Kenshi
Combat Tweaks - Deadly, Balanced, and Fun!
70 Comments
Dr. Igor Dolvich  [author] Feb 17 @ 1:10am 
You could try to use RE_Kenshi to force it, but that may or may not work. Editing it in the mod tools is pretty easy, I made a comment further down on like a step by step process to do it.
theDehumanized Feb 16 @ 9:23am 
Is there any way to reduce attack slot without FCS?
Dr. Igor Dolvich  [author] Jan 28 @ 6:46pm 
No problem bro, hopefully you get it working as intended. :cactusrum::beeped:
T.Y.N Jan 28 @ 6:02pm 
I did alot more testing, not just with this mod, but with RE_Kenshi and other mods that specifically set Attack Slots. For some reason, I'm stuck with 5x attack slots regardless of any mod (Combat Tweaks, RE_Kenshi, Attack Slots x#) that adjusts them, even when I have a mod that would affect the global constant at the bottom of my load order. Importing after each mod I remove/add doesn't have any effect either. So, it seems like my problem isn't actually coming from Combat Tweaks at all.

Sorry for wasting your time. I might have to do a clean re-install of all my mods if I want to make this one change; I doubt that this is something specific to any of the mods in your collection, but probably how I handled mod installation.
Dr. Igor Dolvich  [author] Jan 28 @ 8:24am 
Also you can make sure that the edited mod you made is towards the very bottom so it overwrites everything else before it. This mod only edits Global Constants (and those two block animations), which means it should work with pretty much everything (besides other mods that edit the same lines).

Putting it at the bottom would ensure nothing else is overwriting it.
Dr. Igor Dolvich  [author] Jan 28 @ 8:23am 
@T.Y.N

No problem, I have no idea to be honest lol. I guess also double check RE_Kenshi's settings too, but if you want I can make an edited version for you and see if that works? Let me know how many attack slots and I can make it for you and send on Discord or something. :cactusrum:
T.Y.N Jan 27 @ 9:40pm 
Did a whole bunch of testing with unsubscribing from this mod, using my edited version, and importing (accidentally shuffled my load order in the process so that took a little bit of time to fix), but nothing works. I guess Attack Slots will just be stuck at 5x for me. I don't think this is a mod conflict either, since 95% of my mods are from your collection, and my extra mods don't even touch combat animations or attack slots.
Dr. Igor Dolvich  [author] Jan 27 @ 7:32pm 
Also make sure it's still in your mods folder after you saved it lol
Dr. Igor Dolvich  [author] Jan 27 @ 7:31pm 
You might need to Import Game and/or disable/unsubscribe from this mod. The Kenshi/mods folder should overwrite this file, as the mods folder has higher priority over the workshop folder.
T.Y.N Jan 27 @ 7:09pm 
Hmm, it seems even after changing the mod's Attack slot section to 3 in FCS, and saving the edit it doesn't actually update the Attack Slots in-game.
Dr. Igor Dolvich  [author] Jan 27 @ 7:03pm 
@T.Y.N

Haha no problem, I tend to check my Steam notifications for the various projects I have so I can try to respond as quick as I can.

Glad you figured out a work around for now! :2017stickycrab:

It's pretty easy to work around in FCS once you get the hang of it. You can open up the .mod file and click on "Changes" on the top bar, which will show everything I did for the particular mod. Once that screen is open, you can just double click on the Attack Slots portion and edit it to whichever values you want. 1 is the lowest and 5 is the max for Attack Slots. :cactusrum:
T.Y.N Jan 27 @ 12:30pm 
Didn't expect such a quick response, thanks for answering! I tried using FCS to edit mods before, but struggled with figuring out how to use it, though I'll try it again for this mod.

Before you responded though, I managed to figure out a temporary solution to my issue by manually attacking specific Beak Things in the group that were furthest away from my character, which would sometimes trigger a lunging animation (probably from More Combat Animation or one of my mods) and allow my character to actually deal damage at the expense of getting hit for not committing to 100% blocking.
Dr. Igor Dolvich  [author] Jan 27 @ 12:20pm 
@T.Y.N

You could always edit the mod file if you'd like in FCS, you'd need to copy it from your workshop folder (you can use the Windows search function and look for "Combat" and it'll find it). Copy the whole folder to your Kenshi/mods folder and rename it to what the .mod file is called (without the .mod part) and you'll be able to find it in FCS.

Alternatively, the general idea is to not get super surrounded on all flanks lol. You can try to disengage and fight them in far less numbers which would allow a chance to counter attack. Otherwise, you'll spend all your time blocking the multiple opponents. Kind of a downside to the increase Attack Slots, but I think it makes it slightly more tactical in a way. :cactusrum::beeped:
T.Y.N Jan 27 @ 11:52am 
I'm getting the issue where my high level solo character gets stuck infinitely blocking when fighting large groups of enemies (currently fighting like 10 beak things), and almost never getting the chance to counter-attack. I couldn't reduce the Attack Slots with RE_Kenshi, as realized that this mod affects that. Is there any workaround for my situation?
Dr. Igor Dolvich  [author] Dec 29, 2024 @ 6:19pm 
No problem bro, thank you!

I didn't get a chance yesterday, but you could always open up their .mod (or ask the author which Constants are modified) to see if there's an overlap. You can compare it to the screenshot above for this mod which lists all the things changed. :cactusrum::beeped:
Laughing Forest Dec 29, 2024 @ 3:00pm 
Thanks Igor. Yeah it seemed an interesting concept but was just curious if yours already directly addresses in an identical o similar way.

Honestly your combat tweaks are already 👌 so was more curiosity
Dr. Igor Dolvich  [author] Dec 29, 2024 @ 1:48am 
@Laughing Forest

I guess it depends on which Global Constant it modifies (mod page doesn't say anything), I can open the .mod and see which specifically it modifies.

You can always load that mod *After* this one and both would work, just whichever specific Constant is modified by that mod would take priority. :cactusrum:
Laughing Forest Dec 28, 2024 @ 9:51am 
Hey Igor, does your mod touch any of this aspect of combat --> https://steamcommunity.com/sharedfiles/filedetails/?id=3074815655
Dr. Igor Dolvich  [author] Nov 21, 2024 @ 9:41am 
@Alpacalypse (cool name lol)

Yes, these types of mods should go towards the very bottom if possible. They are "Global Constant" mods (things like body weight, bleed stuff, etc), but some mods may try to overwrite them. Typically ones that try to do similar things, like the ones I linked at the top of the Description.

It works fine with UWE though, as it's in the " Roleplay Collection ", which also uses UWE and a bunch of other mods. :cactusrum:

You can tell if the bleed rate is working by going into combat, maybe test with/without and see the difference. It's not overly punishing, except maybe in the early game around 0-30ish Toughness. :cactusrum::beeped:

I would be impressed if someone made a video about this mod though lol. Maybe in the future I'll do a Let's Play or something for the RP collection. :2017stickycrab:
Alpacalypse Nov 21, 2024 @ 9:32am 
Nevermind, UWE was overwriting it without prompting a conflict notice. I'm still not sure if the bleeding changes are actually in place since I can't find any videos of this mod for referencing, or whether it'll cause any problems with either of the mods, but bodies weigh 80kg now.
Alpacalypse Nov 21, 2024 @ 9:15am 
I have this mod near the bottom of my list (only things below it are UWE and a pathfinding mod) but it doesn't seem to do anything. Bodies only weigh 30kg, bleeding is slow as normal, etc.
Are there any known incompatibilities with popular mods or something else that could cause it to be overwritten? Mod manager doesn't show any conflicts.
Dr. Igor Dolvich  [author] Nov 2, 2024 @ 8:53am 
@kush1maru

Thanks for the insight bro :cactusrum:

I do remember looking at your mod awhile back before I made this one, but I did end up using yours (and a few others, linked in the description) as inspiration for this one.

It is true though, the Global Constants are so few in numbers that pretty much all tweaks are very similar, besides the "tone" of how deadly or whichever lol. I think there's really only like 10-15 different things you can change, unless you want to go super in-depth and change individual factions, squads, etc. which I probably wouldn't want to try haha
kush1maru Nov 2, 2024 @ 3:20am 
Hey creator of Battle Hardened - Hardcore Combat here, to reply @Bravery on the difference between this mod to mine, just like other mods tweaking combat we are focusing more on global constants value changes, so there isn't anything unique to what we do, most of these are generally nearly identical with minor small changes.

Having said that, and checking both of our changes Combat Tweaks is basically the same as Battle Hardened, with the difference that bleeding is balanced and much better than vanilla values, being an important thing to keep an eye out during a fight, but not to the point it is broken or unbalanced.

As for when I made Battle Hardened, I wanted something much more hardcore and brutal, so my values reflect that with bodypart degeneration 4.5, extra blood loss from bodyparts 3, bleeding clot rate 0.0028. These numbers are really high, and I still play with death chance around 2.
Dr. Igor Dolvich  [author] Sep 23, 2024 @ 2:27am 
Thank you for coming to my TedTalk lol

(I tend to edit these down, but these comment sections can't really be edited after a post)
Dr. Igor Dolvich  [author] Sep 23, 2024 @ 2:26am 
@Look Maxxing

I suppose you could try both and see? I haven't tried that one yet.

This was mostly just tailored over multiple "Ironman" saves and a couple hundred hours lol. I suppose one difference between This mod and similar ones, is that I tried to make this one "fair" for both Players and NPCs, so nothing feels overtly punishing or annoyingly broken lol.

The idea was to incentives/motivate "Ironman" type playthroughs. If you're *constantly* reloading a save because you died, then it's not really fun or engaging. This mod aims to try and teeter on the edge of bleeding out or miraculously recovering from a wound. When you gain more "Toughness", you can still get mortally wounded but the experience is more fulfilling. In my opinion, probably biased.

There's a variety of small detail changes that make it semi-realistic in a way, to help engage all of the core systems (medical skills requiring training, people weigh more so you can't easily flee from a fight, etc). :cactusrum:
Franklin Saint Sep 22, 2024 @ 11:01pm 
how is it different than battle harded one?
Dr. Igor Dolvich  [author] Sep 18, 2024 @ 10:33am 
@GamerBee

Thanks bro :2017stickycrab:
GamerBee Sep 18, 2024 @ 10:15am 
Thanks, Chumbo. Great mod!!!
Dr. Igor Dolvich  [author] Sep 17, 2024 @ 2:17pm 
@Laughing Forest

Thanks bro. Yeah, I think I looked at that one at some point just to see what all it did.

When making this mod for my Ironman type playthroughs (how I normally play), I just kept adjusting it around after dying and losing that save. I eventually found something that feels moderately fair for Players and NPCs without being super overkill lol. It scales pretty nicely (in my opinion :beeped:) even into higher levels.

I've never been in the 90s Toughness/Fighting range, but I could imagine it's probably similar lol :crusader_helmet:
Laughing Forest Sep 17, 2024 @ 12:41pm 
Just returning here to say I've recently tried out a more hardcore version (battle hardened) and a few other options, but your combat overhaul is just the best balance of everything. Great work (again)!
Dr. Igor Dolvich  [author] May 24, 2024 @ 9:49am 
Thanks @maxibread :cactusrum::beeped:

Yeah, the idea was I wanted to have Players train on Medic in order to make any meaningful heals, otherwise you end up wasting a whole lot of supplies just for a handful of people.

In Vanilla, Bandages and Adv. Medkits are roughly similar, at least in terms of healing (Adv. is more efficient and faster, etc.) At least now, with low Medical, bandages might only heal a single limb.
maxibreard May 23, 2024 @ 7:41am 
Grat mod, i love how the medic take more relevance in the game
Dr. Igor Dolvich  [author] Apr 29, 2024 @ 3:20am 
:2017stickycrab: :2017stickycrab: :2017stickycrab: :2017stickycrab: :2017stickycrab: lol
JimmyJ Apr 28, 2024 @ 7:37pm 
Haha amen to that. ironman gang raise up
Dr. Igor Dolvich  [author] Apr 28, 2024 @ 9:06am 
@JimmyJ

Lol yes, thank you! That's exactly what I was going for! :2017stickycrab:

I've tried a lot of the various Combat mods on the workshop, etc. but ended up just making my own (using the others as a reference) and just tweaked it over time as I played a normal "Ironman" game, so it should generally be fair across a majority of the game.

I mainly wanted to make it *engaging* without needing to constantly reload, as it goes against the whole "ironman" style of playing.
JimmyJ Apr 28, 2024 @ 7:20am 
Wow thank you! this is probably the best combat difficulty mod that i used, fights now hard&deadly, but not frustrating to the point where hungry bandit with the fcking stick beat you to dead when you 5 minutes in game
Dr. Igor Dolvich  [author] Mar 6, 2024 @ 8:22am 
I think around ~25-30 toughness is the tipping point in terms of how deadly it can be, which I suppose makes sense because a ~0-20 toughness character might be someone who has *never* been in a fight their whole life (somehow in this wasteland lol).
Dr. Igor Dolvich  [author] Mar 6, 2024 @ 8:22am 
@Punful Guy

Glad you're enjoying the mod / collection! :2017stickycrab:

Yeah the early game is pretty difficult, you kinda get used to it and learn as you go (it does play pretty differently compared to Vanilla). My first couple of actual playthroughs with this mod / the collection, I admit I did die a few times lol.

I always play in "Ironman" mode, so I accepted those failures as a "failed timeline" for those particular characters and just rerolled a few times until I got the hang of the new difficulty. I almost always play Solo early on (I like the "Solo Rebirth Slave" start on the RPG Collection) which gives me enough time to train and practice in relative safety. Although, with this combat mod and the bleed rates, even the "safety" of Rebirth can lead to a few deaths while you get the hang of it :crusader_helmet:
Punful Guy Mar 6, 2024 @ 6:26am 
Such a good combat mod. Makes cleanup after base raids much easier heh a lot less people getting up constantly

But with so many mods in your collection adding more cut weapons to bandits even starving bandits this is very lethal for a solo game lol. Mainly from the blood clot reduction and extra cut blood damage. Not a complaint just need to be very wary of fights until you get like 40 toughness which doesn’t take too long
Dr. Igor Dolvich  [author] Mar 5, 2024 @ 10:29am 
Also, don't be afraid to run away if the fight isn't going your way. You're not the Chosen One in Kenshi, but you can eventually become whoever you set yourself out to be. :crusader_helmet:
Dr. Igor Dolvich  [author] Mar 5, 2024 @ 10:25am 
There's many ways you can Roleplay the early game to make it not-grindy. An example of how I might do it on a New Game:

The world in Kenshi is extremely hostile, so I suppose it would make sense that someone like the Wanderer (default very low level start) might want to hire some Bodyguards or whatever to travel between towns to sell goods.

Bodyguards can be as cheap or expensive as you want, since there's a pretty wide variety to choose from depending on their gear and how long the contract is. They will protect you, and more importantly heal you, should you get knocked unconscious and are bleeding.

Once you get enough cash and gear from your trading or whichever activity you like, you can probably begin to face the world alone (or with a few Companion friends you meet on your journey) :cactusrum:
Dr. Igor Dolvich  [author] Mar 5, 2024 @ 10:18am 
@|Nick

In the very early game (like 0-20ish Toughness), it's better to wear heavy armor since you probably wouldn't stand more than a handful of cuts from a sword.

Different weapons can give different stat bonuses which can aid in training too. Typically, if you actually hinder yourself (like wearing a backpack / very heavy armor), it can actually aid you in training better. Think of like various movies and tv shows where the Protagonist might wear weighted equipment, then eventually taking it off after training awhile. The same idea applies to Kenshi.

Ideally, very low level, you might fight someone closer to your level anyways (in vanilla Kenshi, it's mostly like starving bandits and such lol). Or, just wear plate armor or something similar that can withstand bladed weapons.
|Nick Mar 5, 2024 @ 9:04am 
This mod makes training combat stats almost impossible. Am I missing something?
If I die in 2 hits and then bleed to death, how am I supposed to gain melee defence stat?
I'm grinding on river raptors for hours now, and it works somehow, I have 20 defence now, but this is the opposite of roleplaying. It's just grinding at that point. But without it, there seems to be no natural progression anymore
Dr. Igor Dolvich  [author] Feb 9, 2024 @ 6:28pm 
@TheFernandophile

Ah that makes sense lol

Yeah if you play it right, it definitely can get a little OP. I changed the attack slots to 5 to try and counter act the increased damage resistance (ie. get hit by more people in a 1vMany scenario), but yeah if you're wearing ultra good armor and have almost max toughness, you can probably last quite awhile lol. This is why I increased the bleed rate as well, to counter act good armor :steamlaughcry:

Once you change 1 thing, you end up having to change multiple things to make everything counter-balance each other.

Glad to hear you like the collection :2017stickycrab:
Technaboo Feb 9, 2024 @ 6:21pm 
Though I will say my main character is basically a one man army, with 97 toughness, masterwork Ronin armor and Tengu's sword, he can 1v1 all of Tengu's palace.
Technaboo Feb 9, 2024 @ 6:19pm 
I've been playing with the collection and toughness seems pretty good so far. I was just playing a noticed that dmg res was higher then I remembered it being and was looking for the mod that changed it.
Dr. Igor Dolvich  [author] Feb 9, 2024 @ 11:19am 
It also plays a part in the scaling in the early-mid game too, particularly with some tough enemies down in the Fog Islands (with mods) and such. It's not only for ~100 toughness. Since it scales across all levels of toughness, although it's more extreme in the later levels (-85% to +85% potential resistance).

If you do happen to play a very late game, please let me know how it goes so I can possibly adjust further if necessary. :2017stickycrab:
Dr. Igor Dolvich  [author] Feb 9, 2024 @ 11:17am 
@TheFernandophile

Theoretically, although I haven't thoroughly tested it as I've never been that high of Toughness lol. (I have Restartitis and constantly replay the early-mid game, as that's probably my favorite part)

It's mostly for the ultra end-game battles, really, such as Cat-lon , etc. to make them more "Balanced" since you'd probably be hitting extremely high damage numbers with vanilla ~65% resistance.

It's still a scaling effect though (with a dice roll), sometimes you might get a full resist (~85%) and sometimes you might "crit" and deal a lot of damage. It's one of those things I'd have to probably do a cheat-start to fully play around with the numbers better. From what I've been told by others, in my Roleplay collection, is that the end-game is pretty fair with the current settings.
Technaboo Feb 9, 2024 @ 8:06am 
So the max dmg resistance from toughness is 85% at 100?
Dr. Igor Dolvich  [author] Jul 23, 2023 @ 9:35am 
@yutheboxer

The mod is updated now to remove the "random dmg resistance", if you want, you can try to see if maybe the scaling is fixed now? If not, I can try some other methods to see if those work as well.

Not sure if it would require an "Import Game" or not. :cactusrum: