Kenshi
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Shinobi Thieves Enhanced
   
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7 Oct, 2023 @ 10:24am
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Shinobi Thieves Enhanced

Description
I know what you're thinking. Another Shinobi Thieves mod? Seriously?
Well, this one is special because it has a new item called Assassin's Dagger!

New Item:
-Assassin's Dagger: Exclusively sold by the Shinobi Thieves Guild, it is technically a negative 100 quality medical item, which will make wounds even worse. When used on an injured enemy, it can quickly kill them.

Note: The Assassin's Dagger can be placed in the Belt slot. Functionally, it still needs to be in your main inventory or backpack for them to work, so the belt equip is prevent the use of the dagger. After all, you do NOT want to use this on friendly characters (unless you want your friendly characters to die).

This mod is my own take on how I feel the Shinobi Thieves should be changed, so let me walk you through my thought process behind these changes.
1) I personally think of Thieves Guilds as being loosely organized, so I wanted to diversify their gear so they looked more like strays who happened to band together.
2) Then I wanted to make sure the surgeons and traders could be easily spotted, so I started specializing headgear as it stands out the most when talking to NPCs. (Trader's have armoured hoods and surgeons have square goggles).
3) They have several towers in several areas of the map. Wouldn't that imply they have the strength to spread and thrive? To reflect this, all Shinobi members have buffed stats and better quality weapons and armor.
4) Following the above mentality, if they are thriving, they would have more items for sale. Therefore, their vendor list has been expanded to include thief/assassin-themed items, such as robotic Stealth Legs.
5) I have a bunch of random mods that add items to the Shinobi Thieves vendor list, so I needed to make sure they had plenty of cats to trade with as well as increasing the number of items that can be sold at once, which still follows with the above mentality that they are thriving.
6) Again, with idea that the Shinobi's are thriving, they would not be as easy to join. Thus, the joining fee has been increased to 50,000 cats.
7) Although the new item "Assassin's Dagger" accomplishes the same thing as the "Bleeder's Needle" mod, "Bleeder's Needle" doesn't have an icon, making it look identical to Toothpicks, which I did not enjoy. Changing the item also allowed me to add it as a possible Belt equip, which allows users to take away the dagger's functionality when there are no enemies around.

If you just want an item that can kill downed opponents quickly, without the Shinobi Thieves Guild changes, you can download the previously mentioned "Bleeder's Needle" mod by Flandre Mayor. Here is the link below:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2975608378

I'm using this mod in conjunction with the "Unofficial Patches for Kenshi" mod by GEO. That mod has quite a few Shinobi AI fixes to make them less prone to being completely wiped out due to strange faction relations. Here is the link below:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2714086775

If you enjoy my mod, feel free to hit that 👍
Positive ratings let me know I'm doing a good job! 😊
I appreciate all feedback, so please leave a comment! I read every single one of them!

I'm also working on updating all my old mods, so I'd love it if you checked them out. They're featured on my workshop page:
https://gtm.steamproxy.vip/id/2PercentNate/myworkshopfiles/?appid=233860

Permissions & Use
Feel free to translate, edit, chop up, deep fry, or otherwise modify my mods to your heart’s content. All of my mods are freely distributed. If you end up editing one, I’d really appreciate receiving credit with a link to the original mod. It’s not required, but it would make my day! 😊
7 Comments
2PercentNate  [author] 18 Jul @ 5:24am 
Glad it's working again! We'll blame it on the usual Kenshi jank 😊
I try to incorporate glitches into my RPs. Recently my rear turret guard had a moment where the AI could not target a group of Dust Bandits breaking down my gates. I decided to RP that he fell asleep on the job. After the fight I punished him to work in the mines for a week.
fuqkspqmmers 17 Jul @ 10:30am 
Thanks for the answer one of mi favorite mod 😊 I don’t know why it stopped working for like an hour when I bought a new one and after like an hour it came back .
2PercentNate  [author] 14 Jul @ 10:49pm 
@fuqkspqmmers It is still considered a medical item, so it does have charges. Perhaps you simply used up the item? Otherwise, I'm not sure. I can try to test further over the weekend.
fuqkspqmmers 13 Jul @ 10:10pm 
this mod was realy realy good i loved the dager to bad it stop working for no apparent reason :(
fuqkspqmmers 13 Jul @ 9:43pm 
the dagger stop working after the first time i finish it . somone know why ?
ARS2000 28 Mar @ 7:19am 
The dagger is honestly the best part of this mod. Not that the Thieves actually having actual shit in their inventory isn't needed, its a great touch, but the daggers are easily the best part of this. Be warned, new players who haven't tried this yet, those daggers don't come cheap.
Xarizon 11 Feb, 2024 @ 12:40am 
Nice all the changes sound great, and i love the dagger idea for finishing off enemies. I always hated how i had no choice but to puppy guard an enemy until they bleed out instead of being able to just finish them off. And being able to equip it to solve the bleeder needles issue is pretty smart