Kenshi
Mediocre Black Armor - version 3
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oi__io  [developer] 8 Nov, 2019 @ 1:38pm
[SUGGESTIONS] For Improvement And Fine Tuning
In the beginning, all I wanted is to have some black armor and clothing for my thief characters. It was suppose to be a simple mod with basic recolored textures. But now this mod has blown up with over 70 armor pieces and clothing items, with custom traders that comes with custom dialogue and it's getting out of control.

Figuring out a good way to distribute that many pieces is really time consuming and honestly, it's a nuisance. In the beginning I simply add it to vanilla vendor but eventually it starts to overwhelm the shop especially when people are using mods that increase vendor inventory.

Currently in version 3, this mod has stand alone traders but it's not ideal. The traders are super OP non human even tho they look normal. Part of the reason for this is because they're wearing unique backpack that looks like gas mask, goggles or hats just because I don't want them to carry normal backpack. Like I said, this is not ideal and honestly, my creative choices is not helping the matter so I'm looking for suggestion on how I can improve the distribution.

Suggestions So Far
Limit the traders to major cities
- This will take away some legwork since you will know exactly where the traders are at
- The downside is that now the traders inventory will need to be doubled or tripled to make sure there is enough space for all the orphaned pieces that was previously sold by traders elsewhere

Make it researchable only
- Distributing all the blueprints can still be a mess but I can remove the need to buy blueprints altogether
- Making it unlockable directly in research bench will take away the exploration part entirely, removing need for pesky traders
- The downside is there is no traders so you have to craft the armors yourself
- For those who like to explore, I can easily make a submod to add traders if there is demand

Remove static traders, replace with wandering trader
- This means, you'll find it in the wild or they'll come to your base
- Bad news is if you don't have a base, it can be very hard to find the exact piece that you're looking for
-Or if you find them in the wild and there is always a very small chance they'll either kill everything in their path or they'll just run away at super speed
- This is interesting but I have no experience with wandering trader so I need to study how it work first and that will take longer to make


I'll update this post when/if I have more ideas.
Last edited by oi__io; 8 Nov, 2019 @ 1:42pm
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Showing 1-15 of 17 comments
oi__io  [developer] 8 Nov, 2019 @ 1:38pm 
If you have any suggestions to add or would like to discuss the options above, let me know down below. So far I like the researchable only option. Looks like absolute win to me.
Juno 14 Dec, 2019 @ 11:54pm 
Researchable only would ruin the mod for me, and many others. Often times when I play Kenshi I don't use the crafting system at all. Honestly, I kind of like the traders in their current state. If you're dead set on reducing the number of traders I'd go with making them limited to major cities and have much bigger inventories.
oi__io  [developer] 15 Dec, 2019 @ 3:35am 
Hey, thanks for your feedback. This mod is a bit of a headache for me so I'm taking a break before deciding what version 4 is going to be like. So far I'm still unsure which way to go. In the mean time everything stay as is.
Brimsaw 20 Dec, 2019 @ 12:28pm 
Personally, I wouldn't mind the researchable version, or the version with only major cities but a bigger inventory. I am biased in this tho as the only reason I'd want less vendors around is so I can more easily clear out nameless hamlets & farms. Overall I remember when you could only buy it at the thieves guild and the library in the east. I imagine it might be tedious to always have to go to main cities, but with the bigger inventory suggestion it would cut down on backtracking to vendors you've been before in hope that they have something new.

Perhaps one other solution would be something similar to patchwork armors? where there is a own location (Or maybe one in each factions teretory) with a new custom building? Like a rogue traders tower or something? (Since ninja's seem to like their towers in kenshi) As this would make it easily compatible with mods that mess with Major cities

Not sure exactly how modding works for adding factions and visitors, but with their own location you could also add caravan visits from the towers much like in your wandering trader suggestion. like how the shopping ecconomy overhaul adds Tech hunter and deadcat caravans that come from fishing villages and waystation neear (or rather closest) to your outpost

Either way, a great mod to dress up my edgy army!
Last edited by Brimsaw; 20 Dec, 2019 @ 12:33pm
Numi Wan Ken00bi 12 Jan, 2020 @ 10:15pm 
Does the crab armor chest blueprint actually exist??? I can't find it, I have the rest but that eludes me. I repeatedly check the skele traders, who're selling crab chest ITEMS often, but no blueprint for the chest so far. am I just unlucky? if so where can I find it
(feel free to DM me, I'll likely miss this forum reply if it ever appears)
oi__io  [developer] 13 Jan, 2020 @ 5:12am 
Yes it exist but it is very rare. Blueprints have less chance to appear than actual armor. Rare items have very small chance to appear in any trader's inventory but slightly higher chance to appear at Black Desert City, Ghost Town and Spring. The vendor refresh stock every 60 hours or so.
Numi Wan Ken00bi 13 Jan, 2020 @ 5:41am 
Thank you very much
The Lord of Ebola 5 Feb, 2020 @ 11:57pm 
hi i noticed that your mod actually reduces the stealth on the assassin's rags by a factor of 0.05, the default stealth multiplier on the assassin's rags is 1.2 but the mediocre black ones have it at 1.15, i assume it is not intentional as you said mediocre black is better than regular in regards to stealth
oi__io  [developer] 6 Feb, 2020 @ 12:18am 
Thanks for your feedback. This is a bit odd. I checked in FCS and vanilla Assassin's Rags have stealth multiplier of 1.1 while MBA variant is set to 1.15. Are you sure vanilla is suppose to be 1.2? Please double check to see if there's any third party mods that make changes to the armor. If vanilla is indeed 1.2, please let me know. I'm on experimental if that makes any difference.
huh maybe i have a mod that changes it to 1.2, my bad :P thanks for the info though
Sir_Nimrod 12 Nov, 2020 @ 9:11pm 
I recommend NEVER having the content of your mod exclusively sold by wandering traders. People downloaded the mod because they liked your work, give the people access to what they want immediately.

I've seen plenty of mods do this in Fallout as well and there's always the problem of the NPC getting stuck somewhere or not spawning correctly, it just adds a needless point of potential failure.
oi__io  [developer] 13 Nov, 2020 @ 3:29am 
I work with what I got. In previous version you can only buy the armors from vanilla shops but it cause issue when people are playing with mods that make changes to vanilla traders; sometimes the only thing you can find in any cities are these black armors and in very large quantity. To avoid future conflict, I cannot put the items in vanilla shops so I make changes so that it can only be found on my own custom traders.

Currently the armors and blueprints can only be bought from custom traders. They don't wander around; most of them practically lives inside the bar. The only ones outside bars are in the Hives or maybe in Holy Farms. But if you load the area for the first time, they will take time to walk to the bar since that's how bar squad spawning works in this game.

If you've played the heck out of your current save, things might not behave as it should; maybe consider importing your save file. I no longer play this game so I have no idea how it behaves if you install it towards mid or late game where there's war all over the place and cities changes hands. I made this for brand new playthrough.

These traders aren't perfect. They got quirks that comes with the game. Sometimes they run around for no reason. Sometimes they attack people they're not suppose to. I know I have to do something about it in next version to fix it the best I can.

In the future I will make changes to the custom traders. Instead of super OP custom race, they will be vanilla race. And I will probably make a submod for those who prefer for it to be researchable only. The custom traders will be turned off for that specific submod so that it will not affect any players who doesn't do crafting.

No ETA for the updates at the moment. I'm still on hiatus from modding. Don't know when I'll be back. For the time being it is what it is.
UCHIDA 28 Nov, 2020 @ 9:42am 
Hello oi_io, Great mod nice work.

I think the following may make the mod better although it perhaps is just personal taste.
At the moment the traders really stand out from other Kenshi Npc's and imo stop the mod fitting in with a vanilla kenshi feel that the items of clothing otherwise fit in well with.

The traders are mostly very tall and dressed in solid black, perhaps reducing the amount of black clothing worn (perhaps 1 item only) or reducing the height of the traders would help them sit better into the game.

Perhaps the incentive to make them tall and in all back is to make them easy to spot. However they are easy to find regardless especially with your nice custom dialogue.
UCHIDA 28 Nov, 2020 @ 9:43am 
Second suggestion would be if its easy to make, a slightly less contrasted black so it fits in closer to the existing game blacks (perhaps still slightly darker.)
oi__io  [developer] 30 Nov, 2020 @ 3:07am 
Thank you for your suggestion. I do agree that the existing mediocre black is too dark. In some videos I've seen it's just jet black due to Youtube compression and all details are lost. I was working on re-texturing all the armor to fit better with vanilla but decided to take a break from modding. Not sure when I'll be back
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