any of them beyond the very basic false to true for uniqueness.
GE0  [author] Jun 27 @ 4:02pm 
@Tisroero That's a known vanilla bug. I highly recommend using Scraphouse Fixes (Dagnabbit Quin) to fix that issue.
Tisroero Jun 27 @ 11:49am 
Dunno if this is happening to anyone else, but Quin in the Scraphouse regularly depawns. This has happened over multiple save files, and so far the only way to get him back is to just import, which is less than ideal. No idea what could be causing this, but it's been 100% consistent that Quin will just disappear after first loading him in.
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!