Kenshi
Lore Friendly Role-Playing Experience v1.9.8.1 (2025)
2,025 Comments
Expensive-Paper-77 6 hours ago 
Best way is to unlock the attributes and play a power fantasy with a skeleton <3
Dr. Igor Dolvich  [author] 8 hours ago 
I tried Pinning a New Player's Guide as people tend to have issues in the very early game due to the various changes. I did think about writing a guide myself, but the game is so open-ended that each new playthrough can be different than the last lol.

I always recommend everyone to play "Ironman" style where they don't roll back saves just because the emergent stories can lend themselves to informing what your next moves should be. If you end up captured and enslaved, the next goal should immediately be obvious, then once you escape you can decide to enact revenge on the Slavers, which leads to building up a small group (or an army) and going from there. :crusader_helmet:

I'm glad you all enjoy the collection! :2017stickycrab:
Fixer 11 hours ago 
Best to just explore it for your own my guy
Expensive-Paper-77 12 hours ago 
Considering the content of the pack changes from time to time, it would be very difficult to have a guide. Larger packs like UWE and Kaizo have them.
PhantomRima Nov 29 @ 3:36am 
Spent 300 hours with this collection and I still find new things around every corner. Has anyone considered making a guide or tips/tricks section? This collection deserves it's own wiki page considering how expansive things get!!
Fixer Nov 29 @ 3:36am 
Depends on what replacements. Most can be on people but i suggest finding BPs so you can make em.
Masked Nov 28 @ 8:28pm 
I have 80 guys and 4 million credits, so it should be okay. It's finding replacements that will be tough.
Fixer Nov 28 @ 4:25pm 
I guess you can try and seel the armor but I just suggest preparing for the worst instead
Masked Nov 28 @ 1:06pm 
Cause most of my armor is a white box with an X in it rn.
Masked Nov 28 @ 1:04pm 
So do I just throw away those missing items? Any way to give myself money for what was lost so I can rebuy it?
Dr. Igor Dolvich  [author] Nov 28 @ 8:35am 
You can theoretically use OMO and keep the armor, but there would be a lot of overlap in the mods, so I'm sure there would end up being a conflict somewhere.
Dr. Igor Dolvich  [author] Nov 28 @ 8:34am 
It was because OMO's Armors was abandoned and UWE merged it into the mod. Unfortunately, because of the way Kenshi works, it just kinda happens when you remove the mod and import even though theoretically UWE is pointing to the same .mod file (it's a direct merge).
Masked Nov 28 @ 7:57am 
So this is normal? Feels weird that an update would render all my gear unusable? I thought I made a mistake installing.
Fixer Nov 28 @ 12:03am 
@Masked

Most likely a lot of the armor mods were taken out and mixed with the UWE mod list.
Unfortunately that means all armor sets there are gone. You'll have to find them again.
Masked Nov 27 @ 3:06pm 
Hello,

So I havent played for a few months and updated my game to your latest update. I imported save and a tonne of my armor is missing, helms are missing and a lot of gear has a white box with an X in it.

What happened to my gear?
Fixer Nov 24 @ 5:34am 
@Mathev it's a smithing tech. if it ain't showing up maybe reload your game?
Fixer Nov 24 @ 5:32am 
thats nice. though the concerning part is missing plate armor crafting research. supposedly it's a tech level 3 research
Expensive-Paper-77 Nov 24 @ 5:28am 
(I figured out how to make a custom start and patch the stuff! so far it works without breaking your collection)
Fixer Nov 24 @ 5:25am 
no conflicts on your end mathev? if there isn't any maybe look into what crafting mods are affected by it
Mathev Nov 23 @ 4:21pm 
Is there any fix to the "missing Plate armor crafting station" research? I cant find it and i have no clue what to do ( research bench is tier4)
Expensive-Paper-77 Nov 22 @ 11:55pm 
@Dr. Igor Dolvich do you think you could spare some time to look at the additional skeleton mods I added to your collection and tell me if any of those would need a patch from me? I haven't looked much at modding Kenshi yet.
Expensive-Paper-77 Nov 22 @ 11:46pm 
I mostly just want to add every skeleton-related mod, haha.
Fixer Nov 22 @ 11:15pm 
Good luck on your end expensive.

Found out that adding a few patches do work. Just be aware that an error occurs that says a race is missing when you try to add in patches for tame beasties. It should still be fine but i can't tell what Race is missing.
Expensive-Paper-77 Nov 22 @ 11:13pm 
I decided I'm merging this pack with the big uwe pack and removing the silly and nsfw mods. LET THE MOD BLOAT BEGIIIIIIN
Expensive-Paper-77 Nov 22 @ 10:16pm 
Congratz on 2000 comments! hahaha
Dr. Igor Dolvich  [author] Nov 22 @ 7:08pm 
I do wonder if since it's already changed, if a New Game would show the fix or not. Either way, I can look into it next time I update the collection and see what causes it. :cactusrum:
Mathev Nov 22 @ 11:02am 
@Dr. Igor Dolvich sadly disabling those mods and importing didnt fix this. hes still a starving vagrant
Dr. Igor Dolvich  [author] Nov 22 @ 7:54am 
If you happen to make a patch that works for the Thrashers, I'd for sure include it on the collection lol. I didn't know they weren't already recruitable (I've never tried).
Dr. Igor Dolvich  [author] Nov 22 @ 7:53am 
@Fixer

That probably needs a Tame Beasties patch, there is a comment on the Thrasher mod page which shows how to create a "Pick Up" patch to allow them to be picked up. Although, they'd probably still need a Recruit dialogue package created (ie. Tame Beasties's mod).

Thank you for helping others with their issues. :2017stickycrab:
Dr. Igor Dolvich  [author] Nov 22 @ 7:53am 
@Mathev

(deleted previous comment since I broke the formatting lol)

You might need to disable Each Person's Life and Persistent Friendship as these mods are meant to change Character NPCs (your faction) into random nearby factions after you dismiss them, although it seems to inherit this to random NPCs across the map (ie. the Dyer's shop in the HN territory). It could even be a UWE change for all I know, I'd need to look into it more.

Let me know if this works or not. You'll need to Import after disabling those mods. :cactusrum::beeped:
Mathev Nov 22 @ 1:17am 
Got two questions.

Seems like im missing plate armor technology. Tier 4 and it's nowhere to be seen. Any fix for that?

2nd question is about No-face. the guy who was from the gutters faction allowing us to domesticate beak things. Seems that some mod changes him into the starving vagrant faction which i dont like. Any ideas which mod does that?
Fixer Nov 15 @ 4:47pm 
Anyone else trying to pick up thrashers but they don't work? I was hoping to recruit them but no pickup prompt was avail.
Fixer Nov 14 @ 8:59pm 
@Lil_Z the teardrop greatsword bp can be in any shek area from my understanding

@Grim just talk to the dog and you can recruit it through dialogue
Grim Nov 14 @ 8:58pm 
How do I recruit the poor bone mutt located at the hub?
Lil_Z Nov 14 @ 3:13pm 
By the way, is there any blueprint for the teardrop greatsword?
Fixer Nov 14 @ 7:18am 
Good luck doc.

Oh and i did some testing on the missing npcs thing. Apparently leaving a pc near the npc location can keep that npc at that location. The issue comes she you are gone as the moment you leave the disappear into the ether. I found importing to help out, especially with big bounties but that can be inconsistent as bounties who stay in place often don't disappear like dust king. But Screamer the False and Ponk can just leave the tower and never return
Dr. Igor Dolvich  [author] Nov 11 @ 2:36am 
@Lil_Z

Yeah I believe they carry a lot due to them also being vendors, so they carry their personal medkits (for mending) as well as inventory for sales. This makes them good targets if you wanna play as a Highway Bandit lol :cactusrum:

@Fixer

Sometimes those NPCs might be off doing something and will eventually return (ie. Beep, Hamut, etc. :beeped:). You might just have to return at another point in the future to find them. Mostly All NPCs have personal AI goals that makes them less static, although they generally don't go *too* far away to avoid dying in some random part of the map lol.

Good point about the Dyer, he might have some generic AI package that inherits the various "do XYZ" functions. I might end up making a specific patch to address this once i get a chance. :2017stickycrab:
Fixer Nov 10 @ 9:04pm 
Understood Doc.

Also to anyone who had certain bounties and prisoners are missing, import the world with dead npcs off just in case. dunno why they keep leaving. Been wondering where agnu and the thrall brothers were when i visited but apparently the mod that lets people walk away like the dyer also applies to them. Dunno how.
Lil_Z Nov 10 @ 7:20am 
Gotcha. I just wanted to check if the was known. I mean, I'm gonna re-import anyways. But I -did- profit off of it. Menders carry a -lot- of skeleton repair kits, and I'm trying to go through a Shek only playthrough. (Might add -1- skeleton.)
Dr. Igor Dolvich  [author] Nov 10 @ 6:33am 
@Fixer

Feel free to use the Dyers Guild which was the previous mod I used for the list. I swapped them out because the Guild buildings are kind of OP and there was an overlap I couldn't quite fix (worked on my end, but 50/50 reported it not working on their end).

@Lil_Z

It's probably with the Gate Guards AI mod , although they close the gate if they're getting raided. The AI in kenshi does weird things at times and even neutral/allied factions will attack things if it's in the way lol. Not much we can do about it, unfortunately. You can remove the mod if you'd like. Make sure to Import :2017stickycrab:
Lil_Z Nov 9 @ 5:26pm 
Hey, just wanted to let you know, I've noticed after some time in Squin that the Shek occasionally close the doors, causing other traveling factions to attack the gate. I don't know if this is a problem in vanilla, but it's caused even the Menders faction to get attacked by Shek Kingdom, at least near Squin.
Fixer Nov 9 @ 4:46pm 
Affirm. I just took the mod off for now. Thanks for the heads up doc
Dr. Igor Dolvich  [author] Nov 9 @ 12:11pm 
Someone reported a similar issue in the Simple Dyeing mod page, but the author claims it's from another mod. I'll add it to my Bug Tracker and fix it when I get a chance to mod Kenshi again 🙏

I believe an Import would fix it, although give it a test try to make sure from outside their shop (make a save, exit fully to desktop, load the game again and Import save). :cactusrum:
Dr. Igor Dolvich  [author] Nov 9 @ 12:07pm 
@Fixer

That's pretty interesting actually lol, you're the first to report it. Thank you for letting me know! I'm not sure *Why* he would do that, although it's probably from Persistent Friendship or something random that would dictate an NPC to attempt to join a nearby faction (typically the Tech Hunters or other vanilla factions). Highlanders are a UWE faction, so it's interesting that it they're joining them out of anyone else. It's probably an odd interaction with their AI / Dialogue package trying to make them do XYZ. I'll need to look at the mod and see what causes that.
Dr. Igor Dolvich  [author] Nov 9 @ 12:07pm 
@Laughing Forest

Haha no problem bro, thank you for the kind words! :2017stickycrab:

Yeah StillDoll's mods are quite intensive in terms of the amount of Dialogues they've added (look up their Assault Missions and Town Guard Job mods for examples). I'm surprised they work as well as they do, considering the wizardry involved with Dialogues in this game lol.
Fixer Nov 6 @ 6:45am 
Heyo. Would like to inform you that for some reason the barman at the dye village keeps leaving and then joining highlander parties. I do now know why that keeps happening but I assume it's with one of the mods.
Laughing Forest Nov 5 @ 8:41am 
Ah thanks mate my journey into modlists and then hacking together some mods was all inspired by you in the first place.

I didn’t realize about the density of stilldoll’s dialogue work. I’ll have to take a look at their mods! Been trying to nail down what is a really good one that doesn’t deviate too far or add extra stuff.

Dialogue modding is so tricky
Dr. Igor Dolvich  [author] Nov 5 @ 8:15am 
Thank you for the comment by the way, good to see you're still working on your Collection as well! :crusader_helmet::cactusrum::beeped:
Dr. Igor Dolvich  [author] Nov 5 @ 8:12am 
One thing to note is StillDoll (mod author for EPL and a handful of other Dialogue/Quest mods on this list) does have extremely dense Changes, like 1000s of dialogue package changes lol. Unfortunately there's not a "Compare" tool in FCS which would make things way easier.
Dr. Igor Dolvich  [author] Nov 5 @ 8:12am 
@Laughing Forest

Good question, really. I'd need to look at both mods in FCS to see where the overlap might be. I presumed it was originally just a Patch for Each Person's Life ( which is stated in the Persistent Friendship's Description ), but it could be fully merged together from the original mod. In either case, it would really depend on the Load Order which hopefully I have setup right lol. If PF is loaded *after* EPL, then PF would take priority.

Once I get a chance to play around in FCS, I could look more in depth. If it's simply merged from the original mod, then you can probably remove EPL to reduce potential conflicts.