Kenshi
MEGA Kaizo/UWE+ Modpack (2025)
2,848 Comments
Anrhaa  [author] 18 hours ago 
@Man Ray. Indeed. Placing the mods at your steam mod folder locks them for good.

They're so secure that way, the the only way an update could get applied is if you replace the specific folder with the updated version.
Man Ray 20 hours ago 
@Anrhaa. gotcha, thanks! the MCA instructions were always kind of vague and no other animation pack on steam has instructions like that... Sometimes i refuse to believe things can be simple.

So just subscribing to the mod makes my save vulnerable to the mod makers deleting or changing their mod. placing and renaming all steam mods into my kenshi mods folder "locks it" in place?
Anrhaa  [author] 21 hours ago 
@Man Ray. Just delete the whole folder from your mod folder and replace it with the one from the regular MCA.

That step of copying and renaming folders is something some users (myself included) do to make sure the mod downloaded is always available. Useful to avoid issues of deleted mods and to make patches.

Regular users may not need to do so, since they have to constantly replace the mod folder everytime they update.


Tl;DR: Delete old MCA Extended mod folder from your mod folder. No need to do the same step for the regular MCA mod.
Man Ray 22 hours ago 
@Anrhaa. I started playing kenshi a few months ago and im approaching 200 hours. I wanted to say your commitment and dedication to these mod lists is something else. Thank you. I've been looking through the lists consistently adding things. planing on copying the entire UWE modpack for my next play through.

One thing I need further clarification on regarding installation... there is no mention of the additional installation needed for MCA to work. I am assuming this was resolved in the MEGA animation patch. i'm wondering because i currently have MCA extended and ill be going back to just regular MCA in the future. do i have to move those workshop files over again. thank you so much!
Anrhaa  [author] 23 hours ago 
@Leiik. Tell me which ones
Leiik Aug 2 @ 8:36am 
Hello Anrhaa, small question: why are some mods in the collection not checked, as if I'm not subscribed to them, even though I clicked on 'Subscribe to all' when installing the modpack?
Anrhaa  [author] Aug 2 @ 6:45am 
@MarkSide. You were right. I just removed for good this time.
MarkSide Aug 2 @ 1:16am 
ok but it still installs when you subscribe to the collection, I think you need to remove it from downloads
Anrhaa  [author] Aug 1 @ 9:59pm 
@MarkSide. Luxury backpack is 'Equipment - Hi-Kers Backpck'. It was removed last update.
MarkSide Aug 1 @ 9:40pm 
Hi again, with the new update Luxury backpack is not in the load order list, where can i put it? anyway thx for the fantastic work
Anrhaa  [author] Aug 1 @ 10:35am 
August 01: Part 2

Several mod removed. No import needed.

Removed mods:

- Random Joiners: They end up being annoying and we already have several way to recruit mid-strong characters.
- Wiser Hungry People: They didn't shine enough and there are other mods already at the collection that let you interact with them.
- Mobile Energy Cell !!!: UWE already adds a battery.
- Robotic Legs with Boots: There is realistically no situation where you want to use them instead of the several available prosthetic limbs at the collection.
- Bleeder's Needle: We have another similar item already available at the collection.
- Equipment - Hi-Kers Backpck: They look a bit out of place. Too clean.
- Hospital AI Fix: Already done by Crunk's Tweak Compilation.
- UWE - Grazing and Animal Fodder: Fully merged at the main Integration Patch.

Don't forget to remove your items from the Hi-Kers Backpacks before unsubscribing from the removed mods.
Toxic_Sewage Aug 1 @ 8:17am 
The only thing that pops up is it telling me that kenshi is about to crash and asking if I want force save it before it does.
Toxic_Sewage Aug 1 @ 8:13am 
@Anrhaa I did all the optimization mods, the load order, i have /not/ adjusted graphics so that could be the issue and I just downloaded the mod pack and everything last night (but i did unsubscribe to the ones you posted earlier). It seems to happen mainly when combat is initiated, however, I just went 40ish minutes with no crashes before it crashed again during a town raid mission. That did include combat a few times which did not crash anything. I also did some of the optimizations from the Nvidia GPU mod creator that you had posted in a different area.
Anrhaa  [author] Aug 1 @ 7:30am 
@Toxic_Sewage. Before that, some questions:
Did you downloaded and installed all the optimization mods pointed at the description?
Do you copy and pasted the Load Order that is at the discussion tab?
Do you play at mid, high or ultra? It's recommended playing at mid with shadow turned off.
If you removed the armor mods pointed at the changelog, did you import your game after that?
What action were your characters doing when the CTD happen? Did an error message appeared?
Toxic_Sewage Aug 1 @ 7:16am 
Hey, sorry for not posting somewhere else if I'm supposed to. I've started getting a random crash that happens in the first 5 min or so of my game. I don't really know how to analyze the dump files, is there anywhere to post it or anything?
Anrhaa  [author] Aug 1 @ 5:27am 
@МенятьВосприятие. I don't think there's a mod that affect that.

Since always the mining speed depends on the labouring skill
Anrhaa  [author] Aug 1 @ 5:26am 
@Leiik. Yep. Any mod outside the collection would need to be manually put at the right place at your load order
Hello, can you tell me which mod significantly slows down resource gathering? (for example, iron or copper) How can I increase the gathering speed and what does it depend on now?
Leiik Aug 1 @ 3:13am 
Hello little question here, if i want to add a mod "more building" for exemple did i need to add the mod in the loadorder file myself ?
Anrhaa  [author] Jul 31 @ 11:54pm 
August 01

Small update. No import needed.

Removed mods:
- UWE - Item Integration Patch - Addon: All relevant features moved to the main patch. Undone all no redundant changes.
- Lockpick Anyway: Already integrated at Crunk's patch.

Don't forget to unsubscribe from these removed mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=3025609241
https://steamcommunity.com/sharedfiles/filedetails/?id=2862682582
Anrhaa  [author] Jul 31 @ 6:02pm 
@Zoinkers32. Select the little arrow at the building menu to circle across all version of the smithy. All vanilla and UWE recipe goes to new benches
Anrhaa  [author] Jul 31 @ 6:00pm 
@MarkSide. A harmless bug. The item integration patch is currently giving that false warning. Ignore it till I get around fixing it
Zoinkers32 Jul 31 @ 5:58pm 
Not sure where to post this as i'm not sure if it's a bug or not, but the heavy armour smithy when placed turns into a tribe armour smithy, with no recipes - and a lot of blueprints aren't appearing in the vanilla armour smithy.
MarkSide Jul 31 @ 5:47pm 
i I am getting a warning in load order, UWE items integration patch is yellow (missing or incorrect order)
Anrhaa  [author] Jul 31 @ 4:25pm 
July 31: Part 2

Small update. No import needed.

Removed mod:

Overhaul
- Long Range Radio
- Nomad Squads Move On Simple Fix: It break nomad vendors

Don't forget to unsubscribe from this removed mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=2994349516
https://steamcommunity.com/sharedfiles/filedetails/?id=3528282928
Anrhaa  [author] Jul 31 @ 4:22pm 
@Penis. Fix your load order
Penis Jul 31 @ 4:09pm 
I am getting an error that says for example
Error: Model for Shek (Alt) not found
and couple others how to solve this
Anrhaa  [author] Jul 31 @ 3:42pm 
Notice: The missing reference bug is back! I'll fix it later
Rockitão Jul 31 @ 6:55am 
Thanks for the update:cactusrum:
lol finally Fort Mirage will now be actually a challenge to take
the world states also a cool addition
Anrhaa  [author] Jul 30 @ 11:20pm 
July 31

Big update. An import is needed. Check the changelog.
Anrhaa  [author] Jul 30 @ 8:46pm 
@Starempire42. Not really. That's why I kept detailed changelogs at my patches. So I can remember everything I added and/or changed at every mod.

And I have a notebloc with all bugs people had encounter, so I can work on then at my pase
Starempire42 Jul 30 @ 8:37pm 
Got a question, does it ever get hard remembering everything you have to change/remove/add? seems like a lot of work for one person to do with such a big modlist
Anrhaa  [author] Jul 30 @ 8:25pm 
July 30: Part 3

Several mod removed. To decrease armor bloat. An Import is needed so characters reset.

Removed Mods:
- Bounty Hunter Armor: I don't like the BH at their names and they look like some of other mods available at the Collection.
- Cat's Dust Bandit Overhaul: They don't offer enough protection, often mismatch and I no longer like the look.
- Rogue Armor Remake: No more rag armors.
- Armor | Swamper Plate: No more rag armors.
- Armor | Hooligan Rags: No more rag armors.
- Armor | Rag Plate: No more rag armors.
- Armor | Armored Mercenary Rags: No more rag armors.

Don't forget to unequip your characters from armors from these mods before unsubscribing from them.
VonVoubs Jul 30 @ 4:24pm 
As far I has have seen no but importing it did drastically improve the time
Anrhaa  [author] Jul 30 @ 4:15pm 
@VonVoubs. Damn. I never craft weapons so I can't tell. Aren't there any research that improve crafting speed? Alternative you can set a higher craft speed at settings when Importing
VonVoubs Jul 30 @ 3:48pm 
How is it that for my 90 plus weapon smith making edge weapons for 300 hours each.
Anrhaa  [author] Jul 30 @ 12:43pm 
July 31: Part 2

Removed a mod and added other. No import needed.

Added mod:
+ Weapon & Armour Smith Recruits - Fix and Game Start: Finally, a Smith game start.

Remove mod:

+ Compressed Meat! I stopped liking the fact that it needs more than 1 ingredient to craft. Why would I need to farm a vegetable to get rip of ton of meat?

Don't forget to unsubscribe from these removed mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=3282441800
charaistb Jul 30 @ 8:01am 
Thank you a lot ! <3
Anrhaa  [author] Jul 30 @ 6:41am 
@charaistb. Hi bro. The mod placement is already taken care of with the Load Order provided at the Collection. Go to the Discussion Tab and there it is for easy copy and paste.

And your English is good!
charaistb Jul 30 @ 1:42am 
Hello, Anrhaa. First, let me thank you a lot for all you did. That's amazing.

Sorry to bother you with maybe a stupid question but i just want to be sure without doing something stupid.

It's about the optional mod : " Nice Textures Collection (without map and ui) ", i may have missed if it was writen somewhere but i'm not sure where to put it in the load order ?

At the bottom before Kenshi CTD fix patch ?

Thank you. (sorry for my bad english)
Anrhaa  [author] Jul 29 @ 10:15pm 
July 30:

Removed some mods for balance purposes. An Import is needed only if you were around Leviathan Coast.

Removed mods:

+ Leviathan Coast - Mecha Invasion: Way too OP, which normally is fair for the zone, but they kill everything else around the zone.
+ Avitus Rei - Region Enemy Indicator: Since we have several new faction and animals, it becomes pretty useless.
+ Royal's Recruits - John Kenshi: I liked the guy, but he's not funny enough and he's to cheap for a so powerful recruit.

Don't forget to unsubscribe from these removed mods:

https://steamcommunity.com/sharedfiles/filedetails/?id=2851454343
https://steamcommunity.com/sharedfiles/filedetails/?id=2998549688
https://steamcommunity.com/sharedfiles/filedetails/?id=3372620506
Loogi Mangina Jul 29 @ 1:51pm 
Big thanks for keeping this collection consistently moist.
[TLP] lucazz'tuoi Jul 29 @ 5:58am 
@Pooey Griffin https://steamcommunity.com/sharedfiles/filedetails/?id=3079953633 you can disable it in the setting
Pooey Griffin Jul 29 @ 5:24am 
Sorry to bother you @Anrhaa but I can't find which mod is causing this game to look like Borderlands. How do I disable this ? Thank you
MarkSide Jul 28 @ 8:33pm 
Ok thanks, i know that the engine is old
Anrhaa  [author] Jul 28 @ 8:00pm 
@MarkSide. Alternative, the one being picked up lost a leg. So the guards are trying to rescue them because they're down, but since they have full health or are already heal, they're dropped off... but since they can't stand, they get pick up again and so lol
KappyKarpa Jul 28 @ 7:02pm 
Good ol' Ogre
Anrhaa  [author] Jul 28 @ 6:51pm 
@MarkSide. Engine limitation. They're trying to imprison someone when they have no cages left or dispose a body with no corpse furnace (or it being too far away).
sol Jul 28 @ 6:48pm 
@Anrhaa damn thanks for replying tho
MarkSide Jul 28 @ 5:48pm 
Hi Anrhaa I found a new bug where NPCs (often guards) get stuck in a loop of picking up/dropping another NPC forever. These NPCs are first knocked out and then thrown out of the place, and this picking up/dropping loop occurs. It happens much more often in smaller settlements