Kenshi
Unofficial Patches for Kenshi
403 Comments
GE0  [author] Nov 8 @ 11:47am 
@Shela Monster I'm doing fine financially, though I really do appreciate the thought.

@w-o-w Thank you. I'm just glad to help, a lot of really talented modders did most of the legwork. If I can pull their fixes together and contribute what I can I'm happy.
w-o-w Nov 8 @ 4:27am 
@Geo we believe in your fixes
Shela Monster Nov 7 @ 10:15pm 
Would/do donations help at all? I'm with Laughing Forest, we greatly appreciate your work, especially adding so many new fixes this long after the game's completion. :steamhappy:
Laughing Forest Nov 6 @ 6:13am 
No stress mate. We all immensely appreciate your work.
GE0  [author] Nov 6 @ 12:36am 
@Wandering Sol First I've heard of it.

@Laughing Forest Combination of burnout from last year going into earlier this year and lots of life changes on my end. I've been getting a lot of feedback on various issues, and while I don't know if I can fix them all I'll see what I can do.
Laughing Forest Nov 6 @ 12:14am 
Hey mate - when do you think you’ll post the next update to include some fixes from this year?
Wandering Sol Nov 5 @ 8:27pm 
Hey does anyone know what's the deal with the floating trashed ashland dome/throne building on the the mountain ridge over cheater run? just curious, nothing interesting in it but its a pretty cool build.
Shela Monster Nov 1 @ 8:54pm 
Thanks, GE0! Looks like according to their notes, some of the weapon weights for pawns to use were off, using 100 instead of 1 or 0? I'm not familiar with the FCS but seems like a dev oversight based on their comments, but thanks for taking a look at it! The texture one is also apparently a bug fix since it's a mapping issue with textures already included in the game. :steamhappy:
GE0  [author] Nov 1 @ 8:50pm 
@Shela Monster I can reach out to Kodi to see if they're interested in me including their work in the UPK. Weapon distribution I will need time to take a look at, as I've seen a number of mods that adjust how weapons are placed throughout the game end up not being super compatible. While I wouldn't mind including it, I do want to try to keep the UPK as compatible as I can.
Shela Monster Nov 1 @ 7:52pm 
Any consideration for adding "Kodi Sky's Vanilla Fixes - Rusted Junk Normal Map" and "Kodi Sky's Vanilla Fixes - Weapon Distribution" which both seem to fix vanilla bugs?
GE0  [author] Nov 1 @ 1:44pm 
@FonAnoN I'd be happy to, thanks! Saw you post these on Nexus, they look really good :steamthumbsup:
FonAnoN Oct 31 @ 2:23pm 
Hello, GE0. Could you please take a look at these mods and, if you like them, add them to the Unofficial Patches for Kenshi?
Bread Oven fix
Corpse Furnace fix
GE0  [author] Oct 14 @ 11:08am 
@GameHenceForwarc Unfortunately that's the nature of how the AI works in Kenshi. There are ways to fix it, but it would require so much tweaking of behavior I might as well make an Overhaul mod. The UPk isn't the most compatible mod, but I've tried to limit changes as much as I can that would affect things for other mods.
GameHenceForwarc Oct 14 @ 8:22am 
NPCs become Aimless pretty often
Nactarune Sep 12 @ 11:13pm 
Appreciate it alot man, thank you
GE0  [author] Sep 12 @ 10:31pm 
@Nactarune I can take a look.
Nactarune Sep 12 @ 9:16pm 
Found an incompatibility with Legendary Weapons where I couldn't recruit seto after looking at the fcs it appears that the mod edits the esata and seto dialogue which is weird but if it's not too much could I request a patch between the two ?
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.