Kenshi
Shidan's Tweaks & Fixes
401 Comments
Shidan  [author] Dec 29, 2024 @ 6:14pm 
I'd use GE0's below mine, just in case. Though it should not matter too much. Both are compilations of small changes, so nothing should break too badly even if there are conflicts.
Tolik Dec 29, 2024 @ 5:03pm 
If I want to use 'GE0's Unofficial Patches for Kenshi' and your 'Shidan's Tweaks & Fixes' mod, how should the mod order be?
Tolik Dec 28, 2024 @ 6:28am 
Hey Shidan,
on the 26. Aug at 20:02 you said: 
"Depends on if you want the tweaks or not. The fixes are included in the unofficial patch, but the tweaks are not. The mod should work fine with the unofficial patch though, if you want to use them both."

Which unofficial patch do you mean?
Shidan  [author] Dec 24, 2024 @ 4:38pm 
Yes, with enough slaves the slave masters will sometimes leave some slaves in cages. I'm honestly not sure why though, unless there is just some hardcoded number per slaver or something.
Tolik Dec 24, 2024 @ 1:14pm 
Ah, okay, because of the Fogmen raid fix, thanks for the explanation. :D

I have another question. Is it also possible that in the slave camps, a slave might end up staying in their prison cell and not be sent out to work if there are too many slaves in the camp?

I will test it out later, but i just wanted to ask you. :)
Shidan  [author] Dec 24, 2024 @ 11:24am 
There should not be any unmentioned changes. At least as far as I know. It's not impossible for some to worm their way in, either through me forgetting some change I made, or something getting accidentally brought along in a file merge.

And no, I did not touch item prices. But if you're talking about the Fog Prince Head I would bet that's happening as a result of the fogman raid fix, which will cause items from them to be treated as stolen. Unfortunately no way to avoid that and have the raids work normally, not without introducing exploits that would allow players to drastically increase their profits from the heads.
Tolik Dec 24, 2024 @ 11:13am 
Ok, thanks fo the answers.

Hey @Shidan,
did you also change the prices for a "Hive Prince" head or for other items? The price changes are not listed in your tweak list. Are there any other things not included in the list? If there are any other changes, could you please add them? :)
Shidan  [author] Dec 23, 2024 @ 4:57am 
Even in vanilla they would not help you. Tech Hunter guards in vanilla hunt UC bounties, so you likely would have been attacked at the gates. This being a thing is part of why I allied the two factions.
mykomark Dec 23, 2024 @ 3:11am 
@Tolik why would they help you ? As I remember Waystations are own by Tech Hunters.
Unless you're allied with them, they have no business with you.
Plus mod changes UC lelations with Tech Hunters, to avoid slaughters in towns as you know Tech Hunters has stores in UC towns - they're friends now.
Tolik Dec 23, 2024 @ 1:19am 
I was chased as an ex-slave by United Cities soldiers all the way to the Waystation in the Grey Desert. And when I ran into the bar, no one there helped me. This is because of that mod, right?
hefty Dec 19, 2024 @ 1:31pm 
should I load this above reactive world and legendary of kenshi?
Shidan  [author] Dec 13, 2024 @ 5:36am 
I did not give repair kits to all npcs who got limbs. After all not all NPCs have medkits either. But the kinds of squads that normally have medkits, and got robotic limbs added, got some repair kits added to at least some characters.
mykomark Dec 13, 2024 @ 5:33am 
"Distributed robotic limbs and repair kits throughout the world's NPCs" - I don't think that all NPC'S got repair kits (who got prostetics).
Noticed that hivers with prostetics never repair themselves and it makes them much weaker compared to "non prostetics" ones. Basically a Soldier Hiver with prostetics goes useless after fight or two (cheap prostetics get destroyed).
mykomark Dec 7, 2024 @ 8:47am 
Ok took a picture, shopkepper's name is Trade Goods.
Sounds a bit odd.
Shidan  [author] Dec 7, 2024 @ 8:47am 
No, mod doesn't touch those names. In vanilla however the general trade shopkeepers are named are weird. Trade Goods, Trade Goods adv holy, Trade Goods (Shek), etc.

This dates back to a really old version of the game, where the only way to identify a shop was by its shopkeeper, so they were named after their shop.
mykomark Dec 7, 2024 @ 8:35am 
In Stack.
mykomark Dec 7, 2024 @ 8:34am 
Does this last updade changed some npc names ?
Today Started a new game (Holy Citizen) and noticed that General Shop shopkeeper's name is General Trade (or etc). I swear I see this first time.
Shidan  [author] Nov 24, 2024 @ 6:10am 
Yes, but in vanilla none spawn in HN. You must have another mod adding them to the region. That for whatever reason didn't use the vanilla, HN safe all human slavers, the slavemongers. Which I also left without prosthetics, because they live in HN lands.
Jelly Creeper Nov 23, 2024 @ 1:18pm 
Did you alter slavers (slaver caravans) to have prosthethic limbs? Cause they keep getting attacked in Stack (Holy Nation) for having robotic limbs.
Shidan  [author] Nov 3, 2024 @ 7:03am 
Not even certain how or when that got saved in there, as I've never built that. Best guess is it might have accidentally gotten included in a mod merge for a fix someone sent me once.

Regardless, it has been removed from the mod now. Thanks for the heads up! :)
crunk aint dead Nov 2, 2024 @ 7:18pm 
found a strange floating building south of the southern hive throne which was added by this mod according to the in-game editor.

https://imgur.com/a/nPHCjSD
MagnusAsakura Oct 26, 2024 @ 2:02am 
Remove weapon distribution
Sanitation Technician Oct 21, 2024 @ 1:31am 
Seem to be getting extra weapons appearing in the inventory of many bandit types throughout the game. Possible fix for this as it is being caused by this mod. Anyway to remove the weapon distribution but keep everything else?
MGJ Sakazaki Sep 23, 2024 @ 9:47pm 
Is this the reason why Trader Ninjas hate me because I destroyed Trader's Guild?
Shidan  [author] Sep 16, 2024 @ 8:35am 
Not intentional or a conflict, just a slight scenario in the math I hadn't accounted for when setting it up. Thanks for the heads up, it's been fixed now. :)
Korriban Sep 15, 2024 @ 11:44pm 
I've noticed that with this mod Hundred Guardians sometimes have no weapon equipped (giving them a formidable 5 martial arts skill), is this intentional or possibly a mod conflict at work?
Laughing Forest Aug 26, 2024 @ 11:12am 
Thanks very much Shidan
Shidan  [author] Aug 26, 2024 @ 11:02am 
Depends on if you want the tweaks or not. The fixes are included in the unofficial patch, but the tweaks are not. The mod should work fine with the unofficial patch though, if you want to use them both.
Laughing Forest Aug 26, 2024 @ 10:51am 
I'm sorry for being dense, but should I subscribe to this in addition to the Unofficial Kenshi Patch?
Shidan  [author] Aug 11, 2024 @ 8:45am 
Alright, fixed the non-humans thing. Not sure how I ever missed that was happening in vanilla. Now they'll only spawn as Greenlanders and Scorchlanders in HN towns.

As for pathfinding issues, not a ton I can do there. Moving buildings is highly incompatible with other mods, so I don't really want to mess with it much unless it's something super small like the turrets I did before.
Shidan  [author] Aug 11, 2024 @ 8:36am 
Actually yeah, looking into it further, that is indeed vanilla behavior. I was focusing too much on how the mods shouldn't cause it, I didn't notice that it was the base game doing it. xD
mykomark Aug 11, 2024 @ 8:32am 
Only these.
Shidan  [author] Aug 11, 2024 @ 8:08am 
You don't have any other mods? As I can't see why that would happen with just those mods.
mykomark Aug 11, 2024 @ 7:48am 
My mods are T&F, RW, Holy Farm Overhaul and Idle Farmers.
mykomark Aug 11, 2024 @ 7:45am 
Today just started to play (Holy Nation Citizen) and noticed that in Stack some Shinobi Thieves (at bars) are Hivers.
Is this how it should be ?
Shidan  [author] Aug 8, 2024 @ 12:03pm 
Moved the turrets at those cities, as I think they were the cause of the getting stuck in walls. It's an issue with turrets on slanted walls, so I moved them to nearby flatter walls.

And I looked at the law enforcer dialogs, and noticed that there was one with a "chase forever" effect in it, despite being for lesser bounties, and no other bounty spotted dialog having that including even for higher bounties. Removed that effect, so they should be equally persistent no matter the bounty.
mykomark Aug 8, 2024 @ 8:40am 
And how about implement some tweak for gate guards and etc to prevent them running to far from city ?
I hate then police chief runs out of city miles away to catch some skimmer and etc and usually never comes back.
UWE has system like that for guards.
Shidan  [author] Aug 8, 2024 @ 7:25am 
I'll take a look at it, see if I can identify why it happens, and possibly get a fix added if it's something I can do something about.
mykomark Aug 8, 2024 @ 7:14am 
I think maybe guards getting pushed into walls (same like attackers goes thro closed gates). But wall is to big ant they just stucking in mid of wall.
mykomark Aug 8, 2024 @ 7:08am 
1st stack of south wall right after gates. Guards just standing inside the wall and can't walk, attack and etc. , just standing. I think it's a common bug with top tier walls, Sometimes it happening in my fav city Sho- battai but with less problems, one or two guards in weeks.
Shidan  [author] Aug 8, 2024 @ 6:45am 
I wasn't even aware of that bug, so no it doesn't address it. What wall are they getting stuck in?
mykomark Aug 8, 2024 @ 4:09am 
Does T&F adresses stuff like Black Scratch gate guards tend to stuck inside the wall (near gates) ?
Thats why I tend to spend minimum time in there.
Once I had a base in there and like in a week ~10 guards was stuck. And it doesn't help against Reavers and Pirates constantly attacks.
Shidan  [author] Aug 6, 2024 @ 11:22am 
That mod is not incorporated into T&F, no. But it should be perfectly compatible.

And yes that mod should still work fine, the game has not changed significantly since 2018 (the 1.0 release), so it's only mods older than that you really need to be wary of not working on current versions.
mykomark Aug 6, 2024 @ 11:09am 
https://steamcommunity.com/sharedfiles/filedetails/?id=909774705 Does this mod still needed with ST&F ? Not a fan then river raptors sooner or later wipes all farms.
Just last update in 2018 makes me a bit worried.
nIKNAKNUIE Jun 1, 2024 @ 12:53am 
Thanks Shidan!
Shidan  [author] May 31, 2024 @ 5:56am 
Yes, they should be fine.
nIKNAKNUIE May 31, 2024 @ 4:52am 
Hey Shidan, does this mod and your other mod Reactive World work safely together?
Shidan  [author] Apr 23, 2024 @ 11:01am 
@paanstar - The equipment additions have been split off into their own mod, with standalone mods for specific equipment types available on the mods page. Link in the description. :)
Shidan  [author] Apr 22, 2024 @ 7:18pm 
@paanstar - I'll look into making one tomorrow, I've thought about splitting off the equipment tweaks into a separate mod several times, but never got around to it. Shouldn't be too hard though.

@JimmyJ - Those fixes are not included in this mod, due to some compatibility issues I wanted to avoid. I didn't want to make this mod incompatible with large overhauls that happen to edit those locations by adding them in.