Kenshi
Expanded Vanilla Armor
286 Comments
Deodexed  [author] 24 Sep @ 2:33pm 
As far as I know, that happens when the load order changes. Try moving it to the top
Privé(e) De Vie 24 Sep @ 7:21am 
I recently subscribed to this mod and saved my game a week back before i logged off with my whole squad wearing all the new armor but i logged on today and all my mods are working except this one. my whole squad is naked right now... is there any new update or workaround for this?
Quilboar 16 Sep @ 12:20pm 
Repackagable?
Deodexed  [author] 15 Sep @ 10:42pm 
Also adding a bit more: those armors really shine when you pair them with a strength weapon since theyre not affected by the dex penalty. It's why holy nation goons are still kinda okay with their hackers.
Deodexed  [author] 15 Sep @ 10:28pm 
Thanks. Balancing heavy armor is tricky. Generally, my approach is: 100% upper body coverage = bigger dex penalty. These armors mirror crab armor mostly because it's the only heavy armor with ~100% coverage. Basically trading speed for overall coverage. I think that works better than a straight damage penalty which can be a lot more harsh since it affects ALL weapons.

In the past, I've gone back and forth with dex and dam penalties, but I've settled on bigger dexterity penalties for 100% coverage heavy armor because it makes the most sense. I do agree with you though, I also rarely use holy or merc plate. I'll keep your opinion in mind if I do another pass for balancing.
Silverheart 15 Sep @ 10:00pm 
(Okay I forgot about the 50% dex multiplier from crab armor but that one's a meme anyway)
Silverheart 15 Sep @ 9:47pm 
I really like the variety your mod adds to early game gear cobbling. That being said, some balance feedback on some of the heavier armors after seeing them in the shop; you seem to underestimate how detrimental dexterity reduction is. 60% multiplier on some of your heavy armors is absurd. The biggest reduction in the base game is 70% on the (un)holy plate, and that’s unusable.

Slower animations means fewer hits landed and more hits getting through, putting you into a death spiral of longer battles giving enemies more opportunities to hit you, defeating the purpose of wearing such heavy armor in the first place. Samurai just reducing damage while leaving your animation speed mostly intact is a huge part of why it's the best heavy armor in the game.

I'd strongly recommend reducing the dexterity penalty on some of those heavier armors if you want them to be useful to players, maybe replacing them with the damage reduction instead.
Deodexed  [author] 3 Sep @ 9:48pm 
@Havel, No replacements, only new additions to armor sets. The only edits are to NPCs and shop lists, and everything else like vanilla armor, is not edited.
Deodexed  [author] 3 Sep @ 9:47pm 
@Wat0m, thanks. glad you like it.
Wat0m_C0ncav0 3 Sep @ 7:28pm 
this gotta be the best armor mod ever!
Havel 3 Sep @ 12:11pm 
does that mod replace existed armor or add new ones?
Deodexed  [author] 30 Aug @ 5:37am 
Hey. Thanks. I think you mean hive worker/drones right? The soldiers can't equip helmets. But yes, more race exclusions will be added soon.
老毕 30 Aug @ 5:12am 
Hello, author. Thank you for creating such an excellent and immersive mod. However, during my gameplay, I found that some head helmets can be equipped by soldier bees, which looks quite strange
Deodexed  [author] 29 Aug @ 2:02pm 
According to the fella a few comments below, that's caused by the load order.
Rick Dicker 29 Aug @ 1:16pm 
I'm relatively new to modding, I really like your armors but the textures are messed up and the icon in shops/inventory are a red X, do you know how to fix this? :( i like the armors alot
Deodexed  [author] 26 Aug @ 5:04pm 
That's high praise, thank you.
Laughing Forest 26 Aug @ 11:26am 
I've been gradually removing most other armor and clothing mods from my modlists, as this one is so very well done, curated, and vanilla-lore-friendly.

Well done mate and keep up the great work
mota producer 26 Aug @ 1:46am 
Very good mod. Awesome job!
Orion 14 Aug @ 4:18am 
Load orderd issue, placed the mod atop and now no problems with textures
Orion 14 Aug @ 4:11am 
Hello, starting a new palythough with this mod on and all the textures are wacky, one example are short pants that have their texture see through on some ways, and the inventory icon shows up as a blank square with a red cross in the middle.
Any help apreciated.
Deodexed  [author] 13 Aug @ 3:36pm 
Nice, thanks for making it. Will add to main page
Laughing Forest 12 Aug @ 3:24pm 
Hey mate - I made a "Take That Off" patch for certain helmets in Expanded Vanilla Armor. For those that prefer, it makes it so Shek, Hive don't have their horns/attenae poking out of certain helmets.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3547756791

Cheers, this mod is really terrific and such a great vanilla-friendly addition.
ArrowTheFerret 12 Aug @ 1:34pm 
Cool. Thank you very much for responding!
Deodexed  [author] 12 Aug @ 11:52am 
Yes. This mod only adds and does not modify any of the base game. The only "edits" are to NPCs and some vendor lists but again only new entries are added and none of the base entries are modified. Import is not required. Shops will eventually update on their next restock, but I believe NPCs that have already spawned in will not get the new armors without an import. And that only applies to visited towns, really.
ArrowTheFerret 12 Aug @ 9:00am 
Hey, just making sure after looking at the spread sheet, this doesn't effect the base armours, right? It makes some variants of them but does not modify any base armours. And it also doesn't require an import, yes?
Deodexed  [author] 2 Aug @ 2:27pm 
Tsume pants I think but probably not enough to give complete protection to hives
[TLP] lucazz'tuoi 2 Aug @ 12:18pm 
just asking there is a pair of pants that have burning protection?, so i can use hive soldiers in venge
Deodexed  [author] 2 Aug @ 12:11pm 
Don't know how I miss stuff like that. It's fixed. Thanks for letting me know.
Deodexed  [author] 23 Jul @ 10:45pm 
No, sorry, its too many edits. But, I might create my own vendor lists instead of editing the base game vendor lists which may or may not help with that problem. Though most of the modded entries should have equal chance of spawning with other entries assuming they have a weight of 100, and I myself rarely add entries with more than 100 chance. More appearing than normal is just probability.
Anrhaa 23 Jul @ 9:44pm 
Hi Boss. Can I make a big request? Could you half the spawn chance of every armor piece at vendor lists? That way they blend better at the spawn pool with other armor mods.
Deodexed  [author] 18 Jul @ 12:47am 
No UWE support by me. More colored armor is a maybe. I've been having issues applying color maps to some of my samurai armors so I'm hesitant to waste more of my time with it.
Eshminima 17 Jul @ 8:34am 
Will UWE support be added? And any colored armor?
Veradespectum 13 Jul @ 2:10am 
Hello, I made a mod based on your mod EVA. It's a patch of CER, a version that re-balanced the Cut Efficiency instead of removing it. It's fully credited to you and if there's a problem you have full control over it.

Here is the mod if you would want to see:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3524562341
Phanerol42 11 Jul @ 3:24am 
чтобы отображались иконки брони я поставил мод самым последним
Deodexed  [author] 9 Jul @ 1:36pm 
No idea. Icons and the ranger armor work fine for me. Maybe it's a conflict? Try messing around with your load orders or playing with only my mod enabled in a new game. Also try deleting the mod's icons in Kenshi's data folder.
Alpha Omega 9 Jul @ 8:08am 
i have the same issue as tombi, love the mod but makes it hard to know what you're getting at a glance, makes trying to find a specific armor you saw in a shop very annoying.
tombi 9 Jul @ 7:34am 
why do none of the armors in this modpack have inventory textures ? also , the ranger armor doesnt have any texture whatsoever so the torso becomes invisible
DJPelotas 6 Jul @ 11:05am 
Would be nice only hats and helmet on flotsam ninja Jounin like vanilla not on flotsam ninja :).
Deodexed  [author] 30 Jun @ 11:39pm 
Specifically the medium ragpants are named ragpants heavy, so the name just has to be corrected back to medium.
Deodexed  [author] 30 Jun @ 11:32pm 
Ignore my last comment, I had the load order wrong. Yes, that mod seems to be the cause. It looks like only name of the armor is wrong, not the blueprint. It's something the author has to fix, but I honestly have no idea how that mod works.
Tecness 30 Jun @ 10:11pm 
Alright, after annoyingly testing and narrowing it down.
MEGA All-In-One Compatibility Pack is the cause. HOWEVER, it is only the cause if it's loaded first. If it's loaded second, it works fine? And I don't understand?
Deodexed  [author] 30 Jun @ 12:52pm 
Tecness, It's correct in my game. I would check for mods that are overwriting mine.
Deodexed  [author] 30 Jun @ 12:47pm 
Crest, you need tech level 4.
Tecness 30 Jun @ 6:42am 
I also looked through it and it does link to Ragpants - Medium. It might be an issue with my game, but would you check if it works correctly in your game?
Crest 30 Jun @ 4:54am 
Does anyone know what bench and tech is needed to make ashland turtlenecks?
Deodexed  [author] 29 Jun @ 1:26pm 
I'm not sure how that's happening, but I've checked several times in the FCS and the blueprint is correct.
Tecness 29 Jun @ 9:05am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3512002996
And it does infact give Ragpants - Heavy.
Deodexed  [author] 28 Jun @ 1:11pm 
I checked the blueprint and it only enables the medium ragpants. I did consider a MA increase to the blindfold, but I'm leaning towards logically it shouldn't. I'd also say not having a MA penalty is already a bonus.
Tecness 28 Jun @ 11:22am 
Ragpants - Medium research blueprint allows the user to craft Ragpants - Heavy.
And an opinion/suggestion is the Blindfold should increase martial arts. Not for any logical reason, just moreso, there's a decent amount of blind martial artists in fiction.
Deodexed  [author] 26 Jun @ 4:55pm 
Thanks. I'll consider your opinion