Kenshi
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Kenshi Kaizo
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5 OCT 2019 a las 2:47 a. m.
28 FEB 2020 a las 4:39 p. m.
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Kenshi Kaizo

En 1 colección creada por セス (Ѕϵ✝︎ћ)
Kino Kenshi mods
64 artículos
Descripción
Kaizo (改造, remodel/reorganize) is an overhaul mod designed to make the game more dynamic and add variation to repeat playthroughs. The mod adds a large amount of content while attempting to remain lore-friendly in all aspects.

Import is required for old saves.

List of Town Overrides: https://pastebin.com/raw/CsyuEB27

AI AND DIALOGUE:
- Dozens of new interactive dialogue lines
(e.g. Proactively give money to starvers, engage in diplomacy or start fights with bandits)
- Many tweaks to NPC AI packages for more lifelike behavior:
-- NPCs won't try to heal when squad mates are under attack
-- Bandits can kidnap people who get KOd in their towns instead of ignoring them
-- Gate guards rescue downed allies instead of ignoring them
-- Cannibal Hunters attack passing cannibals instead of ignoring them

- Dialogue tweaks made for bug fixes and more lifelike behavior:
-- NPCs won't yell about intruders who are already imprisoned
-- Hungry Bandits more often demand food before attacking
-- Inquisitors won't let you just walk away from them carrying Emperor Tengu
-- Bandits are generally less likely to attack when outnumbered or injured
-- More NPCs will actually react to failed assassination attempts
-- Shek bandits remember you from the last time they picked a fight
-- Certain skeletons are more careful about saying certain things
-- More lines of dialogue that reflect speaker's personality

- More recruitment scenarios for solitary, non-hostile NPCs in a bad situation
(e.g. solitary starvers or escaped slaves)
- NPCs (particularly bandits) loot unconscious foes with greater frequency
- Homeless/starving characters may eat food from the ground or steal food from sleepers
This can count as a crime and will provoke a response if they're caught
- Some tweaks to prevent suicidal behavior / avoid very undesirable situations
(e.g. Burn will now stay inside before meeting the player)
- Additive word swap edits and new tokens for more variation in dialogue
- Non-destructive edits to vanilla dialogue providing minor typo and bug fixes
- Removed DC_IS_PLAYER check from some dialogue lines, allowing more NPC interactions

CAMPS, RESIDENTS, AND HOMELESS SPAWNS:
- Spawn lists are more diverse,
- Spawn rates tweaked for many zones.
- Zones are less "leveled" and stronger enemies occasionally spawn in weaker areas
(e.g. Band of Bones and Kral's Chosen squads may appear in the Border Zone)
- New kinds of camps for various factions, some depend on world states to spawn
- Homeless bandits less frequent, bandit activity more tied to camps
- Major factions spawn War Camps when leaders start to fall
(only HN and Flotsam are implemented as yet)
- More roaming squads that stop and hang out in bars
- More resident squads set to regenerate (kill off a town to stop squads from regenerating)
- More buildings are for sale, where it would seem to make sense
(e.g. ruins in non-military towns)
- Other buildings can be purchased once certain world state conditions are met
(e.g. Burn's Tower if Burn is killed)
- Item vendor lists added to some town resident squads to make the world seem more lived in
(e.g. squatters keep collections of scavenged stuff)

CHARACTERS:
- Many new generic NPCs bring the world to life
- More characters have randomly-generated names
Non-leader bandits, guards and other "faceless" types still tend not to have names.
- More thematic pacifiers and new ones for some factions lacking them:
Tech Hunters, Machinists: Shark
Mercenary Guild, Reavers: Black Scratch
Skeletons, Cannibal Hunters, Deadcat: World's End
Swampers, Blackshifters, Grayflayers, Stone Rats: Flats Lagoon
Twinblades, Nomads, Manhunters: Mourn
- Small (<1%) chance for military characters outside the HN to spawn with skeletal limb(s)
- Some characters have more random skill distributions

REBALANCES:
- Overall difficulty increased
- Adjusted faction importance for assorted NPCs for more sensible reactions.
(e.g. Hungry Bandits have less importance, certain Swamper Gang Leaders have more).
- Holy Nation armies more competitive, with slightly better gear and new weapon grade
- Generic recruits slightly more common, and some squads regenerate.
- Ordinary Lanterns more commonly found in trade shops
- No-go zones are less restrictive
(e.g. Band of Bones will enter the Border Zone)
- More weapon variation for NPCs (less so for soldiers who should use issued equipment)
- Greater clothing/armor variation for NPCs that don't wear a uniform
(e.g. Hungry Bandits and Slave Hunters don't all have identical outfits).
- More protective gear for bandits operating in harsh environments
(e.g. breathing masks for Cloud Ninjas)
- Greater range of squad sizes while preserving average number of characters per squad
(extremely large spawns are not changed due to performance concerns)
- Mercenaries offer longer contracts, up to 1 week for bodyguards and 30 days for outpost duty
(Guard job dialogue now explicitly states *nearest* outpost)
- Hiring mercenaries for very long contracts will slightly increase relations with them
- Main factions conduct stronger late-stage campaigns
- Ranged units added to most major faction armies
- Rescaled equipment quality (important/skilled characters less likely to have shoddy gear)

WORLD STATES:
- Dozens of new world states, complete list is found below
- Changed some existing world states to disregard player involvement
(e.g. Shark overrides)
- Some settlements more resistant to world state changes with new local leaders
(e.g. Rebirth, Okran's Fist)

ZONE-SPECIFIC CHANGES:
Arm of Okran: Added homeless spawns; Tech hunters, escapees and slave hunters, some starvers, possibly flotsam / holy nation patrols (depends on world state)
Rebirth: 0.1x rate Homeless spawns added: Goats, rare chance of broken skeleton
Heng, Great Desert: Reduced number of homeless Skimmer squads

FACTION-SPECIFIC CHANGES:
Many of these, see link for detailed list: https://pastebin.com/raw/i5ZtHtAx

COMPATIBILITY NOTES:
Kaizo is a large mod and should be placed low in the load order to avoid conflicts. See the Compatibility Discussion for more detail.
There may be some unexpected behavior if combined with other mods that make sweeping changes to AI packages and world states.
If there's a mod you want to get working with Kaizo, then please comment about it. A patch might be feasible.

THANKS AND CREDITS
Thanks to Boron, Nanogiraffe, oi__io, Shidan, I.C.E., Thoros and Cataphractoi for the following guides that helped get this project off the ground and released:

https://steamcommunity.com/sharedfiles/filedetails/?id=1444279946
https://steamcommunity.com/sharedfiles/filedetails/?id=804686889
https://steamcommunity.com/sharedfiles/filedetails/?id=1287177013
https://steamcommunity.com/app/233860/discussions/3/351660338683696515/
https://steamcommunity.com/app/233860/discussions/3/365163686051518697
https://steamcommunity.com/app/233860/discussions/3/1640912849396702757/

Further thanks to HaTsUnE_NeKo for constantly answering others' questions that I had to search, and to the Super Mario Kaizo community for inspiring this mod's name.

And thanks to Lo-Fi for creating and releasing a most excellent game.

SEE ALSO:

Reactive World by Shidan - I played this mod before and during Kaizo's development and was undoubtedly influenced by it. Strongly recommended, but compatibility will be difficult to do.

Please leave any feedback you have and report any bugs you may encounter.
Discusiones populares Ver todo (4)
83
13 MAY 2023 a las 6:12 a. m.
Compatibility Discussion
セス (Ѕϵ✝︎ћ)
50
8 AGO 2022 a las 9:20 a. m.
Bug Reporting
セス (Ѕϵ✝︎ћ)
2
7 MAR a las 8:30 a. m.
Finding Chakkari
Bosun Bill
513 comentarios
Moon-Shadow 10 MAY a las 5:28 p. m. 
Kenshi Kaizo

For this mod there are also a large number of other mods that extend this mod a little, and of course other mods as long as they have nothing to do with spawning.

Mods that are for this but have to do with spawning would also have to explain how to use them together so that it works.

Simply enter “Kenshi Kaizo” or better rather “Kaizo” in the search and you will find some mods that are for this, there are also mods that only use something from this mod without needing it, which then do not work together with it.

Many mods that I have read through are actually well described what they do, with other games in the Steam Workshop there is often the problem that the descriptions explain too little, especially how well some things work together or which changes what.
Moon-Shadow 10 MAY a las 5:13 p. m. 
The following are examples, and I haven't used any of these mods yet, this is just about what I know about them.

Kenshi Kaizo / As stated above changes the spawning of everything, and so some things are also changed, and the other two mods also do a lot with the spawning, which is why they only partially work with this one.

Reactive World / More massive intervention in the world in terms of cities and wars, for example the Shek take over places that the player liberates from others and eliminate certain enemies, so the Shek spread more or are pushed back by others because the player eliminates someone else where.

Living World / Like the Reactive World but with slight changes.
Moon-Shadow 10 MAY a las 5:13 p. m. 
Which one you choose depends very much on what you prefer.

Otherwise, if you like both, take the one you like more first, and then the other one the next time you play.

And when using them together you also have to pay attention to the order of the mods, unfortunately this is not uniform and different depending on the game, I don't know how it is with the game because I currently don't use mods that depend on the order, some games have to have things at the top so that they are not overwritten by the lower ones and in other games it is the other way around.
CDEEKS 10 MAY a las 4:13 p. m. 
I got a CTD from main menu when i enable this mod with RW so my second question i guess whats best to use RW or this one. i only found this mod today from you tuber and it sounds very interesting.
Moon-Shadow 10 MAY a las 3:59 p. m. 
"Compatibility Discussion"

It says how well or badly it's going.

Kenshi Kaizo , last update 2020

The other mod I know, only the Year not, may work better or worse in the meantime.

You could try entering both in the search at the same time and see if there are mods that make it compatible with each other, I haven't looked, but with some games and mods it is created similarly when mods are complex, since there are 2 large complex mods and not just one that would have to be made compatible with several.
CDEEKS 10 MAY a las 3:42 p. m. 
Does this play well with Reactive world mod ?
Moon-Shadow 4 MAY a las 1:15 p. m. 
In the mod is everything inside what is in the description.

If you want to have something specific different you just have to look for mods here that use “Kaizo” in the name so enter that in the search then some mods will appear that either write that they do something for “Keizo” that takes over from the mod for others or free that can be used for any but is compatible for this mod.

-

If somewhere else it says that a mod is compatible with this mod, then it should be the same, this mod was last updated in 2020 is on the right side, above directly under when the mod was released.
Hari Seldon 4 MAY a las 5:31 a. m. 
Hello, nice mod, just a few questions.

1) Does this also adds new recruitables?
2) Is it correct that this mod is compatible with UPK? They stated this in their Nexus page.
Moon-Shadow 4 ABR a las 7:32 p. m. 
Originally all groups are not large, but this mod increases the number of some, so it could be intentional for them.

And if you use mods that increase the group size of the factions and other enemies, then depending on the mod, this is intentional or does not work with other mods.

Just look in a wiki from Kenshi that mentions this and what deviations there are, otherwise it is due to a mod.

The name doesn't mean anything to me, but I hadn't played far and hadn't even used “Keizo” yet, and I'm not playing Kenshi at the moment, but I want to keep playing, I just don't feel like it.
Dae 4 ABR a las 11:05 a. m. 
Haven't gotten raided by Band of Bones yet but I've noticed that their patrols are still 8+ people even though I've handed "Tora the Fearless" in to the Shek police. Do I have to have Tora imprisoned in my base instead to cut down patrol numbers or is this all intentional?