Kenshi
Enhanced Survival Challenged 2.62 (increased difficulty)
414 Comments
DreadLordNaf  [author] 10 Oct @ 10:05am 
@Crunch - Glad you like it. I just did another Kenshi run through and most of the changes I did seem solid still. Of course some things I wouldnt mind changing but I dont have the time I use to, and at this point might as well just wait for Kenshi 2.
Crunch 4 Oct @ 6:58am 
Tyvm for the mod, been playing it for years and its just not the same without it
OMEGAVEZ 28 Aug @ 11:29am 
May be this is my mod in collection that adds this head idk
OMEGAVEZ 28 Aug @ 11:29am 
@DreadLordNaf I meant head of heavy fogman costs 4000*
This head drops from that fogman guy with shark style head.
And costs 3900 cats i checked.
DreadLordNaf  [author] 28 Aug @ 9:41am 
There is actually no item called that in the vanilla game, nor did I add one. Are you sure thats not added by a mod?
DreadLordNaf  [author] 28 Aug @ 6:36am 
@fast_missions_only - Can you confirm you dont have another mod loaded after mine overriding the fogman head price? I checked both in-game in my playthrough, and on the fcs and it looks like I had already adjusted those. In-game the prince heads sell for 1200, which is a lot but given they are rather rare seems fine, and the kings head still sells for a lot.
DreadLordNaf  [author] 26 Aug @ 10:51am 
I will say though that in my recent playthrough, it's clear there is no perfect solution to balancing everything cats related.. But if you play as most hardcore players intend,, meaning you do true ironman and only save on exit, and never reload, it makes the game hella challenging, fun, adrenaline bursting at times, with a mix of both hope and tragedy. Ive had 6 figure cats savings wiped out from misclicks that turned my entire part into terrorists wanted by the UC. I scrounged and saved 10k once to go recruit Chad only to have him eaten by a beak thing on the way back, and turned in 50k bounty only to lose 2 limbs on my main char in the processes and having to spend all that just to make him whole again.... So if you play like that I will say you will find it much more "balanced" and challenging at the same time, and fun imo if you love that hardcore roll-with-it-no-matter-what style of play.
DreadLordNaf  [author] 26 Aug @ 10:46am 
@OMEGAVEZ - probably not lol. It was hard to make sure I captures everything that was a bit OP in terms of cats gain. I actually started doing another playthrough recently and noticed a few other things I missed so will be doing an update eventually. I'll add that to the list, thanks for flagging. The other thing I'm going to adjust probably is minor bounties.
OMEGAVEZ 26 Aug @ 8:59am 
@DreadLordNaf one head of fogman costs like 4k cats. Was it supposed to be like this, or is it a bug?:ccskull::beeped:
I earned 200k cats in 30 minutes of the game just by selling these heads lol.
DreadLordNaf  [author] 7 Aug @ 5:49am 
No update, but I started messing around with the game again and seem to have found a good combination of mods that works well with mine here, and adds to the overall challenge + fun. If you load the below mods in the following order they *seem* to all work fine. I havent crashed or ran into compatibility issues,,,, yet:

Money theft->Realistic Thieving and Assassinating->Longer Merc Contracts->Enhanced Survival Challenge->Bounties Galore->Reactive World->IronMan
Clark 26 Jun @ 3:09am 
After subscribing to this module, I couldn't find the key items in the ruins, such as "The Eye of the Bone Man". For this, I wasted half a day looking for this item, and also spent half a day trying to figure out which mod required me to look for "The Eye of the Bone Man". The experience was very bad. This module, apart from the technical upgrade issue, is quite good in all other aspects.
DreadLordNaf  [author] 25 Jun @ 12:55pm 
@Tam - Yes if you are running another mod with affects lockers and item spawn chance at ruins, then it could impact your circuitry finds.
DreadLordNaf  [author] 25 Jun @ 12:53pm 
@shimizu01 - I think someone asked that before and we never totally figured it out. "In theory" it should if you load this one after since all it mainly does is affect pricing... If you test out that hypothesis and find out, let us know here.
shimizu01 25 Jun @ 2:03am 
This mod looks really great, is it compatible with Living World?
Tam 22 Jun @ 1:14pm 
Found one, looks rare af
Tam 22 Jun @ 1:03pm 
Where to find advanced circuitry ?
Visited many ruins at north and cant find any.
Can it be due to UWE makes most lockers empty ?
Roulce 18 Jun @ 12:02pm 
Because Tam, people are weak and don't like fun.
DreadLordNaf  [author] 15 Jun @ 6:28am 
@Tam - Glad you like it. To be fair its not for everyone. Some people like playing Kenshi as more a sim-empire type game etc.
Tam 14 Jun @ 2:52am 
I wonder why only 1k subsrcibers, this mod is fucking awesome.
DreadLordNaf  [author] 9 Jun @ 5:05am 
@roughtymes - I didnt. In fact I didnt increase hardly any prices. I mainly focused on mitigating income generation and making that much tougher. Glad you its fun for you.
Roughtymes 8 Jun @ 1:34pm 
@DreadLordNaf like the mod. Really feels like you are scrapping for survival. Have a question did you increase the cost of buildings in towns on this mod? I saw it suggested in the comments section but dont see it in the mod notes of answered in comments. Thanks again!
renegade_sock 17 Feb @ 9:28pm 
@DreadLordNaf thanks for the quick response! And ok cool, I'll use your mod then :)
DreadLordNaf  [author] 17 Feb @ 5:34am 
@renegade_sock - I am not that familiar with his mods but giving them a quick glance it looks like his trading one would conflict with this, as it provides his own take on making the economy harder. So you can probably use all of his mods,but will have to choose either his trading mod, or this one. Its not hard to tell if this one is working, you can just look at the shop price for things..
renegade_sock 17 Feb @ 1:37am 
Thanks so much for making this mod! I want to make the game even harder by using more of Jaeger's mods and then have your mod override all of them in cases where there are conflicts, Would this cause any issues in your opinion?
eel pulp 8 Feb @ 1:12pm 
i remember now how i first saw the price at which the slavers would buy people, literally less than a loaf of bread. and with this mod it's an actually viable business strategy. absolute cinema :holyflame:
DreadLordNaf  [author] 3 Feb @ 10:38am 
No I did not touch anything like that, only touched econ numbers and some item drops. I doubt it is this mod doing that.
Dispenser 2 Feb @ 11:01pm 
Having some bug with weird respawns, even unique npc that are imprisoned appearing again. Can this mod affect that?
nah, posta que buen mod hermano

nah, what a good mod bro
DreadLordNaf  [author] 5 Jan @ 4:29am 
Fixed, thanks.
Jeremy 3 Jan @ 8:39pm 
2nd paragraph of description has spelling error shiden should be shidan
AztekwarR 8 Dec, 2024 @ 8:41am 
no se que rompio el juego, Enhanced Survival o Reactive World...
las ciudades son campos de batalla sin fin y se bugean mucho los npc :VGRUMPY:
DreadLordNaf  [author] 28 Oct, 2024 @ 5:35am 
@Sxern - I am not sure. I didnt change any specific with prices for rarities, in fact I'm not even sure if you can. So whatever differential they had before, in terms of percentage, they likely still have that, just modified by the global econ modifiers I did.
Sxern 25 Oct, 2024 @ 7:38pm 
Decided to not use kaizo cause using it alongside reactive world and other mods need patches that don’t exist. I have another question. Are legendary weapons like edge walkers and meitou the same sale price?
DreadLordNaf  [author] 21 Oct, 2024 @ 6:11pm 
@Sxern - I am not active right now but I can tell you that most of the economic modifiers here are done through the global settings and from what I know, most mods dont touch those. So in theory if whatever mod Kaizo is, does things with items or events, but doesnt touch the global econ settings, then it *should* work with this one. I'm just not sure on load order, depends on what other stuff Kaizo is doing. But you could try both and see.
Sxern 21 Oct, 2024 @ 4:54pm 
@Shinra did it work?
Shinra 21 Oct, 2024 @ 4:03pm 
@Sxern I am thinking as long as you load this mod after Kaizo, It will prolly work just fine, especially if its working with UWE. I am about to test it and find out though.
Sxern 21 Oct, 2024 @ 8:18am 
Idk if this is a dumb question but does this work with kaizo?
DreadLordNaf  [author] 10 Oct, 2024 @ 5:03am 
@maxwell016 - In the mod tools, under buildings -> functionality, go to shop counter. I changed the "max operators" to 1, which makes it not work. Just change the 1 back to 0 and it should work.
maxwell016 9 Oct, 2024 @ 8:39pm 
how do i enable the shop counter?
Tam 5 Sep, 2024 @ 2:02pm 
Thanks for your reply, playing it with UWE so good so far.
DreadLordNaf  [author] 5 Sep, 2024 @ 11:39am 
@Tamm - I dont know. Maybe? I havent actually tried. UWE adds a ton of items correct? Most of my economic modifications were global so in theory it *should* work with it assuming UWE didnt also mess with global econ modifiers. If you find out let us know here.
DreadLordNaf  [author] 5 Sep, 2024 @ 11:38am 
@29Tello - That is based on Kenshi modding limitations. I wanted to make it harder to do basing, but you can only mod so many things in Kenshi. Adding time to everything means you have to survive more raids and attacks per thing accomplished with a base vs in vanilla, making it more of a challenge. You also need to have more food on hand... The 12 limit was designed for enthusiasts like myself and others who enjoy the challenge a hard cap limit built into the system brings, but its not for everyone, and it is the easiest thing to mod out, by just loading a higher cap mod after this one in load order. I like the leather idea but I dont see anyway with current Kenshi mod mechanics to do that.
Tam 5 Sep, 2024 @ 8:10am 
greetings is this mod compatible with UWE ?
29Tello 29 Aug, 2024 @ 12:18am 
It's a great idea to link ruins and create a base. However, why complicate progress by adding time? This will force the player to stay at the base, because the progresses take more and faction limit reduced to 12. Don't you think that those who want to play with a smaller squad just won't recruit more people. About crafting. Maybe it's better to make sure that the leather dressing brings the experience only to a certain level, like a training?
cityzen38 5 Jul, 2024 @ 7:51pm 
@DreadLordNaf I don't blame you, it's extremely confusing and convoluted across the board. if you look at weapons on the wiki, say the Jitte, they require a lot more strength than their weight, and you can find the required strength by multiplying blunt damage by 40. It's SUPPOSED to be weight x2, and weight is determined by blunt damage, but after so many revisions I don't think it's a reliable metric anymore. I think weapons like the Jitte have a special modifier in FCS that makes their weight lower than their blunt damage, in which case your mod definitely works. At this point I have no clue.

Otherwise though, great mod! Keep up the awesome work and thanks for the quick response.
DreadLordNaf  [author] 24 May, 2024 @ 6:57pm 
@Pelletonin - Hmm, I'll have to look into that. It was my understanding that both ways were kind of guesstimates, but that str did affect speed if you werent at the min. Let me do some research, and if you have a link or somthing where its explained more definitively (since it was all speculation when I started playing), I would interested to read up on it more.
cityzen38 20 May, 2024 @ 4:20pm 
Since weight doesn’t actually affect attack speed for blunt weapons, could other changes be made? Strength requirement depends on 40 times the blunt damage, not weight.
Glind 8 May, 2024 @ 7:03am 
thanks for your quick response !
DreadLordNaf  [author] 8 May, 2024 @ 7:00am 
@Glind - I dont quite understand your question. But basically if you like some things in this mod with the prices, but not all, copy my mod, then edit the items you want to change, then load up your "patched one" after my mod. Then the changed values on yours will be the ones used for the game.
Glind 8 May, 2024 @ 6:50am 
You made the mode I wanted for my Iron mode list, i'm not a Moder myself (yet but it's tingling) and I struggle to find how I can tweak more price value inherited from other mode, and in a way making my own patch ?
If you have minute to spare and help me or pinpoint tutorial it'll be glad.