Kenshi
Eternal Conflict
43 Comments
Rasta 22 Apr @ 10:18am 
I hope everything is going better for you now.
Badgerhands  [author] 12 Nov, 2022 @ 6:13am 
*2022 EDIT*: This might be a bit too personal for a mod description, but my personal situation has not been so great since 2020, and atm it's looking like I may never get the chance to update this mod again.

If people want to re-upload this mod/edit it for their own ends, be well and go wild.

I also wanted to say thank you to all the people that subbed/enjoyed these, and all the folks that tried to help me re-source the files and reported bugs. I really loved that other people enjoyed my weird little morsels of content for what I think is the best sandbox ever made.

Beep,

Badgerhands
NinjaBeest 12 Mar, 2022 @ 9:26am 
You can literally just subscribe to the mod, go into the steam workshop content folder and find the mod file, then drop the contents of the file in your mods folder with the same name of the mod as the folder name, then it will pop up in your FCS. The files are still there you just have to subscribe to your own mod now to get them back again.
NinjaBeest 22 Jan, 2022 @ 1:16pm 
Is this mod still useable?
Badgerhands  [author] 8 Oct, 2021 @ 5:57am 
Update on my Kenshi Mods for 2021 - Its been a while. Setting aside the obvious thing that happened to everyone, I really still wanted to come back and fix these up, but I seem to have lost the original files.

If anyone is aware of a way I can access these again let me know and I can fix these up soon, and finish the things I wanted to add.

I also wanted to say thank you to everyone who has enjoyed these mods :) I made them for myself really, and love the idea that other people might get a kick out of them also.
AngryPeasant 30 Sep, 2021 @ 8:42pm 
i downloaded this mod when i played years ago, then didn't realize skeletons weren't a base game group. i was wondering how anyone survived these god damn end game monsters. wiped nearly every town I was in LOL.
Sonrisa de galan 5 Mar, 2021 @ 7:31am 
i love this mod but can you nerf the skeletons? they are super op and also can you make it compatible whit muskets of kenshi? i wolnd like to see those war bands whit muskets thanks for you time
Emy 16 Apr, 2020 @ 3:41am 
Shark got wiped clean with just 1 squad of skeletons. I think you need to nerf the skeletons to a degree that doesn't wipe out every city on the entire continent.
专打小朋友 12 Mar, 2020 @ 10:08pm 
the skeleton are just too strong. they wipe out cities and my squads~~no shit!
Badgerhands  [author] 3 Nov, 2019 @ 2:40am 
Just a heads up guys - I'm hoping to have every one of my mods fully fixed up with added features and updated for full version by the end of the year :) thankyou to everyone who uses these mods and double thankyou to the people who help other people in the comments <3
Legion 12 Oct, 2019 @ 3:00pm 
Yeah, the Old Empire is completely OP and always finds my bases, and attacks, no matter where I am. Decent mod, but poorly done.
OneTroJayBro 10 Sep, 2019 @ 12:49am 
honestly one of the best mods that adds to the lore. I'm not a modder so i can't say if these fixes would be easy but if the spawns where fixed exclusively around the holy nation, and perhaps either decrease the number of skeleton combatants or modify their health to be equal of the squishy flesh bag okranites, I'd be willing to wager that all of the other lore nerds who mod this game would get this mod bumped on the front page. excellent work comrade :cactusrum:
Minister van Buitenlandse Smaken 11 Jun, 2019 @ 10:55am 
Love the idea, but the robots always seem to win, and I've had to flee half the towns I visited in the Border Zone because they got overrun by a legion of skeletons.
CB|Torlo 13 Dec, 2018 @ 8:01pm 
I had a big issue where I set up shop in a town, and proceeded to be constantly raided by skellies. I managed to buff my Holy faction relations by waiting for the Skellies to eventually be beaten to a pulp, and take them in for the bounty they got, but not accepting payment. Simply put, there almost was never a time where there wasn't skellies running around for a good week or so of gameplay, until the damn Holy Capitol was pretty much overrun by them. Since the Holy Nation usually didn't manage to get a confirmed kill, I had to go and start putting them in prison myself to lower their numbers. I like this idea, i really do, but I'm un-subbing until they don't spawn at towns and in places they shouldn't.
MrReaver 18 May, 2018 @ 8:38am 
tbh this mod is amazing and all but sometimes it gets annoying when these factions spawn in locations where they really should not be at i.e Foglands, it takes away from the games purpose of such locations, and you can simply follow them while they plow through the enemies
LoneDog 19 Apr, 2018 @ 6:31pm 
I assume this never got the update mentioned on Feb 4th? Is it working?
LilyOso 8 Apr, 2018 @ 10:28pm 
This is one my favorite mods, I love walking into massive conflicts between the skeletons and racists, however everytime I build a base they start spawning inside of my enclosed base, and end up smashing all my doors down and being very annoying, especially since they holy nation attacks my men on sight, is there anyway to prevent this from happening?
Badgerhands  [author] 4 Feb, 2018 @ 4:04am 
Hey folks, went to do a big update session on all my mods tonight, and the mod tools won't connect to steam for some reason. Got a thread open on the forum, until then sit tight, because they'll all be updated as soon as I get this problem sorted! Peace, Badgerhands
LoneDog 13 Sep, 2017 @ 7:20pm 
I hope someone will pick this mod up and make it work again, it worked long enough for me to see it would have been epic and fun before it crashed.
LoneDog 13 Sep, 2017 @ 3:03pm 
This caused me to crash,which has never happened before, which sucks because it was pretty epic while it lasted.
Temper 13 Jun, 2017 @ 9:14pm 
The HN squads don't stand a chance against the Old Empire squads.Having the mod Stronger Group Combat installed does at least give the Holy Nations major towns/outposts a fighting chance of survival,but the HN farms a lost cause.
Sir Luis 3 Jun, 2017 @ 7:03pm 
I've figured it out guys. ok the best way to deal with the skeletons is kite them into holy nation cities. when the entire city is dieing to the skeleton squad just find a skeleteon straggler and pick him off and then rinse and repeat. you can always fall bcak to possible hub city dont count on town defense in hub,
Sir Luis 21 Apr, 2017 @ 7:20pm 
can someone say skeletons omfg!!! if you see them just run dude. just run for your lives. your best bet to escape is run into a city. the city will buy you like a few mins time to get all your men to safety before the entire city dies!!!!!!!!!!!!!!!!
Fenix 1 Apr, 2017 @ 2:27pm 
I just think the Holy Nation needs people of comparable stats. Thanks for replying though :)
Badgerhands  [author] 31 Mar, 2017 @ 11:47pm 
Hey all, I guess I didn't clarify this properly in the description, but I take long, long breaks from Kenshi. There's a disclaimer at the bottom of all my mods that explains this a little. I'll definitely update the mod when I start playing Kenshi again, but I just started a Masters, so it might be a while peeps :O

This will be the first mod I fix though, but not before I leave a world running for a week to see the carnage firsthand. I'm warming to the idea of keeping them the same stats, but making them far less aggressive.
Fenix 22 Mar, 2017 @ 8:27pm 
Any idea when this will get an update to fix the Skeletons?
Jawnjii 14 Mar, 2017 @ 7:14pm 
It's a good idea.. but the skeleton armada is too strong and destroyed entire towns/cities
nochi842 26 Feb, 2017 @ 7:35pm 
skeleton just to op...they just wipe blist from holy nation with one squad...nerf them xD
Tristan 22 Feb, 2017 @ 9:26pm 
Yeah the Paragon is a beast, just saw him two shot three inquisitors by himself in two swings(both swings hit all three). Maybe give the holy nation guys an equivalent unit? Maybe the units i've seen them fight have just been default squads and not the new ones you've added in.
Banan 7 Feb, 2017 @ 12:45pm 
@Badgerhands Thanks! Looking forward to the update.
Badgerhands  [author] 6 Feb, 2017 @ 9:50pm 
@John Wayne Spacey Cheers for that! I'll get on it soon, I adjusted it in the past, apparently they're still too strong :O Great name btw
Banan 6 Feb, 2017 @ 3:46pm 
I Really like this idea, but the the skeleton platoons are out of control. I've never seen the Holy Nation squad win and town assaults tend to completely ruin the npc population.
Arcturus 27 Jan, 2017 @ 4:04pm 
Download mod.
Set NPC squad size multiplyer to max.
Set NPC number of squads to max.
Go outside Blister Hills and watch the eternal battle rage.
Smoker 11 Jan, 2017 @ 10:32pm 
Reduced spawn verison possible?
dernibelung 31 Dec, 2016 @ 9:53am 
@Badgerhands - From what I've seen and been involved with, the Skeletons are way over-powering. When a detachment of Holys and Empires meet up, the Empire comes away with most units (minus gear I loot =).
I feel that nerfing their stats AND reducing their platoon size will make for a more even engagment... including any town assaults.
Badgerhands  [author] 30 Dec, 2016 @ 6:53am 
@demibelung Hi thanks for the comment :) I'll have another look at the balancing there, all battles I tested with the two new squads and no others were basically draws, but they're both too powerful for a regular town to deal with. I've also noticed that the Shek tend to get easily wiped out even in my vanilla saves, so maybe a buff to their town security would help?
dernibelung 30 Dec, 2016 @ 1:33am 
Great idea to help populate and make the wastes more interesting BUT the only issue I have is that the Skeletons are way to powerful. Groups of them have entered Shek and Holy cities... wiping out the populations
Badgerhands  [author] 7 Dec, 2016 @ 6:37pm 
@bk3000 Essentially yes, although though in places they're less likely to be the spawn rate should be lower.
bk3000 7 Dec, 2016 @ 10:13am 
All over the map? Including areas that should not have either?
iokimg 5 Dec, 2016 @ 12:04pm 
I do run quite a few mods, mostly faction ones to add more conflict to the world, yours would be one of the newest. I'll import and see if anything changes.
Badgerhands  [author] 5 Dec, 2016 @ 1:23am 
@iokimg the running of other mods is in reference to a potential conflict with this mod.
Badgerhands  [author] 5 Dec, 2016 @ 1:23am 
@iokimg I'm not sure why the HN guys were labelled as wildlife, I double checked what I had in the construction set and uploaded that version, I might have forgotten to update something to the workshop. Let me know if its still happening and if you're running any other mods :)
iokimg 4 Dec, 2016 @ 10:57am 
Just a heads up, while one of the HN groups was curb stomping my new starting squad a skeleton group walked up and just kept going. The HN guys finished just in time to walk away right behind the skeletons without either side attacking. The HN guys are labelled as 'Wildlife' but they recognized and attacked the skeleton in my group.