Kenshi
1,537 ratings
Kenshi Kaizo
10
2
7
6
3
5
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
17.527 MB
5 Oct, 2019 @ 2:47am
28 Feb, 2020 @ 4:39pm
27 Change Notes ( view )

Subscribe to download
Kenshi Kaizo

In 1 collection by セス (Ѕϵ✝︎ћ)
Kino Kenshi mods
64 items
Description
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://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1444279946
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=804686889
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1287177013
https://gtm.steamproxy.vip/app/233860/discussions/3/351660338683696515/
https://gtm.steamproxy.vip/app/233860/discussions/3/365163686051518697
https://gtm.steamproxy.vip/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.
Popular Discussions View All (4)
83
13 May, 2023 @ 6:12am
Compatibility Discussion
セス (Ѕϵ✝︎ћ)
50
8 Aug, 2022 @ 9:20am
Bug Reporting
セス (Ѕϵ✝︎ћ)
1
25 Jul @ 1:01am
Перевод описания мода
Tirael
539 Comments
Moon-Shadow 2 Sep @ 11:20am 
The mod still has a few balance issues. It doesn't work with some mods, and for some, errors only appear over time if someone has mods that are incompatible with this mod.

And everyone fixes the bugs in their own mod, so if players have problems with this mod and mods from other modders, the other modders will only fix problems in their own mod if there really are any, i.e. in general or if they also use this mod. / So if some Modder don't use this mod they won't make any updates for theirs either.

The mod hasn't received any updates for a while, but the game has had updates every now and then. / Dadurch dann die Mod auch Fehler haben.

Anyone is welcome to make a patch mod, the name of the mod should be included in full so that if someone is looking for mods that fit it they can find the patch mod.
Cattrina 2 Sep @ 10:24am 
In Kenshi 'getting more updates' is a bad thing. It means things can get broken. So a stable mod with seized development is very good thing.
Moon-Shadow 29 Aug @ 5:49pm 
Unfortunately, the mod no longer receives updates, and the developer hasn't been online for a long time.

-

Marrow Lord

There's a Kenshi Wiki on FANDOM
is this mod still being updated?
Rockitão 29 Aug @ 8:50am 
Where can I find Marrow Lord? I've looked everywhere
Moon-Shadow 27 Aug @ 8:46pm 
I haven't played in a while, therefore it is unknown to me, but I've never traveled far either.

Cheats that make it possible for someone to die in order to have or avoid desired reactions.

Or Look for a cheat mod that allows you to simply switch a character to dead in order to trigger or avoid desired events.

Because if you simply delete a character, scripts or other things can get stuck depending on what the game does when something like that happens.

Maybe there are also mods that allow you to decide from somewhere else what should happen to something, or to remove it safely.
mtbxmtl 27 Aug @ 8:35pm 
Excellent mod. Got me back into Kenshi. Only one thing: is it possible to get rid of Longen or whatever the name of the Holy Nation Outlaw paladin guy is? I just want to delete him, he can be slightly game-breaking in some cases. But otherwise everything is perfect.
Moon-Shadow 26 Jul @ 2:25pm 
The problem, however, will probably be him has been set free.

And setting free is a firm decision where you say you're giving up, and everything you do after that has no effect because you've decided to give up.

Another possibility is that things could continue if someone were to set them free, meaning they were taken away from the player, so that you then have more options.

And depending on what a mod changes to existing things that are possible.
Moon-Shadow 26 Jul @ 2:19pm 
I don't know what kind of bugs there were in the game and whether mods are trying to fix them or use them.

This is only in case there was a bug in the game that was fixed, but the mod would use.

If a mod comes along at a time when a game still has a bug, but a mod changes it for itself, the game has an update and fixes this bug, a mod could also try to use the original bug and then cause problems because of the update.
Moon-Shadow 26 Jul @ 2:17pm 
I don't know much about it.

Does the game take into account all possible states.

In general, all possible combinations of states that need to be present with characters in order to have certain states in the game.

Otherwise, leaving it open led to the game assuming a state as if someone had given up this Condition.

And you removed the mod and imported the world, then a save where this mod had its own states no longer existed, and it's still there and you can still reach any possible state.