Kenshi
Lore Friendly Crunk + Reactive World
Laughing Forest  [developer] 4 Jul @ 4:26pm
** CHANGELOG **
** 23.08.25 **

REMOVED:

- Battle for Bast (included in UC Expanded)
- Settled Nomads Expanded (replaced by V2)
- Gatherer Village Expanded (replaced by V2)
- Swamp-related mods from MasterSteve (replaced by Swamp
- The Battle for Bast + Reactive World Patch (replaced by UC Expanded RW patch)
- Beg for Food (unfinished)
- XT-MKIII & XT-MKIV - Concept Art Skeletons (Skeleton Diversity by Quilboar does enough here and is more vanilla friendly). don't need to double-up)
- Azuchi armor mods (I know, long a favorite of some other collections, but Expanded Vanilla Armor adds similar pieces that fit into vanilla Kenshi better. Also. The masked helm always stood out quite a bit from normal Kenshi armor.
- Scar’s pathfinding fix and collection (Swapped for an alternative)

ADDED:

- KPM + Reduced Weather Effects + Reduced Particle Effects (for now this fixes the rain visibility issues in Vain, etc)
- More Workers
- More Mercenary Contract Options
- Flotsam Ninja Dialogue Fix
- Lore Names (replaces Japanese Names, experimental for now)
- Crab helmet fix




** 12.08.25 **

REMOVED:

- This update I removed a number of conflicting and possibly slightly redundant dialogue edits.
- Also removed are the Titans, as their combat and walking modeling always felt a little too janky. Lots of credit to the originator of the mod, it's a neat concept I enjoyed for a bit, but if you ever get a Ttian into your squad, it just doesn't feel right / not enough weight to their movements.

Also removed because now fixed in Crunk Tweak Compilation:
- Remove DC Is Recruitable
- Holy Nation Racism Fix
- Portrait Enlargement (for Animals)
- 256 faction size
- Bought Slave AI Fixes
- Hive traders will trade with allied hiveless

ADDED:

- Concept Art Skeletons, always thought this was a neat one. Will see if keep in modlist.

Experimentally removed:
- CATO and CATO x RW Patch

What?? How can you remove CATO?! I know. It's a terrific mod. But for the moment am going to try out MasterSteve's city overhauls and see how it fares on its own. I wish there was a simpler way to create a compatibility patch but it's a bit of a pain in the buttocks town by town so will see how this experiment goes.


** 30.07.25 **

REMOVED:

The following mods are already part of the Unofficial Patch, so were redundant and removed:
- Holy Prisoner Caravan +
- Swamp Dome Black Flicker Fix
- Wandering merc fix: Always able to talk to them!
- Swamp Turtle FIX

** 26.07.25 **

- ADDED:

- A few very lightweight and vanilla-friendly mod's such as Qulboar's RAD Empire, some Greenfruit edits

REMOVED:

- CATO v4 is out and updates a ton, including new locations. This means that many mods will now conflict (without extensive patching), so have mostly removed anything that appears to conflict for now which includes many Faction Upgrade or Minor Faction Overhaul mods.


REMOVED:

- Shark Expanded v2, Swampers; conflict with Urbanism Swamp
- ShadeREcode - issue with causing extra shiny metal helms, armor. Removing till kinks worked out

** 20.07.25 **

ADDED:

- Urbanism Swamp mod; testing out the Swamp layout from Azamet.

- Added a few small dialogue, AI, and mercenary mods. The mercenary mods are experimental and will see how they play out longer term. Also working on a few of my own mods.

REMOVED:

- Shark Expanded v2, Swampers; conflict with Urbanism Swamp
- ShadeREcode - issue with causing extra shiny metal helms, armor. Removing till kinks worked out.


** 14.07.25 **

ADDED:

- Bunch of mods swapped in and out to maximize vanilla-adjacent content while removing overlaps, redundancies

- Added a select few of Faction Upgrade that just provide more interactivity than Minor Faction Overhaul while at the same time not conflicting heavily with Reactive World or CATO

Overall - will be in a testing phase next week or so to see how these play out.

** 07.04.25 **

-New list, fresh mint from the package.
Last edited by Laughing Forest; 23 Aug @ 7:36pm
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Showing 1-4 of 4 comments
Do you think 14.07.25 is save compatible with 7.04.25 list or should I just start a new save? I've been following the list. Also, are there any things I could test? This is the first big collection I've installed that runs on my lower end PC and I'm excited to see where it ends up.
Laughing Forest  [developer] 20 Jul @ 8:40am 
Hey mate - Imports are always a good idea when adding or dropping mods, so I'd say you don't need to start your save over but just use the Import on your save when loading up a new game.

I've also just made a few changes today based on some new mod releases and some experimental mercenary mods.
Wirlocke 25 Aug @ 10:36pm 
Since this was the only public collection that used my mod "Nomad Squads Move On" I feel the need to tell you I just deleted it. It just wasn't working as intended, either it wouldn't fix what it was meant to fix or it would break any settled nomads, no inbetween.

I might try my hand at the premise again, but I would need to drastically change my approach and I wasn't comfortable doing that to a mod that people already downloaded.

The mod was extremely simple, it shouldn't require an import or anything.
Laughing Forest  [developer] 26 Aug @ 11:32am 
Thanks for the heads up mate - good effort none the less!
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Showing 1-4 of 4 comments
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