Project genesis world overhaul alpha
Project genesis world overhaul alpha
Kenshi «Проект Генезис»
Глобальная сборка модов для KENSHI.
Цель состоит в том, чтобы предложить более глубокий и сложный опыт, не отходя слишком далеко от оригинальной игры.Капитальный ремонт игры, больше контента, больше выбора, больше удовольствия.
Если вы знаете о небольших DLC-модах, таких как Hook and East Coast Expanded или Avalon Isles and Deadman’s Island, то это то же самое, но вместо того, чтобы просто стремиться перестроить один регион карты, мы решили сделать это для всего континента.
Почти все города были воссозданы с лучшей планировкой и интересной архитектурой. Что, в свою очередь, увеличило внешний вид, размеры и функциональность городов.
Большинству фракций была дана индивидуальность, чтобы отличать их от других и увеличить погружение игрока в игру.
Мы стремимся увеличить количество квестов, в которых игрок может участвовать, чтобы придать ему традиционное ощущение RPG.
Более сотни новых локаций, с запланированными фракциями и квестами!
Мы делаем мир более живым и используем больше мировых государств и переопределений городов, чтобы помочь моделировать захватывающий и реалистичный мир, где выбор игрока может резко повлиять на игру. Вы можете ожидать, что эти функции появятся в версии 4 нашего капитального ремонта.
Известные моддеры со всего мира объединили свои ресурсы для капитального ремонта с единственной целью улучшить игру, которую мы все знаем и любим.
Project genesis world overhaul alpha
*THE OVERHAUL IS RELEASED AND IS AVAILABLE FOR DOWNLOAD.*
*ALL YOU HAVE TO DO IS DOWNLOAD THE OVERHAUL WHICH IS AT THE TOP OF THE COLLECTION LIST.*
*YOU DO NOT NEED TO SUBSCRIBE TO THE OTHER MODS*
*THESE ARE JUST THE MODS THAT ARE ALREADY INCLUDED.*
*YOU DON’T WANT THESE MODS ENABLED WITH THE OVERHAUL.*
*YOU JUST NEED THE OVERHAUL ENABLED.*
*JUST DOWNLOAD THE FIRST MOD*
*JUST DOWNLOAD THE FIRST MOD*
*JUST DOWNLOAD THE FIRST MOD*
*PROJECT GENESIS WORLD OVERHAUL ALPHA*
*FIRST ITEM ON THE LIST*
*JUST DOWNLOAD THE FIRST MOD*
Please note that some mods may be in the process of integration for a future version and is not in the current one.
Подпишитесь, чтобы загрузить
(Archived version 6) Project Genesis: World Overhaul Alpha
Our community overhaul can be better described as a “KenshiPlus”, more content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
If you are aware of smaller DLC like mods such as Hook and East Coast Expanded or Avalon Isles and Deadman’s Island, its the same as that, but instead of just aiming to overhaul a single region of the map, we’ve decided to do this for the entire continent.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the amount of player quests that the player can partake in to give it that traditional RPG feel.
Well over a hundred some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game. You can expect these features coming in Version 4 of our overhaul.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Due to the global pandemic, we are taking precautions for our guild to remain safe and wish all our members good health in these trying times. Expect for there to be delays in development. Version 5 has now been released.
[www.nexusmods.com]
[www.nexusmods.com]
This Alpha version is marketed as an EXPLORATION mod, for all those curious with what we have been working on in the past few months. We’ve released an earlier build on our Discord server which you should join (link above) and this is different in that it is the current developer build made stable for this Lunar New Year!
Please be aware that as this is an alpha in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town or building changes.
Like any overhaul mod this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder and delete it. Please also unsubscribe from the hotfix on steam. Then import your game.
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the above link to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are still in the world-building state. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
And finally while not exclusively on the team a big thank you to Mechanica and Camelspyder for supporting us by helping out with building inclusions and working with us on modelling fixes and helping push our ideas for new buildings and features to their limits.
ATTENTION: We had to change the Character folder to lower case ‘c’ character in version 3 so AGO animations would work, workshop is being stupid and didn’t pick up the change I made.
THIS IS NOT AN ISSUE FOR NEW SUBSCRIBERS
TO FIX: Go to Steam > steamapps > workshop > content > 233860 > 1980348818
Change the «Character» folder name to «character»
Подпишитесь, чтобы загрузить
(Archived version 6) Project Genesis: World Overhaul Alpha
Our community overhaul can be better described as a “KenshiPlus”, more content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
If you are aware of smaller DLC like mods such as Hook and East Coast Expanded or Avalon Isles and Deadman’s Island, its the same as that, but instead of just aiming to overhaul a single region of the map, we’ve decided to do this for the entire continent.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the amount of player quests that the player can partake in to give it that traditional RPG feel.
Well over a hundred some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game. You can expect these features coming in Version 4 of our overhaul.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Due to the global pandemic, we are taking precautions for our guild to remain safe and wish all our members good health in these trying times. Expect for there to be delays in development. Version 5 has now been released.
[www.nexusmods.com]
[www.nexusmods.com]
This Alpha version is marketed as an EXPLORATION mod, for all those curious with what we have been working on in the past few months. We’ve released an earlier build on our Discord server which you should join (link above) and this is different in that it is the current developer build made stable for this Lunar New Year!
Please be aware that as this is an alpha in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town or building changes.
Like any overhaul mod this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder and delete it. Please also unsubscribe from the hotfix on steam. Then import your game.
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the above link to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are still in the world-building state. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
And finally while not exclusively on the team a big thank you to Mechanica and Camelspyder for supporting us by helping out with building inclusions and working with us on modelling fixes and helping push our ideas for new buildings and features to their limits.
ATTENTION: We had to change the Character folder to lower case ‘c’ character in version 3 so AGO animations would work, workshop is being stupid and didn’t pick up the change I made.
THIS IS NOT AN ISSUE FOR NEW SUBSCRIBERS
TO FIX: Go to Steam > steamapps > workshop > content > 233860 > 1980348818
Change the «Character» folder name to «character»
Подпишитесь, чтобы загрузить
(Archived version 6) Project Genesis: World Overhaul Alpha
Our community overhaul can be better described as a “KenshiPlus”, more content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
If you are aware of smaller DLC like mods such as Hook and East Coast Expanded or Avalon Isles and Deadman’s Island, its the same as that, but instead of just aiming to overhaul a single region of the map, we’ve decided to do this for the entire continent.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the amount of player quests that the player can partake in to give it that traditional RPG feel.
Well over a hundred some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game. You can expect these features coming in Version 4 of our overhaul.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Due to the global pandemic, we are taking precautions for our guild to remain safe and wish all our members good health in these trying times. Expect for there to be delays in development. Version 5 has now been released.
[www.nexusmods.com]
[www.nexusmods.com]
This Alpha version is marketed as an EXPLORATION mod, for all those curious with what we have been working on in the past few months. We’ve released an earlier build on our Discord server which you should join (link above) and this is different in that it is the current developer build made stable for this Lunar New Year!
Please be aware that as this is an alpha in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town or building changes.
Like any overhaul mod this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder and delete it. Please also unsubscribe from the hotfix on steam. Then import your game.
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the above link to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are still in the world-building state. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
And finally while not exclusively on the team a big thank you to Mechanica and Camelspyder for supporting us by helping out with building inclusions and working with us on modelling fixes and helping push our ideas for new buildings and features to their limits.
ATTENTION: We had to change the Character folder to lower case ‘c’ character in version 3 so AGO animations would work, workshop is being stupid and didn’t pick up the change I made.
THIS IS NOT AN ISSUE FOR NEW SUBSCRIBERS
TO FIX: Go to Steam > steamapps > workshop > content > 233860 > 1980348818
Change the «Character» folder name to «character»
Project Genesis: World Overhaul Alpha/Проект Генезис: Капитальный ремонт (EN) (V8.0.2)
Обнова 17 декабря 2021
—8.0.2 Patch Notes—
(8.0.1 was a quick patch)
—8.0.0 Patch Notes Cont.—
Обновление: 8 июн в 5:30
-readded waystation golf. Moved it north west of it’s original location
-finished iron haven. added proper pathing, finished the ouside bar, added lights. added storage, etc.
-tweaked the worldstates added in. Properly assigned the right classifications. (a standard import SHOULD now have the towers and dust king spawn as they were meant to.)
-Moved Mechamoor (the «bad» tech hunters») into the hidden forest.
-changed the no-foliage range for mechamoor from 350 to 600
-i did the dumb and got sidetracked making a town again. Hope you guys like well thought out towns.
-move slave farm south north of the slave markets. Nestled in the valley between to massive cliff faces lies the slave farm. As guards patrol and watch from turrets on high the slaves toil in the hot swampy waters to produce massive amounts of riceweed and raw materials.
-found and fixed the thieves guild trader dialogue bug. the line itself dictated that you be = to rank one. which means. upgrading you to rank 2 makes you unavailable to trade with the trader.
-adjusted the artifact weight for ITEMS in the BDC area. Also lessened the armor a bit.
-fixed the navmesh issue with trader platforms in mongrel.
-rewrote the entire whistler mod for camelspyder and remerged it into genesis. This will probably have some unnoticed effects. but appears clean. This should fix the whistler issues on the experimental branch
-cleaned up the mercenary bodyguard dialogue. (looks like i missed adding the conditions and effects).
-Cleaned up the mercenary/tech hunter squad ai. Turns out the squad AI is irrelevant. Compressed all the AI into the leader packages. (because this means «all squad» for some reason.) This should fix the mercenary issue.
ONLY A STANDARD IMPORT IS NEEDED
Обновление: 4 июн в 5:26
It is recommended to import the following options
Tech
Dead NPCS (if you want the new city changes to apply)
Buildings (if you’re living in the borderzone in any house, in the hook/shun/south wetlands region)
Players as always can find the patch notes in the patch notes discussion thread.
Обновление: 30 апр в 23:25
—Quick patch to fix the farming/cooking issue.
-Food items have had stat changes. They now stack, are worth less overall but can be sold more easily. (this change will play into the economy in the future)
Обновление: 20 апр в 2:46
-replaced the old GUI textures. This should fix the map, the loading and title screens
-Fixed the missing meshes for the new update.
-fixed the over abundance of food on starving bandit leaders (they’ll now have less on them)
-removed some left over limbs left from the last patch
-cleaned up 10 zone files that were left over from previous merges.
-cleaned up some race errors with a previous merge (there was a duplicated skeleton mk2 file)
-fixed some erroneous file pathing i messed up with dogs a while back. Should now allow all dogs to properly use there textures and hair’s correctly. (direwolves will still be able to use various hair types and colors that would normally look a bit odd)
-adjusted the trade prices of mongrel. Fog heads are meant to be practically worthless everywhere else in the world excluding mongrel. This is now properly reflected by the trade prices being generally 125% or much MUCH higher for certain heads as pointed out by @Meili
-Limms now has a trade culture as well. You can find a profit for most. «spare» body parts now at limms
[1:48 PM]
-deleted various extra heads for now removed characters or removed races
-adjusted library spawn chances. Library RUINS, now spawn with more. ruined books and less chance of good resources. Lost Libraries now spawn with more Common artifacts at a higher chance.
-fixed the missing interior from last patch. Updated and tweaked a little. Thieves tower now properly has most benches.
-updated the grid area. the workshops there are now the same as found in vanilla (post-ancient workshops)
patch 15 march
-hotfix cage beast bags issue for mountain mad
-removed the genesis mod developer drone mesh from genesis. was a stolen mesh from another modder and as such i can’t in good faith despite understanding from that author continue to use it.
-quick patch-
-changed cage pack from 15/15 to 25/25
-fixed the rat hound race editor file.
-hotfix. Patched the dog races being playable. Was testing the race editor for the dogs and forgot to remove this change
—7.0.7 Bug fix update—
-Attached the new(old) cage beasts bags to the correct vendors and animals i forgot to last patch.
-adjusted weight of the pack and adjusted skill, and encumbrance stats
-added a house back to BDC.
-removed an unattached outpost in outlands/stobs gamble as reported by @Dr_Thrax
-removed direwolves having special food limitations in response to @IX bug report. Unsure if this was causing an issue with them eating from the animal feeder but according to another modders report could be worthwhile to check out.
-adjusted the _animals aggressive cut damage. (turns out i was overzealous in the balance, the animal weapons are actually stronger than meitou, ooops) 1.2 > 1.05. This should make all animals a serious threat without them hitting 300 damage.
-adjusted the _animals passive blunt damage, once again overzealous edit. 1.2 > 1.05 / Also upped the cut a little as it’s slightly to weak. 0.5 > 0.8
-changed name of direwolves. Great Direwolf > Direwolf
-added various hair color variations and tone maps to direwolves. So despite using the same textures as other dogs you should see a lot more colors and hair patterns across the direwolves.
-changed the armored canine pack from 2×2 to a 4×4 size bag. this should allow enough wiggle room for dogs to use the bad and eat from the animal feeder (if that’s what the bug is)
-made direwolves cost a ridiculous amount, just on the off chance that i missed a police dog somewhere. Though with this change i will probably add farm shops back in certain areas.
-direwolves are now only found in okrans arm/hidden forest area, excluding police dogs variants.
-direwolves are now tameable (was forgotten last patch)
-added a bag back to the wandering guild traders
-adjusted facility 0-42 to hopefully fix pathfinding and enemy spawns as reported by @KillZone
-adjusted the positioning and building type of the tower of abuse. this should help path finding and make it the building more accessible overall.
—7.0.6 Quick Patch— / PT.2 / forgot to make praetorians playable when changing starts. are now playable
-7.0.5 Patch Notes—
-adjusted the weight of the farm shop to stop overlapping with lady tsugis spawn in brink. lady tsugi will now always have priority.
-adjusted the flats lagoon building weights and types. This should allow all squads to spawn properly.
-added 6 more adventurers guild rally points. This should allow them to spawn and travel «safer»
-added various «outposts» around the map at the rally point. There are camp beds and campfires so players should be able to camp outside of popular cities if they are low on cash. (will add more to shek areas in future update)
-added new HUMAN ONLY nests for settlers to «okrans X» regions.
-added mixed races back to various areas that are «safe»
-Players based around Nublar will find their base to be incredibly beneficial now.
-removed the bonedog pack. Players should look for the «armoured canine pack» instead
—7.0.3 Patch Notes—
—7.0.2 Patch Notes—
-changed TODAI walls to Sohei, following how most societies architecture is known by the societies name and not their architecture known by the city name.
-added todai gate guards back
-added todai market stall right next to the main gate so players can buy the blueprints for the new Sohei buildings
-tweaked bad teeth a little more. Missed some building placements that were still bugged. General shop can now be entered, barrel blocking the door is fixed.
-added azuchi to todai dera
-added regeneration to the vendors of todai dera (for now) to ensure all players can get these blueprints
-added multiple roaming squads of guards to todai dera (temporary) to protect the «town» but mostly to ensure the vendors stay alive
-adjusted the roaming squads in the hidden forest. there is a small chance for roaming jonins to spawn.
-adjusted flotsam ninjas to have negative relations with wolves, wildlife, and raptors. this should ensure that they at minimum attack these animal factions
-previous two changes should help keep the direwolves from overrunning the flotsam ninjas
-Adjusted Tower of madness faction to > Insanity
-removed all «abandonded» buildings from BDC
-upped the skeleton residents in BDC
-Removed the gates in BDC. They were not needed and causing issues with patrols and incoming AI.
-Tweaked Krals Shrine a little. Added a platform for the shrine to sit on. Turned kral to now face Arach and the bug master.
Version V7
Version V6
Глобальная сборка модов для KENSHI.
ВНИМАНИЕ! ТРЕБУЕТ ИМПОРТА СОХРАНЕНИЯ (СОВЕТУЕТСЯ НОВАЯ ИГРА).
Наша миссия:
Капитальный ремонт игры, больше контента, больше выбора, больше удовольствия. Цель состоит в том, чтобы предложить более глубокий и сложный опыт, не отходя слишком далеко от оригинальной игры.
Если вы знаете о небольших DLC-модах, таких как Hook and East Coast Expanded или Avalon Isles and Deadman’s Island, то это то же самое, но вместо того, чтобы просто стремиться перестроить один регион карты, мы решили сделать это для всего континента.
Почти все города были воссозданы с лучшей планировкой и интересной архитектурой. Что, в свою очередь, увеличило внешний вид, размеры и функциональность городов.
Большинству фракций была дана индивидуальность, чтобы отличать их от других и увеличить погружение игрока в игру.
Мы стремимся увеличить количество квестов, в которых игрок может участвовать, чтобы придать ему традиционное ощущение RPG.
Более сотни новых локаций, с запланированными фракциями и квестами!
Мы делаем мир более живым и используем больше мировых государств и переопределений городов, чтобы помочь моделировать захватывающий и реалистичный мир, где выбор игрока может резко повлиять на игру. Вы можете ожидать, что эти функции появятся в версии 4 нашего капитального ремонта.
Известные моддеры со всего мира объединили свои ресурсы для капитального ремонта с единственной целью улучшить игру, которую мы все знаем и любим.
Для избежания проблем, отключите моды входящие в сборку.
Моды входящие в сборку:
Project Genesis: World Overhaul Alpha
Uploaded · Published January 30, 2020 · Updated May 31, 2020
Last revision: 30 May, 2020 at 23:52 UTC (6)
File size: 3.7 GB
Description:
Project Genesis – World Overhaul Alpha Version 6
Our community overhaul can be better described as a “KenshiPlus”, more content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
If you are aware of smaller DLC like mods such as Hook and East Coast Expanded or Avalon Isles and Deadman’s Island, its the same as that, but instead of just aiming to overhaul a single region of the map, we’ve decided to do this for the entire continent.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the amount of player quests that the player can partake in to give it that traditional RPG feel.
Well over a hundred some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game. You can expect these features coming in Version 4 of our overhaul.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Due to the global pandemic, we are taking precautions for our guild to remain safe and wish all our members good health in these trying times. Expect for there to be delays in development. Version 5 has now been released.
This Alpha version is marketed as an EXPLORATION mod, for all those curious with what we have been working on in the past few months. We’ve released an earlier build on our Discord server which you should join (link above) and this is different in that it is the current developer build made stable for this Lunar New Year!
Please be aware that as this is an alpha in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town or building changes.
Like any overhaul mod this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder and delete it. Please also unsubscribe from the hotfix on steam. Then import your game.
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the above link to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are still in the world-building state. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
And finally while not exclusively on the team a big thank you to Mechanica and Camelspyder for supporting us by helping out with building inclusions and working with us on modelling fixes and helping push our ideas for new buildings and features to their limits.
TO FIX: Go to Steam > steamapps > workshop > content > 233860 > 1980348818
Change the «Character» folder name to «character»
IMPORT YOUR GAME
Revisions:
Old revisions of this mod are available below. Click the link to download.
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About this mod
A total world overhaul for Kenshi. New factions, New Locations, New textures, New models including buildings, armor, weapons, tools & items. We’ve updated almost every old city to have a new layout or have added to them to give them more definition in their own right. New mechanics and Old Mechanics touched upon. It is indeed, Kenshi 1.5.
This mod does not have any known dependencies other than the base game.
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This author has not provided any additional notes regarding file permissions
File credits
Full credit & Permission List here : https://steamcommunity.com/workshop/filedetails/discussion/2228579107/4307086417525533553/
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Version 8.1.4
It is not recommended to play with «Foliage» Mods. It won’t really impact your game but it can cause floating buildings. Please try genesis alone beforehand. We have made our own tweaks to foliage and textures.
Ask in the discussion thread or comments!
Please use the bug report feature to report bugs, I will NOT respond to comments regarding bugs!
As a favor to a friend i’d like to highlight one of these artists, someone who not only does this as a hobby but does this as a job
Snugsnug: Thank you for the endless time you gave to the project and all the creative and critical input you gave to us!
Camelspyder: Thank you got all the teaching and time you gave to not only the project but the genesis community
Shidan: Thank you for the endless time you give to the community and myself (atlas) with the million bug testing questions i have.
Boron: Thank you for being basically my brother in arms on ideas and being smart enough to bring both our ideas to life 😛 Always happy to bounce ideas off you only to hear you are basically making them come to life already
Mechanica: Thank you for all the support and help with buildings. Our cities wouldn’t be half as amazing without your input and work.
Подпишитесь, чтобы загрузить
(Archived version 6) Project Genesis: World Overhaul Alpha
Our community overhaul can be better described as a “KenshiPlus”, more content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
If you are aware of smaller DLC like mods such as Hook and East Coast Expanded or Avalon Isles and Deadman’s Island, its the same as that, but instead of just aiming to overhaul a single region of the map, we’ve decided to do this for the entire continent.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the amount of player quests that the player can partake in to give it that traditional RPG feel.
Well over a hundred some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game. You can expect these features coming in Version 4 of our overhaul.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Due to the global pandemic, we are taking precautions for our guild to remain safe and wish all our members good health in these trying times. Expect for there to be delays in development. Version 5 has now been released.
[www.nexusmods.com]
[www.nexusmods.com]
This Alpha version is marketed as an EXPLORATION mod, for all those curious with what we have been working on in the past few months. We’ve released an earlier build on our Discord server which you should join (link above) and this is different in that it is the current developer build made stable for this Lunar New Year!
Please be aware that as this is an alpha in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town or building changes.
Like any overhaul mod this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder and delete it. Please also unsubscribe from the hotfix on steam. Then import your game.
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the above link to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are still in the world-building state. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
And finally while not exclusively on the team a big thank you to Mechanica and Camelspyder for supporting us by helping out with building inclusions and working with us on modelling fixes and helping push our ideas for new buildings and features to their limits.
ATTENTION: We had to change the Character folder to lower case ‘c’ character in version 3 so AGO animations would work, workshop is being stupid and didn’t pick up the change I made.
THIS IS NOT AN ISSUE FOR NEW SUBSCRIBERS
TO FIX: Go to Steam > steamapps > workshop > content > 233860 > 1980348818
Change the «Character» folder name to «character»
Подпишитесь, чтобы загрузить
Kenshi: Genesis
Kenshi: Genesis Beta
Our community overhaul can be better described as a «Kenshi Plus» Or as the Community calls it. Kenshi 1.5! More content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions will be given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the number of player quests that the player can partake in to give it that traditional RPG feel.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
[www.nexusmods.com]
If you are using the previous alpha version please go to your Kenshi mods folder, delete it & unsubscribe from the alpha. Then import your game while unchecking ALL settings
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the discord link below to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are mostly done with world-building and are starting to move on to other ventures in modding the game. This means some quests, dialogue, and other features are far from fleshed out.
If we didn’t use our platform to promote our friends and their hard work and everyone who has contributed. well that would be just stupid
Some of you may be accustomed to seeing his work but i’d like to really highlight it!
Snugsnug: Thank you for the endless time you gave to the project and all the creative and critical input you gave to us!
Camelspyder: Thank you got all the teaching and time you gave to not only the project but the genesis community
Shidan: Thank you for the endless time you give to the community and myself (atlas) with the million bug testing questions i have.
Boron: Thank you for being basically my brother in arms on ideas and being smart enough to bring both our ideas to life 😛 Always happy to bounce ideas off you only to hear you are basically making them come to life already
Mechanica: Thank you for all the support and help with buildings. Our cities wouldn’t be half as amazing without your input and work.
Project genesis world overhaul alpha
Currently supported version of this mod:
This version is still usable but no longer maintained until original uploader returns.
Summary-Better Rebirth, three faction fortresses built from scratch, tons of bug fixes and optimizations, a lot of new stuff in build menu, more armor and weapons for Shek Kingdom.
-Rebirth Overhauled
-Enhanced building layout for Rebirth that utilizes more of the quarry.
-More shacks in rebirth that contain more cages.
-There are more workable mines in Rebirth.
-It is now possible to actually enter the slave processing buildings in Rebirth without it being considered trespassing, caused an issue where the player was never able to speak with the leader and turn in slaves.
-Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth.
-Holy Watchmen now patrol Rebirth with their trusty watchdogs.
-More watchtowers, gates, and defenses in Rebirth to watch the many slaves in Rebirth.
-Added a Holy Priest in the middle of Rebirth for added flavor.
-Shek Kingdom now has custom uniforms
-Shek Kingdom now has custom weapons
-New additional wall types (Stockades, Dirt Walls)
-Added a pillory with custom animation (kinda jank with larger player models, but works)
-Ironhaven has been redone and shrunk to help reduce chunk load times.
-Wolves/dogs run faster, 24-35mph depending on breed and age
-Wolves/dogs have had their toughness cut in half
-In vanilla, sometimes thralls would beat up Agnu and not guarantee her being in a cage, sometimes causing her to disappear for some players. Resolved by reassigning her as an owned slave.
-Smuggler Bar town placement has been properly relocated
-Fixed issue with barrels blocking door way in Heft Weapons Shop
-Additional mods by mod author KOZ has been merged, (CMBuilding, CMRoad Addon, CMLabel)
-CMBuilding adds additional new storehouse building.
-CMRoad Addon adds plenty of new platforming buildings.
-CMLabel has been added along with CM Glass which adds custom buildable glass partitions.
-Tower of Ninjas renamed to Ninja Towers
-Overhauled the Ninja Towers, now a mountain fortress, now accurately represents the size of the Black Dragon Ninjas.
-Created a Bloodraider HQ in Spine Canyon
-Added Bloodraider leader Bloody Mary 35k Bounty
(Bloodraider stuff and location will be expanded on in future)
-Finished a Swamp Village, renamed it to “Fresh Turtle” and assigned proper squads
-Created a Cloud Ninja HQ in the Black Desert
-Renamed Black Desert Ninjas to Cloud Ninjas
-Fulfilled majority request to reduce faction importance of Hungry Bandits characters to zero (No longer lose reputation with them should you kill one)
-Added small generator to Flotsam Safehouse
-Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status.
-Added all new backpack banners
-Added a new backpack workbench (You can now craft all backpacks)
-Renamed Deadhive locations to Deathyards
-Each Deathyard has special resource node where you can harvest bone, used to make Fogmen armor.
-Eric spawning in as a male is now 100%
-Removed a non-functional Deathyard
-Added custom blueprint icons
-Corrected miss matched Avalon uniform armor
-Yasuke dialogue corrected and reworded
-Reduced price multiplier of certain cannibal weapon manufacturers
Updated Title Screen
— Bounty added back to Grand Sultan Gillie.
— Marrow Brute not greenlander fixed.
— Crimson Deathdealer has option to sell death maps to player now.
— Improved grease goonz dialogue so they will give more time before attacking when seeing tech, if you speak to them then drop tech items they won’t attack you.
— Improved Fix’its emporium with a unique interior, dialogue and vendor list.
— Grease goon and marrow patrols added to the bonefields.
— Crimson rogues names shortened.
— Crimson soldiers now use low quality tamahagane, while only the elites have the normal one.
— Lowered stats of the crimson manufactuer does less dmg now + cheaper.
— Crimson soldiers now have standard gear, elites have changed from masterwork down to high quality.
— Bounty added to Piston and skull crusher.
— Lost pirate will only spawn once now.
— Dialogue fix with Piston.
— Fixed issue with multiple Swordan Knights being recruitable.
— Rebalanced some weapon grades in Swordan.
— Fixed a typo in the character ‘spiders’ dialogue.
— Changed Sohei scrolls icons, complete ones have a unique icon.
— Adjusted Sohei colour scheme.
— Improved the Todai Dera Police AI.
— changed books spawns to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera.
— More guard nodes added to the Vault of Knowledge interior in Todai Dera.
— Improved Vendor list for great corsair shop in Tortuga.
— Buffed Grogger Nutter.
— Fixed the Bonepiles radius being huge.
— Some Hasher addicts and dens now spawn with half smoked hashish.
— Some rebalances in the blackshifter vault
— Lowered the amount of citizens in the bazaar and swordan to help with load times (didn’t remove anything unique).
— Moved Reaver camp that was near Grogery further east to help with load times.
— Fixed some residents in Grogery, Gearcove and tortuga that were messed up.
— added the pilgrim monks to lubby grogs rewards list.
— Improved pilgrimmers AI they will now wander from town to town.
— Renamed Kingdom of Swordan to Kingdom of Tertius, this is a reference to the Republic of Tertius which was a planned major faction in vanilla.
— Fixed broken worldstates in Howlers Maze, the questline for the Free Traders in the area should now work as intended.
— Fixed TS-09 not being able to run.
— New Factions Bonepack and Gutter Gang.
— New locations Lycus and Gutter’s Pride found in the Bonefields.
— Questline to ally with the Bonepack, this is started by finding an injured pack member in the bonefields and splinting his injury.
— City takeover of Mechamoor by Marrows and Bonepack.
— Added wildlife to Mechamoor
— Bonepack and Gutter Gang patrols added to the bonefields and high bonefields.
— Renamed Swamp Village to tadpole.
— Gave unique residents and a shop to Tadpole.
— Renamed Swamp Village 1 to Mako.
— Gave unique residents to Mako.
— Renamed Swamp Village 2 to Hammerhead.
— Gave unique shops and residents to Hammerhead.
— Renamed Swamp Village 3 to Leatherback.
— Renamed Swamp Village 4 to Basking.
— Gave unique shops and residents to Basking.
— Added a takeover for the Jottun camp if you kill Mountain.
— Added Police chiefs to the Todai Dera prisons (Named appropriately).
— Added Sohei master martial artists to the Grand Temple.
— Added a new takeover for the Grand Bazaar where if both the Swordan King and Union Sultan are dead the hashers will take over.
— Added a 35% chance for normal Groggers to spawn with a Sohei bounty and a 75% chance for the Grogger Nutters.
— Added a Sohei bounty to Ol’ Lubby Grogs.
— Added materials shop to grogery.
— Not a very nice Taxman added to the bazaar
— Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it.
— Increased probability of desert weather effects in Shun
— Finished Holy Nation City, Dry Basion, Not yet added to siege rotation, no overrides written yet.
— Began Reconstruction on Bark (WIP)
— Fish Island is almost finished, will release V4.1 tomorrow with it completed
— Added Fish Islander minor race, same as scorchlander, accept with acid immunity, lowered limb health and increased bleed rate (Not playable, meant to solve NPC’s from burning alive unintendedly in Fish Island)
— Changed Cannibal Plain’s map name to Deadcat Plains, NPC will still refer to it as Cannibal Plains and will immersivly call it Deadcat Plains after cannibal purge (WIP)
— Changed Fishmen Island to Fish Island, Same reason above
— Added part one of The Hub reclamation quests for Free Traders
— Gave Dev Bot Falling Sun instead
— Had to reset all the new location town markers (That means I had to hand place each new location marker all over again)
— Readjusted Deadhive locations
— Removed Bleak Shade
— Removed Black Hallows
— Removed Redmen Tower and Redhive rebels (did not fit well with lore)
Hotfix Release V3.5
Roads have been reset to vanilla, Should fix cross continent pathing but cause minor issues in some new locations. Minor changes made will be detailed in V4 release.
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(Archived version 6) Project Genesis: World Overhaul Alpha
Our community overhaul can be better described as a “KenshiPlus”, more content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
If you are aware of smaller DLC like mods such as Hook and East Coast Expanded or Avalon Isles and Deadman’s Island, its the same as that, but instead of just aiming to overhaul a single region of the map, we’ve decided to do this for the entire continent.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the amount of player quests that the player can partake in to give it that traditional RPG feel.
Well over a hundred some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game. You can expect these features coming in Version 4 of our overhaul.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Due to the global pandemic, we are taking precautions for our guild to remain safe and wish all our members good health in these trying times. Expect for there to be delays in development. Version 5 has now been released.
[www.nexusmods.com]
[www.nexusmods.com]
This Alpha version is marketed as an EXPLORATION mod, for all those curious with what we have been working on in the past few months. We’ve released an earlier build on our Discord server which you should join (link above) and this is different in that it is the current developer build made stable for this Lunar New Year!
Please be aware that as this is an alpha in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town or building changes.
Like any overhaul mod this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder and delete it. Please also unsubscribe from the hotfix on steam. Then import your game.
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the above link to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are still in the world-building state. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
And finally while not exclusively on the team a big thank you to Mechanica and Camelspyder for supporting us by helping out with building inclusions and working with us on modelling fixes and helping push our ideas for new buildings and features to their limits.
ATTENTION: We had to change the Character folder to lower case ‘c’ character in version 3 so AGO animations would work, workshop is being stupid and didn’t pick up the change I made.
THIS IS NOT AN ISSUE FOR NEW SUBSCRIBERS
TO FIX: Go to Steam > steamapps > workshop > content > 233860 > 1980348818
Change the «Character» folder name to «character»
Подпишитесь, чтобы загрузить
(Archived version 6) Project Genesis: World Overhaul Alpha
Our community overhaul can be better described as a “KenshiPlus”, more content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
If you are aware of smaller DLC like mods such as Hook and East Coast Expanded or Avalon Isles and Deadman’s Island, its the same as that, but instead of just aiming to overhaul a single region of the map, we’ve decided to do this for the entire continent.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the amount of player quests that the player can partake in to give it that traditional RPG feel.
Well over a hundred some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game. You can expect these features coming in Version 4 of our overhaul.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Due to the global pandemic, we are taking precautions for our guild to remain safe and wish all our members good health in these trying times. Expect for there to be delays in development. Version 5 has now been released.
[www.nexusmods.com]
[www.nexusmods.com]
This Alpha version is marketed as an EXPLORATION mod, for all those curious with what we have been working on in the past few months. We’ve released an earlier build on our Discord server which you should join (link above) and this is different in that it is the current developer build made stable for this Lunar New Year!
Please be aware that as this is an alpha in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town or building changes.
Like any overhaul mod this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder and delete it. Please also unsubscribe from the hotfix on steam. Then import your game.
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the above link to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are still in the world-building state. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
And finally while not exclusively on the team a big thank you to Mechanica and Camelspyder for supporting us by helping out with building inclusions and working with us on modelling fixes and helping push our ideas for new buildings and features to their limits.
ATTENTION: We had to change the Character folder to lower case ‘c’ character in version 3 so AGO animations would work, workshop is being stupid and didn’t pick up the change I made.
THIS IS NOT AN ISSUE FOR NEW SUBSCRIBERS
TO FIX: Go to Steam > steamapps > workshop > content > 233860 > 1980348818
Change the «Character» folder name to «character»
Мод для Kenshi «Project Genesis»
Цель состоит в том, чтобы предложить более глубокий и сложный опыт, не отходя слишком далеко от оригинальной игры.Капитальный ремонт игры, больше контента, больше выбора, больше удовольствия.
Если вы знаете о небольших DLC-модах, таких как Hook and East Coast Expanded или Avalon Isles and Deadman’s Island, то это то же самое, но вместо того, чтобы просто стремиться перестроить один регион карты, мы решили сделать это для всего континента.
Почти все города были воссозданы с лучшей планировкой и интересной архитектурой. Что, в свою очередь, увеличило внешний вид, размеры и функциональность городов.
Большинству фракций была дана индивидуальность, чтобы отличать их от других и увеличить погружение игрока в игру.
Мы стремимся увеличить количество квестов, в которых игрок может участвовать, чтобы придать ему традиционное ощущение RPG.
Более сотни новых локаций, с запланированными фракциями и квестами!
Мы делаем мир более живым и используем больше мировых государств и переопределений городов, чтобы помочь моделировать захватывающий и реалистичный мир, где выбор игрока может резко повлиять на игру. Вы можете ожидать, что эти функции появятся в версии 4 нашего капитального ремонта.
Известные моддеры со всего мира объединили свои ресурсы для капитального ремонта с единственной целью улучшить игру, которую мы все знаем и любим.
Подпишитесь, чтобы загрузить
(Archived version 6) Project Genesis: World Overhaul Alpha
Our community overhaul can be better described as a “KenshiPlus”, more content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
If you are aware of smaller DLC like mods such as Hook and East Coast Expanded or Avalon Isles and Deadman’s Island, its the same as that, but instead of just aiming to overhaul a single region of the map, we’ve decided to do this for the entire continent.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the amount of player quests that the player can partake in to give it that traditional RPG feel.
Well over a hundred some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game. You can expect these features coming in Version 4 of our overhaul.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Due to the global pandemic, we are taking precautions for our guild to remain safe and wish all our members good health in these trying times. Expect for there to be delays in development. Version 5 has now been released.
[www.nexusmods.com]
[www.nexusmods.com]
This Alpha version is marketed as an EXPLORATION mod, for all those curious with what we have been working on in the past few months. We’ve released an earlier build on our Discord server which you should join (link above) and this is different in that it is the current developer build made stable for this Lunar New Year!
Please be aware that as this is an alpha in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town or building changes.
Like any overhaul mod this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder and delete it. Please also unsubscribe from the hotfix on steam. Then import your game.
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the above link to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are still in the world-building state. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
And finally while not exclusively on the team a big thank you to Mechanica and Camelspyder for supporting us by helping out with building inclusions and working with us on modelling fixes and helping push our ideas for new buildings and features to their limits.
ATTENTION: We had to change the Character folder to lower case ‘c’ character in version 3 so AGO animations would work, workshop is being stupid and didn’t pick up the change I made.
THIS IS NOT AN ISSUE FOR NEW SUBSCRIBERS
TO FIX: Go to Steam > steamapps > workshop > content > 233860 > 1980348818
Change the «Character» folder name to «character»
Project genesis world overhaul alpha
Количество залитых файлов: 1/1
Примечание: Залита: Одним файлом
Обновление: 9 июн в 5:01
-updated the cannibal faction (was not real) thus breaking the cannibal raids. Unsure why the change was made, now reverted. Hour of testing has shown all raids to trigger for cannibals
-changed the faction rank required to talk to thieves guild traders to be > greater than 0, not 1.
-double checked and remerged the whistler files that were missing.
Обновление: 8 июн в 5:30
-readded waystation golf. Moved it north west of it’s original location
-finished iron haven. added proper pathing, finished the ouside bar, added lights. added storage, etc.
-tweaked the worldstates added in. Properly assigned the right classifications. (a standard import SHOULD now have the towers and dust king spawn as they were meant to.)
-Moved Mechamoor (the «bad» tech hunters») into the hidden forest.
-changed the no-foliage range for mechamoor from 350 to 600
-i did the dumb and got sidetracked making a town again. Hope you guys like well thought out towns.
-move slave farm south north of the slave markets. Nestled in the valley between to massive cliff faces lies the slave farm. As guards patrol and watch from turrets on high the slaves toil in the hot swampy waters to produce massive amounts of riceweed and raw materials.
-found and fixed the thieves guild trader dialogue bug. the line itself dictated that you be = to rank one. which means. upgrading you to rank 2 makes you unavailable to trade with the trader.
-adjusted the artifact weight for ITEMS in the BDC area. Also lessened the armor a bit.
-fixed the navmesh issue with trader platforms in mongrel.
-rewrote the entire whistler mod for camelspyder and remerged it into genesis. This will probably have some unnoticed effects. but appears clean. This should fix the whistler issues on the experimental branch
-cleaned up the mercenary bodyguard dialogue. (looks like i missed adding the conditions and effects).
-Cleaned up the mercenary/tech hunter squad ai. Turns out the squad AI is irrelevant. Compressed all the AI into the leader packages. (because this means «all squad» for some reason.) This should fix the mercenary issue.
ONLY A STANDARD IMPORT IS NEEDED
Обновление: 4 июн в 5:26
It is recommended to import the following options
Tech
Dead NPCS (if you want the new city changes to apply)
Buildings (if you’re living in the borderzone in any house, in the hook/shun/south wetlands region)
Players as always can find the patch notes in the patch notes discussion thread.
Обновление: 30 апр в 23:25
—Quick patch to fix the farming/cooking issue.
-Food items have had stat changes. They now stack, are worth less overall but can be sold more easily. (this change will play into the economy in the future)
Обновление: 20 апр в 2:46
-replaced the old GUI textures. This should fix the map, the loading and title screens
-Fixed the missing meshes for the new update.
-fixed the over abundance of food on starving bandit leaders (they’ll now have less on them)
-removed some left over limbs left from the last patch
-cleaned up 10 zone files that were left over from previous merges.
-cleaned up some race errors with a previous merge (there was a duplicated skeleton mk2 file)
-fixed some erroneous file pathing i messed up with dogs a while back. Should now allow all dogs to properly use there textures and hair’s correctly. (direwolves will still be able to use various hair types and colors that would normally look a bit odd)
-adjusted the trade prices of mongrel. Fog heads are meant to be practically worthless everywhere else in the world excluding mongrel. This is now properly reflected by the trade prices being generally 125% or much MUCH higher for certain heads as pointed out by @Meili
-Limms now has a trade culture as well. You can find a profit for most. «spare» body parts now at limms
[1:48 PM]
-deleted various extra heads for now removed characters or removed races
-adjusted library spawn chances. Library RUINS, now spawn with more. ruined books and less chance of good resources. Lost Libraries now spawn with more Common artifacts at a higher chance.
-fixed the missing interior from last patch. Updated and tweaked a little. Thieves tower now properly has most benches.
-updated the grid area. the workshops there are now the same as found in vanilla (post-ancient workshops)
patch 15 march
-hotfix cage beast bags issue for mountain mad
-removed the genesis mod developer drone mesh from genesis. was a stolen mesh from another modder and as such i can’t in good faith despite understanding from that author continue to use it.
-quick patch-
-changed cage pack from 15/15 to 25/25
-fixed the rat hound race editor file.
-hotfix. Patched the dog races being playable. Was testing the race editor for the dogs and forgot to remove this change
—7.0.7 Bug fix update—
-Attached the new(old) cage beasts bags to the correct vendors and animals i forgot to last patch.
-adjusted weight of the pack and adjusted skill, and encumbrance stats
-added a house back to BDC.
-removed an unattached outpost in outlands/stobs gamble as reported by @Dr_Thrax
-removed direwolves having special food limitations in response to @IX bug report. Unsure if this was causing an issue with them eating from the animal feeder but according to another modders report could be worthwhile to check out.
-adjusted the _animals aggressive cut damage. (turns out i was overzealous in the balance, the animal weapons are actually stronger than meitou, ooops) 1.2 > 1.05. This should make all animals a serious threat without them hitting 300 damage.
-adjusted the _animals passive blunt damage, once again overzealous edit. 1.2 > 1.05 / Also upped the cut a little as it’s slightly to weak. 0.5 > 0.8
-changed name of direwolves. Great Direwolf > Direwolf
-added various hair color variations and tone maps to direwolves. So despite using the same textures as other dogs you should see a lot more colors and hair patterns across the direwolves.
-changed the armored canine pack from 2×2 to a 4×4 size bag. this should allow enough wiggle room for dogs to use the bad and eat from the animal feeder (if that’s what the bug is)
-made direwolves cost a ridiculous amount, just on the off chance that i missed a police dog somewhere. Though with this change i will probably add farm shops back in certain areas.
-direwolves are now only found in okrans arm/hidden forest area, excluding police dogs variants.
-direwolves are now tameable (was forgotten last patch)
-added a bag back to the wandering guild traders
-adjusted facility 0-42 to hopefully fix pathfinding and enemy spawns as reported by @KillZone
-adjusted the positioning and building type of the tower of abuse. this should help path finding and make it the building more accessible overall.
—7.0.6 Quick Patch— / PT.2 / forgot to make praetorians playable when changing starts. are now playable
-7.0.5 Patch Notes—
-adjusted the weight of the farm shop to stop overlapping with lady tsugis spawn in brink. lady tsugi will now always have priority.
-adjusted the flats lagoon building weights and types. This should allow all squads to spawn properly.
-added 6 more adventurers guild rally points. This should allow them to spawn and travel «safer»
-added various «outposts» around the map at the rally point. There are camp beds and campfires so players should be able to camp outside of popular cities if they are low on cash. (will add more to shek areas in future update)
-added new HUMAN ONLY nests for settlers to «okrans X» regions.
-added mixed races back to various areas that are «safe»
-Players based around Nublar will find their base to be incredibly beneficial now.
-removed the bonedog pack. Players should look for the «armoured canine pack» instead
Глобальная сборка модов для KENSHI.
Капитальный ремонт игры, больше контента, больше выбора, больше удовольствия. Цель состоит в том, чтобы предложить более глубокий и сложный опыт, не отходя слишком далеко от оригинальной игры.
Если вы знаете о небольших DLC-модах, таких как Hook and East Coast Expanded или Avalon Isles and Deadman’s Island, то это то же самое, но вместо того, чтобы просто стремиться перестроить один регион карты, мы решили сделать это для всего континента.
Почти все города были воссозданы с лучшей планировкой и интересной архитектурой. Что, в свою очередь, увеличило внешний вид, размеры и функциональность городов.
Большинству фракций была дана индивидуальность, чтобы отличать их от других и увеличить погружение игрока в игру.
Мы стремимся увеличить количество квестов, в которых игрок может участвовать, чтобы придать ему традиционное ощущение RPG.
Более сотни новых локаций, с запланированными фракциями и квестами!
Мы делаем мир более живым и используем больше мировых государств и переопределений городов, чтобы помочь моделировать захватывающий и реалистичный мир, где выбор игрока может резко повлиять на игру. Вы можете ожидать, что эти функции появятся в версии 4 нашего капитального ремонта.
Известные моддеры со всего мира объединили свои ресурсы для капитального ремонта с единственной целью улучшить игру, которую мы все знаем и любим.
Ссылки для скачивания «Project Genesis: World Overhaul Alpha / Проект Генезис: Капитальный ремонт [(EN) (v7.0.7)] (2020) PC | MOD» через торрент или с облачных хранилищ.
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Kenshi: Genesis
Kenshi: Genesis Beta
Our community overhaul can be better described as a «Kenshi Plus» Or as the Community calls it. Kenshi 1.5! More content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions will be given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the number of player quests that the player can partake in to give it that traditional RPG feel.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
[www.nexusmods.com]
If you are using the previous alpha version please go to your Kenshi mods folder, delete it & unsubscribe from the alpha. Then import your game while unchecking ALL settings
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the discord link below to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are mostly done with world-building and are starting to move on to other ventures in modding the game. This means some quests, dialogue, and other features are far from fleshed out.
If we didn’t use our platform to promote our friends and their hard work and everyone who has contributed. well that would be just stupid
Some of you may be accustomed to seeing his work but i’d like to really highlight it!
Snugsnug: Thank you for the endless time you gave to the project and all the creative and critical input you gave to us!
Camelspyder: Thank you got all the teaching and time you gave to not only the project but the genesis community
Shidan: Thank you for the endless time you give to the community and myself (atlas) with the million bug testing questions i have.
Boron: Thank you for being basically my brother in arms on ideas and being smart enough to bring both our ideas to life 😛 Always happy to bounce ideas off you only to hear you are basically making them come to life already
Mechanica: Thank you for all the support and help with buildings. Our cities wouldn’t be half as amazing without your input and work.
Project genesis world overhaul alpha
Currently supported version of this mod:
This version is still usable but no longer maintained until original uploader returns.
Summary-Better Rebirth, three faction fortresses built from scratch, tons of bug fixes and optimizations, a lot of new stuff in build menu, more armor and weapons for Shek Kingdom.
-Rebirth Overhauled
-Enhanced building layout for Rebirth that utilizes more of the quarry.
-More shacks in rebirth that contain more cages.
-There are more workable mines in Rebirth.
-It is now possible to actually enter the slave processing buildings in Rebirth without it being considered trespassing, caused an issue where the player was never able to speak with the leader and turn in slaves.
-Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth.
-Holy Watchmen now patrol Rebirth with their trusty watchdogs.
-More watchtowers, gates, and defenses in Rebirth to watch the many slaves in Rebirth.
-Added a Holy Priest in the middle of Rebirth for added flavor.
-Shek Kingdom now has custom uniforms
-Shek Kingdom now has custom weapons
-New additional wall types (Stockades, Dirt Walls)
-Added a pillory with custom animation (kinda jank with larger player models, but works)
-Ironhaven has been redone and shrunk to help reduce chunk load times.
-Wolves/dogs run faster, 24-35mph depending on breed and age
-Wolves/dogs have had their toughness cut in half
-In vanilla, sometimes thralls would beat up Agnu and not guarantee her being in a cage, sometimes causing her to disappear for some players. Resolved by reassigning her as an owned slave.
-Smuggler Bar town placement has been properly relocated
-Fixed issue with barrels blocking door way in Heft Weapons Shop
-Additional mods by mod author KOZ has been merged, (CMBuilding, CMRoad Addon, CMLabel)
-CMBuilding adds additional new storehouse building.
-CMRoad Addon adds plenty of new platforming buildings.
-CMLabel has been added along with CM Glass which adds custom buildable glass partitions.
-Tower of Ninjas renamed to Ninja Towers
-Overhauled the Ninja Towers, now a mountain fortress, now accurately represents the size of the Black Dragon Ninjas.
-Created a Bloodraider HQ in Spine Canyon
-Added Bloodraider leader Bloody Mary 35k Bounty
(Bloodraider stuff and location will be expanded on in future)
-Finished a Swamp Village, renamed it to “Fresh Turtle” and assigned proper squads
-Created a Cloud Ninja HQ in the Black Desert
-Renamed Black Desert Ninjas to Cloud Ninjas
-Fulfilled majority request to reduce faction importance of Hungry Bandits characters to zero (No longer lose reputation with them should you kill one)
-Added small generator to Flotsam Safehouse
-Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status.
-Added all new backpack banners
-Added a new backpack workbench (You can now craft all backpacks)
-Renamed Deadhive locations to Deathyards
-Each Deathyard has special resource node where you can harvest bone, used to make Fogmen armor.
-Eric spawning in as a male is now 100%
-Removed a non-functional Deathyard
-Added custom blueprint icons
-Corrected miss matched Avalon uniform armor
-Yasuke dialogue corrected and reworded
-Reduced price multiplier of certain cannibal weapon manufacturers
Updated Title Screen
— Bounty added back to Grand Sultan Gillie.
— Marrow Brute not greenlander fixed.
— Crimson Deathdealer has option to sell death maps to player now.
— Improved grease goonz dialogue so they will give more time before attacking when seeing tech, if you speak to them then drop tech items they won’t attack you.
— Improved Fix’its emporium with a unique interior, dialogue and vendor list.
— Grease goon and marrow patrols added to the bonefields.
— Crimson rogues names shortened.
— Crimson soldiers now use low quality tamahagane, while only the elites have the normal one.
— Lowered stats of the crimson manufactuer does less dmg now + cheaper.
— Crimson soldiers now have standard gear, elites have changed from masterwork down to high quality.
— Bounty added to Piston and skull crusher.
— Lost pirate will only spawn once now.
— Dialogue fix with Piston.
— Fixed issue with multiple Swordan Knights being recruitable.
— Rebalanced some weapon grades in Swordan.
— Fixed a typo in the character ‘spiders’ dialogue.
— Changed Sohei scrolls icons, complete ones have a unique icon.
— Adjusted Sohei colour scheme.
— Improved the Todai Dera Police AI.
— changed books spawns to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera.
— More guard nodes added to the Vault of Knowledge interior in Todai Dera.
— Improved Vendor list for great corsair shop in Tortuga.
— Buffed Grogger Nutter.
— Fixed the Bonepiles radius being huge.
— Some Hasher addicts and dens now spawn with half smoked hashish.
— Some rebalances in the blackshifter vault
— Lowered the amount of citizens in the bazaar and swordan to help with load times (didn’t remove anything unique).
— Moved Reaver camp that was near Grogery further east to help with load times.
— Fixed some residents in Grogery, Gearcove and tortuga that were messed up.
— added the pilgrim monks to lubby grogs rewards list.
— Improved pilgrimmers AI they will now wander from town to town.
— Renamed Kingdom of Swordan to Kingdom of Tertius, this is a reference to the Republic of Tertius which was a planned major faction in vanilla.
— Fixed broken worldstates in Howlers Maze, the questline for the Free Traders in the area should now work as intended.
— Fixed TS-09 not being able to run.
— New Factions Bonepack and Gutter Gang.
— New locations Lycus and Gutter’s Pride found in the Bonefields.
— Questline to ally with the Bonepack, this is started by finding an injured pack member in the bonefields and splinting his injury.
— City takeover of Mechamoor by Marrows and Bonepack.
— Added wildlife to Mechamoor
— Bonepack and Gutter Gang patrols added to the bonefields and high bonefields.
— Renamed Swamp Village to tadpole.
— Gave unique residents and a shop to Tadpole.
— Renamed Swamp Village 1 to Mako.
— Gave unique residents to Mako.
— Renamed Swamp Village 2 to Hammerhead.
— Gave unique shops and residents to Hammerhead.
— Renamed Swamp Village 3 to Leatherback.
— Renamed Swamp Village 4 to Basking.
— Gave unique shops and residents to Basking.
— Added a takeover for the Jottun camp if you kill Mountain.
— Added Police chiefs to the Todai Dera prisons (Named appropriately).
— Added Sohei master martial artists to the Grand Temple.
— Added a new takeover for the Grand Bazaar where if both the Swordan King and Union Sultan are dead the hashers will take over.
— Added a 35% chance for normal Groggers to spawn with a Sohei bounty and a 75% chance for the Grogger Nutters.
— Added a Sohei bounty to Ol’ Lubby Grogs.
— Added materials shop to grogery.
— Not a very nice Taxman added to the bazaar
— Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it.
— Increased probability of desert weather effects in Shun
— Finished Holy Nation City, Dry Basion, Not yet added to siege rotation, no overrides written yet.
— Began Reconstruction on Bark (WIP)
— Fish Island is almost finished, will release V4.1 tomorrow with it completed
— Added Fish Islander minor race, same as scorchlander, accept with acid immunity, lowered limb health and increased bleed rate (Not playable, meant to solve NPC’s from burning alive unintendedly in Fish Island)
— Changed Cannibal Plain’s map name to Deadcat Plains, NPC will still refer to it as Cannibal Plains and will immersivly call it Deadcat Plains after cannibal purge (WIP)
— Changed Fishmen Island to Fish Island, Same reason above
— Added part one of The Hub reclamation quests for Free Traders
— Gave Dev Bot Falling Sun instead
— Had to reset all the new location town markers (That means I had to hand place each new location marker all over again)
— Readjusted Deadhive locations
— Removed Bleak Shade
— Removed Black Hallows
— Removed Redmen Tower and Redhive rebels (did not fit well with lore)
Hotfix Release V3.5
Roads have been reset to vanilla, Should fix cross continent pathing but cause minor issues in some new locations. Minor changes made will be detailed in V4 release.
Project genesis world overhaul alpha
Цель коллекции вместить в себя моды, которые относительно соответствуют лору игры и сочетаются с крупной модификацией Genesis.
Мод Compressed Textures может способствовать крашу игры. Если у вас крашится игра на скорости x3, во время загрузок локаций или быстром переключении на участников вашего отряда, которые находятся вне зоны прогрузки территории (требуют дополнительной загрузки после переключения на них), то отключите мод Compressed Textures. По порядку загрузки он стоит всегда первым, при отключении ничего страшного с сохранениями не произойдет и после отключения/включения не требуется импорт.
Мод на расширение редактора персонажей. Минус в том, что он ломает кнопку «случайной» внешности в редакторе персонажа, персонажи в редакторе изначально будут выглядеть ужасно. Причина в том, что убраны лимиты слайдеров, которые уже были в игре и еще добавлены новые слайдеры, а игра не знает как с этим правильно работать. В общем, в редакторе вы будете настраивать большое количество параметров персонажа вручную для «адекватной» внешности.
Сам мод:
More Character Making Sliders (MCMS Ver.2)
Reactive World и Living World НЕСОВМЕСТИМЫ с Genesis на данный момент.
Перед добавлением своих модов нужно сверяться со списком модов Genesis:
Список модов
Project genesis world overhaul alpha
Summary-Better Rebirth, three faction fortresses built from scratch, tons of bug fixes and optimizations, a lot of new stuff in build menu, more armor and weapons for Shek Kingdom.
-Rebirth Overhauled
-Enhanced building layout for Rebirth that utilizes more of the quarry.
-More shacks in rebirth that contain more cages.
-There are more workable mines in Rebirth.
-It is now possible to actually enter the slave processing buildings in Rebirth without it being considered trespassing, caused an issue where the player was never able to speak with the leader and turn in slaves.
-Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth.
-Holy Watchmen now patrol Rebirth with their trusty watchdogs.
-More watchtowers, gates, and defenses in Rebirth to watch the many slaves in Rebirth.
-Added a Holy Priest in the middle of Rebirth for added flavor.
-Shek Kingdom now has custom uniforms
-Shek Kingdom now has custom weapons
-New additional wall types (Stockades, Dirt Walls)
-Added a pillory with custom animation (kinda jank with larger player models, but works)
-Ironhaven has been redone and shrunk to help reduce chunk load times.
-Wolves/dogs run faster, 24-35mph depending on breed and age
-Wolves/dogs have had their toughness cut in half
-In vanilla, sometimes thralls would beat up Agnu and not guarantee her being in a cage, sometimes causing her to disappear for some players. Resolved by reassigning her as an owned slave.
-Smuggler Bar town placement has been properly relocated
-Fixed issue with barrels blocking door way in Heft Weapons Shop
-Additional mods by mod author KOZ has been merged, (CMBuilding, CMRoad Addon, CMLabel)
-CMBuilding adds additional new storehouse building.
-CMRoad Addon adds plenty of new platforming buildings.
-CMLabel has been added along with CM Glass which adds custom buildable glass partitions.
-Tower of Ninjas renamed to Ninja Towers
-Overhauled the Ninja Towers, now a mountain fortress, now accurately represents the size of the Black Dragon Ninjas.
-Created a Bloodraider HQ in Spine Canyon
-Added Bloodraider leader Bloody Mary 35k Bounty
(Bloodraider stuff and location will be expanded on in future)
-Finished a Swamp Village, renamed it to “Fresh Turtle” and assigned proper squads
-Created a Cloud Ninja HQ in the Black Desert
-Renamed Black Desert Ninjas to Cloud Ninjas
-Fulfilled majority request to reduce faction importance of Hungry Bandits characters to zero (No longer lose reputation with them should you kill one)
-Added small generator to Flotsam Safehouse
-Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status.
-Added all new backpack banners
-Added a new backpack workbench (You can now craft all backpacks)
-Renamed Deadhive locations to Deathyards
-Each Deathyard has special resource node where you can harvest bone, used to make Fogmen armor.
-Eric spawning in as a male is now 100%
-Removed a non-functional Deathyard
-Added custom blueprint icons
-Corrected miss matched Avalon uniform armor
-Yasuke dialogue corrected and reworded
-Reduced price multiplier of certain cannibal weapon manufacturers
Updated Title Screen
— Bounty added back to Grand Sultan Gillie.
— Marrow Brute not greenlander fixed.
— Crimson Deathdealer has option to sell death maps to player now.
— Improved grease goonz dialogue so they will give more time before attacking when seeing tech, if you speak to them then drop tech items they won’t attack you.
— Improved Fix’its emporium with a unique interior, dialogue and vendor list.
— Grease goon and marrow patrols added to the bonefields.
— Crimson rogues names shortened.
— Crimson soldiers now use low quality tamahagane, while only the elites have the normal one.
— Lowered stats of the crimson manufactuer does less dmg now + cheaper.
— Crimson soldiers now have standard gear, elites have changed from masterwork down to high quality.
— Bounty added to Piston and skull crusher.
— Lost pirate will only spawn once now.
— Dialogue fix with Piston.
— Fixed issue with multiple Swordan Knights being recruitable.
— Rebalanced some weapon grades in Swordan.
— Fixed a typo in the character ‘spiders’ dialogue.
— Changed Sohei scrolls icons, complete ones have a unique icon.
— Adjusted Sohei colour scheme.
— Improved the Todai Dera Police AI.
— changed books spawns to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera.
— More guard nodes added to the Vault of Knowledge interior in Todai Dera.
— Improved Vendor list for great corsair shop in Tortuga.
— Buffed Grogger Nutter.
— Fixed the Bonepiles radius being huge.
— Some Hasher addicts and dens now spawn with half smoked hashish.
— Some rebalances in the blackshifter vault
— Lowered the amount of citizens in the bazaar and swordan to help with load times (didn’t remove anything unique).
— Moved Reaver camp that was near Grogery further east to help with load times.
— Fixed some residents in Grogery, Gearcove and tortuga that were messed up.
— added the pilgrim monks to lubby grogs rewards list.
— Improved pilgrimmers AI they will now wander from town to town.
— Renamed Kingdom of Swordan to Kingdom of Tertius, this is a reference to the Republic of Tertius which was a planned major faction in vanilla.
— Fixed broken worldstates in Howlers Maze, the questline for the Free Traders in the area should now work as intended.
— Fixed TS-09 not being able to run.
— New Factions Bonepack and Gutter Gang.
— New locations Lycus and Gutter’s Pride found in the Bonefields.
— Questline to ally with the Bonepack, this is started by finding an injured pack member in the bonefields and splinting his injury.
— City takeover of Mechamoor by Marrows and Bonepack.
— Added wildlife to Mechamoor
— Bonepack and Gutter Gang patrols added to the bonefields and high bonefields.
— Renamed Swamp Village to tadpole.
— Gave unique residents and a shop to Tadpole.
— Renamed Swamp Village 1 to Mako.
— Gave unique residents to Mako.
— Renamed Swamp Village 2 to Hammerhead.
— Gave unique shops and residents to Hammerhead.
— Renamed Swamp Village 3 to Leatherback.
— Renamed Swamp Village 4 to Basking.
— Gave unique shops and residents to Basking.
— Added a takeover for the Jottun camp if you kill Mountain.
— Added Police chiefs to the Todai Dera prisons (Named appropriately).
— Added Sohei master martial artists to the Grand Temple.
— Added a new takeover for the Grand Bazaar where if both the Swordan King and Union Sultan are dead the hashers will take over.
— Added a 35% chance for normal Groggers to spawn with a Sohei bounty and a 75% chance for the Grogger Nutters.
— Added a Sohei bounty to Ol’ Lubby Grogs.
— Added materials shop to grogery.
— Not a very nice Taxman added to the bazaar
— Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it.
— Increased probability of desert weather effects in Shun
— Finished Holy Nation City, Dry Basion, Not yet added to siege rotation, no overrides written yet.
— Began Reconstruction on Bark (WIP)
— Fish Island is almost finished, will release V4.1 tomorrow with it completed
— Added Fish Islander minor race, same as scorchlander, accept with acid immunity, lowered limb health and increased bleed rate (Not playable, meant to solve NPC’s from burning alive unintendedly in Fish Island)
— Changed Cannibal Plain’s map name to Deadcat Plains, NPC will still refer to it as Cannibal Plains and will immersivly call it Deadcat Plains after cannibal purge (WIP)
— Changed Fishmen Island to Fish Island, Same reason above
— Added part one of The Hub reclamation quests for Free Traders
— Gave Dev Bot Falling Sun instead
— Had to reset all the new location town markers (That means I had to hand place each new location marker all over again)
— Readjusted Deadhive locations
— Removed Bleak Shade
— Removed Black Hallows
— Removed Redmen Tower and Redhive rebels (did not fit well with lore)
Hotfix Release V3.5
Roads have been reset to vanilla, Should fix cross continent pathing but cause minor issues in some new locations. Minor changes made will be detailed in V4 release.
Подпишитесь, чтобы загрузить
Kenshi: Genesis
Kenshi: Genesis Beta
Our community overhaul can be better described as a «Kenshi Plus» Or as the Community calls it. Kenshi 1.5! More content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions will be given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the number of player quests that the player can partake in to give it that traditional RPG feel.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
[www.nexusmods.com]
If you are using the previous alpha version please go to your Kenshi mods folder, delete it & unsubscribe from the alpha. Then import your game while unchecking ALL settings
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the discord link below to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are mostly done with world-building and are starting to move on to other ventures in modding the game. This means some quests, dialogue, and other features are far from fleshed out.
If we didn’t use our platform to promote our friends and their hard work and everyone who has contributed. well that would be just stupid
Some of you may be accustomed to seeing his work but i’d like to really highlight it!
Snugsnug: Thank you for the endless time you gave to the project and all the creative and critical input you gave to us!
Camelspyder: Thank you got all the teaching and time you gave to not only the project but the genesis community
Shidan: Thank you for the endless time you give to the community and myself (atlas) with the million bug testing questions i have.
Boron: Thank you for being basically my brother in arms on ideas and being smart enough to bring both our ideas to life 😛 Always happy to bounce ideas off you only to hear you are basically making them come to life already
Mechanica: Thank you for all the support and help with buildings. Our cities wouldn’t be half as amazing without your input and work.
Project genesis world overhaul alpha
Currently supported version of this mod:
This version is still usable but no longer maintained until original uploader returns.
Summary-Better Rebirth, three faction fortresses built from scratch, tons of bug fixes and optimizations, a lot of new stuff in build menu, more armor and weapons for Shek Kingdom.
-Rebirth Overhauled
-Enhanced building layout for Rebirth that utilizes more of the quarry.
-More shacks in rebirth that contain more cages.
-There are more workable mines in Rebirth.
-It is now possible to actually enter the slave processing buildings in Rebirth without it being considered trespassing, caused an issue where the player was never able to speak with the leader and turn in slaves.
-Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth.
-Holy Watchmen now patrol Rebirth with their trusty watchdogs.
-More watchtowers, gates, and defenses in Rebirth to watch the many slaves in Rebirth.
-Added a Holy Priest in the middle of Rebirth for added flavor.
-Shek Kingdom now has custom uniforms
-Shek Kingdom now has custom weapons
-New additional wall types (Stockades, Dirt Walls)
-Added a pillory with custom animation (kinda jank with larger player models, but works)
-Ironhaven has been redone and shrunk to help reduce chunk load times.
-Wolves/dogs run faster, 24-35mph depending on breed and age
-Wolves/dogs have had their toughness cut in half
-In vanilla, sometimes thralls would beat up Agnu and not guarantee her being in a cage, sometimes causing her to disappear for some players. Resolved by reassigning her as an owned slave.
-Smuggler Bar town placement has been properly relocated
-Fixed issue with barrels blocking door way in Heft Weapons Shop
-Additional mods by mod author KOZ has been merged, (CMBuilding, CMRoad Addon, CMLabel)
-CMBuilding adds additional new storehouse building.
-CMRoad Addon adds plenty of new platforming buildings.
-CMLabel has been added along with CM Glass which adds custom buildable glass partitions.
-Tower of Ninjas renamed to Ninja Towers
-Overhauled the Ninja Towers, now a mountain fortress, now accurately represents the size of the Black Dragon Ninjas.
-Created a Bloodraider HQ in Spine Canyon
-Added Bloodraider leader Bloody Mary 35k Bounty
(Bloodraider stuff and location will be expanded on in future)
-Finished a Swamp Village, renamed it to “Fresh Turtle” and assigned proper squads
-Created a Cloud Ninja HQ in the Black Desert
-Renamed Black Desert Ninjas to Cloud Ninjas
-Fulfilled majority request to reduce faction importance of Hungry Bandits characters to zero (No longer lose reputation with them should you kill one)
-Added small generator to Flotsam Safehouse
-Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status.
-Added all new backpack banners
-Added a new backpack workbench (You can now craft all backpacks)
-Renamed Deadhive locations to Deathyards
-Each Deathyard has special resource node where you can harvest bone, used to make Fogmen armor.
-Eric spawning in as a male is now 100%
-Removed a non-functional Deathyard
-Added custom blueprint icons
-Corrected miss matched Avalon uniform armor
-Yasuke dialogue corrected and reworded
-Reduced price multiplier of certain cannibal weapon manufacturers
Updated Title Screen
— Bounty added back to Grand Sultan Gillie.
— Marrow Brute not greenlander fixed.
— Crimson Deathdealer has option to sell death maps to player now.
— Improved grease goonz dialogue so they will give more time before attacking when seeing tech, if you speak to them then drop tech items they won’t attack you.
— Improved Fix’its emporium with a unique interior, dialogue and vendor list.
— Grease goon and marrow patrols added to the bonefields.
— Crimson rogues names shortened.
— Crimson soldiers now use low quality tamahagane, while only the elites have the normal one.
— Lowered stats of the crimson manufactuer does less dmg now + cheaper.
— Crimson soldiers now have standard gear, elites have changed from masterwork down to high quality.
— Bounty added to Piston and skull crusher.
— Lost pirate will only spawn once now.
— Dialogue fix with Piston.
— Fixed issue with multiple Swordan Knights being recruitable.
— Rebalanced some weapon grades in Swordan.
— Fixed a typo in the character ‘spiders’ dialogue.
— Changed Sohei scrolls icons, complete ones have a unique icon.
— Adjusted Sohei colour scheme.
— Improved the Todai Dera Police AI.
— changed books spawns to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera.
— More guard nodes added to the Vault of Knowledge interior in Todai Dera.
— Improved Vendor list for great corsair shop in Tortuga.
— Buffed Grogger Nutter.
— Fixed the Bonepiles radius being huge.
— Some Hasher addicts and dens now spawn with half smoked hashish.
— Some rebalances in the blackshifter vault
— Lowered the amount of citizens in the bazaar and swordan to help with load times (didn’t remove anything unique).
— Moved Reaver camp that was near Grogery further east to help with load times.
— Fixed some residents in Grogery, Gearcove and tortuga that were messed up.
— added the pilgrim monks to lubby grogs rewards list.
— Improved pilgrimmers AI they will now wander from town to town.
— Renamed Kingdom of Swordan to Kingdom of Tertius, this is a reference to the Republic of Tertius which was a planned major faction in vanilla.
— Fixed broken worldstates in Howlers Maze, the questline for the Free Traders in the area should now work as intended.
— Fixed TS-09 not being able to run.
— New Factions Bonepack and Gutter Gang.
— New locations Lycus and Gutter’s Pride found in the Bonefields.
— Questline to ally with the Bonepack, this is started by finding an injured pack member in the bonefields and splinting his injury.
— City takeover of Mechamoor by Marrows and Bonepack.
— Added wildlife to Mechamoor
— Bonepack and Gutter Gang patrols added to the bonefields and high bonefields.
— Renamed Swamp Village to tadpole.
— Gave unique residents and a shop to Tadpole.
— Renamed Swamp Village 1 to Mako.
— Gave unique residents to Mako.
— Renamed Swamp Village 2 to Hammerhead.
— Gave unique shops and residents to Hammerhead.
— Renamed Swamp Village 3 to Leatherback.
— Renamed Swamp Village 4 to Basking.
— Gave unique shops and residents to Basking.
— Added a takeover for the Jottun camp if you kill Mountain.
— Added Police chiefs to the Todai Dera prisons (Named appropriately).
— Added Sohei master martial artists to the Grand Temple.
— Added a new takeover for the Grand Bazaar where if both the Swordan King and Union Sultan are dead the hashers will take over.
— Added a 35% chance for normal Groggers to spawn with a Sohei bounty and a 75% chance for the Grogger Nutters.
— Added a Sohei bounty to Ol’ Lubby Grogs.
— Added materials shop to grogery.
— Not a very nice Taxman added to the bazaar
— Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it.
— Increased probability of desert weather effects in Shun
— Finished Holy Nation City, Dry Basion, Not yet added to siege rotation, no overrides written yet.
— Began Reconstruction on Bark (WIP)
— Fish Island is almost finished, will release V4.1 tomorrow with it completed
— Added Fish Islander minor race, same as scorchlander, accept with acid immunity, lowered limb health and increased bleed rate (Not playable, meant to solve NPC’s from burning alive unintendedly in Fish Island)
— Changed Cannibal Plain’s map name to Deadcat Plains, NPC will still refer to it as Cannibal Plains and will immersivly call it Deadcat Plains after cannibal purge (WIP)
— Changed Fishmen Island to Fish Island, Same reason above
— Added part one of The Hub reclamation quests for Free Traders
— Gave Dev Bot Falling Sun instead
— Had to reset all the new location town markers (That means I had to hand place each new location marker all over again)
— Readjusted Deadhive locations
— Removed Bleak Shade
— Removed Black Hallows
— Removed Redmen Tower and Redhive rebels (did not fit well with lore)
Hotfix Release V3.5
Roads have been reset to vanilla, Should fix cross continent pathing but cause minor issues in some new locations. Minor changes made will be detailed in V4 release.
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Комментарии • 134
Amazing work. I wish the modderrs the best of luck in finishing!
Thanks! They sure did a great job so far.
Holy shit this already looks amazing. I can’t wait until the beta release! Keep up the good work guys 🙂
They’ve done an amazing job with this!
Started a play through with this a bit ago and I’m having a lot of fun. The new cities are fantastic and it’s gonna be hard going back to the vanilla ones. One thing I wish was possible was using the belt slot nomad capes with implants but to my knowledge that isn’t really possible in the editor as of yet. Really looking forward to future updates
Glad you’re enjoying it!
Hey Kokoplays, liked the preview.
This just made owning your personal space, in Kenshi, even more dangerous. More groups, mean even more possible attacks on your base. More fighting, stronger factions, more enemies 🏹🏹🏹🛡🛡🛡🗡🗡🗡, things we like about this game.
Thanks for the update.
There’s a ton more happening all over the world and you could see myself spending years in game.
Omg the immersion feels too awesome. this feels sooo cooool.
I feel that It’d give many hundred of hours to add to the game ahaha
@Kokoplays MB will definitely check!
Thanks! I did a playthrough couple of weeks ago though where I explored all the new stuff.
@Kokoplays MB Ooof well nonetheless I fully support you and the mod!
I’m not as it’s still work in progress and it doesn’t play well with some of the mods I’m using. I’m doing a proper series with PG once it goes into beta.
@Kokoplays MB Ypure using this mod for your Dark King series right man?? cuz if u are OhmyGooood i was already looking forward to every episode but this just gives it a whole new level!
I’m very new to Kenshi and I was hoping to find some great ways to mod Kenshi. I think I found the perfect overhaul, can’t wait ‘till beta!
chaos lord I usually run the compressed textured mod and removed weather effects( still gives combat penalties for dust storms and such but you just cant see them) and some other minor mods like that, genisis is full of content so no major mods are needed but the mods I listed help load times and preformance as kenshi runs on the Ogre 1 engine which I believe uses only I core on your cpu, genisis can put a strain on my computer without these mods even tho I have a 8th gen i7 cpu and a Gtx 1060 also having kenshi on a ssd and not a hardrive helps the load times significantly
@Bunda mods you recommend to play with genesis?
chaos lord It might but factions in Genisis already take over stuff you beat and it’s probably better than those mods you mentioned I would recommend genisis and some other minor mods that you already use, genesis is really really REALLY good I think you should play genisis I can’t play kenshi anymore without it, start as a wanderer there are 2 new cities by the hub and it is easily the best mod ever you will not be disappointed, you don’t need a map mod tho genesis has one already, it’s like kenshi 2 or even 3 that’s who good it is trust me dude I can’t even explain how good genisis is
@Bunda is it compatible with reactive world and living world mod?
chaos lord I agree at least 100 hour until you play a mod like this, I recently downloaded this mod as it is now in beta and damn it’s so good
Found you on Steam. I am amazed at how many awards your mod got so i just had to check it out.
This is not my mod, I just made a video about it.
I like the idea of populating the world but at the same time I feel like that it fills so much area where I’d like to build. so it makes it hard to set up a cool city
It does take some good spots for sure, but the world is still very empty.
Nice overview, didn’t even know Kenshi 2 was being made lol.
Project genesis world overhaul alpha
Summary-Better Rebirth, three faction fortresses built from scratch, tons of bug fixes and optimizations, a lot of new stuff in build menu, more armor and weapons for Shek Kingdom.
-Rebirth Overhauled
-Enhanced building layout for Rebirth that utilizes more of the quarry.
-More shacks in rebirth that contain more cages.
-There are more workable mines in Rebirth.
-It is now possible to actually enter the slave processing buildings in Rebirth without it being considered trespassing, caused an issue where the player was never able to speak with the leader and turn in slaves.
-Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth.
-Holy Watchmen now patrol Rebirth with their trusty watchdogs.
-More watchtowers, gates, and defenses in Rebirth to watch the many slaves in Rebirth.
-Added a Holy Priest in the middle of Rebirth for added flavor.
-Shek Kingdom now has custom uniforms
-Shek Kingdom now has custom weapons
-New additional wall types (Stockades, Dirt Walls)
-Added a pillory with custom animation (kinda jank with larger player models, but works)
-Ironhaven has been redone and shrunk to help reduce chunk load times.
-Wolves/dogs run faster, 24-35mph depending on breed and age
-Wolves/dogs have had their toughness cut in half
-In vanilla, sometimes thralls would beat up Agnu and not guarantee her being in a cage, sometimes causing her to disappear for some players. Resolved by reassigning her as an owned slave.
-Smuggler Bar town placement has been properly relocated
-Fixed issue with barrels blocking door way in Heft Weapons Shop
-Additional mods by mod author KOZ has been merged, (CMBuilding, CMRoad Addon, CMLabel)
-CMBuilding adds additional new storehouse building.
-CMRoad Addon adds plenty of new platforming buildings.
-CMLabel has been added along with CM Glass which adds custom buildable glass partitions.
-Tower of Ninjas renamed to Ninja Towers
-Overhauled the Ninja Towers, now a mountain fortress, now accurately represents the size of the Black Dragon Ninjas.
-Created a Bloodraider HQ in Spine Canyon
-Added Bloodraider leader Bloody Mary 35k Bounty
(Bloodraider stuff and location will be expanded on in future)
-Finished a Swamp Village, renamed it to “Fresh Turtle” and assigned proper squads
-Created a Cloud Ninja HQ in the Black Desert
-Renamed Black Desert Ninjas to Cloud Ninjas
-Fulfilled majority request to reduce faction importance of Hungry Bandits characters to zero (No longer lose reputation with them should you kill one)
-Added small generator to Flotsam Safehouse
-Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status.
-Added all new backpack banners
-Added a new backpack workbench (You can now craft all backpacks)
-Renamed Deadhive locations to Deathyards
-Each Deathyard has special resource node where you can harvest bone, used to make Fogmen armor.
-Eric spawning in as a male is now 100%
-Removed a non-functional Deathyard
-Added custom blueprint icons
-Corrected miss matched Avalon uniform armor
-Yasuke dialogue corrected and reworded
-Reduced price multiplier of certain cannibal weapon manufacturers
Updated Title Screen
— Bounty added back to Grand Sultan Gillie.
— Marrow Brute not greenlander fixed.
— Crimson Deathdealer has option to sell death maps to player now.
— Improved grease goonz dialogue so they will give more time before attacking when seeing tech, if you speak to them then drop tech items they won’t attack you.
— Improved Fix’its emporium with a unique interior, dialogue and vendor list.
— Grease goon and marrow patrols added to the bonefields.
— Crimson rogues names shortened.
— Crimson soldiers now use low quality tamahagane, while only the elites have the normal one.
— Lowered stats of the crimson manufactuer does less dmg now + cheaper.
— Crimson soldiers now have standard gear, elites have changed from masterwork down to high quality.
— Bounty added to Piston and skull crusher.
— Lost pirate will only spawn once now.
— Dialogue fix with Piston.
— Fixed issue with multiple Swordan Knights being recruitable.
— Rebalanced some weapon grades in Swordan.
— Fixed a typo in the character ‘spiders’ dialogue.
— Changed Sohei scrolls icons, complete ones have a unique icon.
— Adjusted Sohei colour scheme.
— Improved the Todai Dera Police AI.
— changed books spawns to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera.
— More guard nodes added to the Vault of Knowledge interior in Todai Dera.
— Improved Vendor list for great corsair shop in Tortuga.
— Buffed Grogger Nutter.
— Fixed the Bonepiles radius being huge.
— Some Hasher addicts and dens now spawn with half smoked hashish.
— Some rebalances in the blackshifter vault
— Lowered the amount of citizens in the bazaar and swordan to help with load times (didn’t remove anything unique).
— Moved Reaver camp that was near Grogery further east to help with load times.
— Fixed some residents in Grogery, Gearcove and tortuga that were messed up.
— added the pilgrim monks to lubby grogs rewards list.
— Improved pilgrimmers AI they will now wander from town to town.
— Renamed Kingdom of Swordan to Kingdom of Tertius, this is a reference to the Republic of Tertius which was a planned major faction in vanilla.
— Fixed broken worldstates in Howlers Maze, the questline for the Free Traders in the area should now work as intended.
— Fixed TS-09 not being able to run.
— New Factions Bonepack and Gutter Gang.
— New locations Lycus and Gutter’s Pride found in the Bonefields.
— Questline to ally with the Bonepack, this is started by finding an injured pack member in the bonefields and splinting his injury.
— City takeover of Mechamoor by Marrows and Bonepack.
— Added wildlife to Mechamoor
— Bonepack and Gutter Gang patrols added to the bonefields and high bonefields.
— Renamed Swamp Village to tadpole.
— Gave unique residents and a shop to Tadpole.
— Renamed Swamp Village 1 to Mako.
— Gave unique residents to Mako.
— Renamed Swamp Village 2 to Hammerhead.
— Gave unique shops and residents to Hammerhead.
— Renamed Swamp Village 3 to Leatherback.
— Renamed Swamp Village 4 to Basking.
— Gave unique shops and residents to Basking.
— Added a takeover for the Jottun camp if you kill Mountain.
— Added Police chiefs to the Todai Dera prisons (Named appropriately).
— Added Sohei master martial artists to the Grand Temple.
— Added a new takeover for the Grand Bazaar where if both the Swordan King and Union Sultan are dead the hashers will take over.
— Added a 35% chance for normal Groggers to spawn with a Sohei bounty and a 75% chance for the Grogger Nutters.
— Added a Sohei bounty to Ol’ Lubby Grogs.
— Added materials shop to grogery.
— Not a very nice Taxman added to the bazaar
— Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it.
— Increased probability of desert weather effects in Shun
— Finished Holy Nation City, Dry Basion, Not yet added to siege rotation, no overrides written yet.
— Began Reconstruction on Bark (WIP)
— Fish Island is almost finished, will release V4.1 tomorrow with it completed
— Added Fish Islander minor race, same as scorchlander, accept with acid immunity, lowered limb health and increased bleed rate (Not playable, meant to solve NPC’s from burning alive unintendedly in Fish Island)
— Changed Cannibal Plain’s map name to Deadcat Plains, NPC will still refer to it as Cannibal Plains and will immersivly call it Deadcat Plains after cannibal purge (WIP)
— Changed Fishmen Island to Fish Island, Same reason above
— Added part one of The Hub reclamation quests for Free Traders
— Gave Dev Bot Falling Sun instead
— Had to reset all the new location town markers (That means I had to hand place each new location marker all over again)
— Readjusted Deadhive locations
— Removed Bleak Shade
— Removed Black Hallows
— Removed Redmen Tower and Redhive rebels (did not fit well with lore)
Hotfix Release V3.5
Roads have been reset to vanilla, Should fix cross continent pathing but cause minor issues in some new locations. Minor changes made will be detailed in V4 release.
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Project Spotlight: Project Genesis World Overhaul
BigBizkit: Could you guys give us a little bit of an introduction as to what your roles are on the project?
Atlasroar: Of course! Hey all, I’m Atlas! I’m the community/server manager for the Genesis Modding Guild. I provide backend support for the server and finalize all posts made to ensure they are fun and easy to read :). I started off this journey just trying to make load orders work better for everyone. After doing a lot of research and realizing no one had any idea of what they were talking about when it comes to load orders, I decided it was time to sit down and finally try something I had 0 idea of what to do. After making a post that I was using LOOT as the basis for the idea, Greg found me on Reddit and invited me. After a month or so of pretty fast growth in Swishos’ super-secret Discord, we decided to «move out». I made some recommendations on how to set things up, improve security and posts and Greg said: «You’re hired».
Swishos: Hey guys I’m Sam! Or as I’m better known, Swishos. After playing Kenshi for some time I quickly began looking for mods that added to the current world. Something I always noticed was how empty a lot of the areas are, some areas of the map clearly got more love than others. Oddly enough it was Ninja Greg’s Avalon Isles mod that inspired me to start modding myself. It was one of the few mods I had found that added new factions to the map but also utilized a previously empty part of the map. I had previous experience with JavaScript and HTML5 but knew nothing about Kenshi modding going in. But with how the “Forgotten Construction Set” is set up I was able to self teach myself in a week or so through trial and error ^^.
GregAmazingNinja: Hi I’m Greg, I’m one of the leads for the Genesis team and I do most of the level data edits. I also have one of the most essential jobs which is maintaining the server that allows everyone to access the overhaul files so our team can all work on it simultaneously all across the globe. I also do the tedious job of merging all the mod files into the overhaul.
What would you say are the main features of Project Genesis World Overhaul and what was your inspiration?
GregAmazingNinja: The overhaul’s main features include the complete restructure of every location with an improved version of it (larger, more decorated towns), the addition of hundreds of new locations, factions, quests, and the ability to lay siege to cities.
As for what inspired me personally, it’s all my past gaming experiences that influenced our vision for the overhaul. I poured over 2000 plus hours into Skyrim during junior high school and I loved being able to go anywhere I wanted and finding something unique and receiving a quest to adventure further. I also poured countless hours into Mount and Blade Warband which had a lot of army management, politics, and fielding armies or sieging cities. With the implementation of the siege mechanics to Kenshi, I feel like we’re just now scratching the surface as to what’s possible with regards to how intricate and complex this game can become.
To those who are only now hearing about Project Genesis for the first time, how would you describe what it is?
Swishos: The first thing I would say is that the “Project Genesis World Overhaul” and the “Project Genesis Modding Guild” are two very different things. The overhaul itself as you can imagine from the name is our planned project to fill out and expand upon the entire world of Kenshi, while keeping true to the game’s lore. This includes new factions, cities, quests, dialogue and a lot more. All the new content we always try to link back to some of the vanilla lore so it feels like it was always meant to be part of the Kenshi world.
Now for the Modding Guild itself, we wanted it to be a place where any and every modder could come to share their work, help others complete their work or get the help they require. One location where we could focus all of the modding talent Kenshi has to offer in one place. Since initial conception though we have already incorporated a Mount & Blade modding community and are looking at expanding to other games in the future. Another feature of our guild is that we are happy to support any of our members whenever possible, this can come in the form of promoting their mods on release or even supporting their Youtube/Twitch accounts through our Discord server ^^
In the future, we are also going to be looking at a shared community account for Nexus Mods, as we have noticed a serious lack of mods being released to the Nexus which means for members/players who don’t play through Steam they miss out on a lot of mods. So looking forward we plan on using this community account to upload members mods to the Nexus (with permission of course) this way it’s no extra work for them but everyone gains access to all the mods coming out of our guild.
GregAmazingNinja: Before we delve into sieges we need to understand how the base game handles town overrides. So when a player kills/captures a leader of a faction, the player leaves the area and when they next return the city is taken over by a rival faction. We’ve completely done away with that and replaced it with a linear progression of these massive city battles that the player needs to take part in in order for the rival faction to take over. To get technical, it is an intricate tree of yes and no statements that determine how and when sieges occur. As we continue to add more sieges it will only get more complex in structuring the world states and dialogue for it. We actually have a developer diary going into great detail as to how they work.
Is there a particular new feature or mechanic that you are most proud of?
GregAmazingNinja: Well we’re still technically in the alpha phase. But as of now, It’s the city sieges. That’s literally the crowning achievement of our overhaul, as no one’s done it before. When it comes to other games it might be a small achievement but in the Kenshi base game you take out a leader, leave the area and another faction «takes over». And we thought «Huh… that’s it?». We took that idea and ran with it. If you want to take out any leader in a movie or video game you always gotta go through some enemies right? So that’s what we did. We plan to expand this system to almost every town and faction. So just that alone is a huge achievement to the overhaul itself.
How did you form as a team and decide to put a massive project like this into action?
Swishos: When I released my first popular mod The Hook Expansion back in April and it caught the eye of Greg. Soon after, I got a message from him asking about concerns of compatibility of our mods. We eventually came to the conclusion that by combining our mods together it would allow us to focus all our time on a single project and not have the issue of updating/patching multiple smaller mods.
As this idea expanded we began to think why not look at other modders with similar mindsets to us? Originally using the Steam community we quickly found a lot of interest in the project which led us to creating the Project Genesis Steam group so we had somewhere to organise everything, plus a Google Drive for the team. It was at this stage Greg and I decided it would be possible for us to do a complete game overhaul with the support we were already getting.
Not even a month after this and our project had grown beyond what we had ever imagined, the demands for a Discord could no longer be ignored. However, we wanted more than just a place to talk about our mod, with so many people interested not just in the project but modding, in general, it was decided to create a modding guild. A place where anyone could come to learn how to mod, help others where needed or receive the help you need to finish your own mod. Within two months of having the Discord server we were partnered with the Official Kenshi Discord and now have 700+ members and are still growing. ^^
Your overhaul is a combination of many impressive Kenshi mods, but it is also far more than just the sum of its parts. What was the process of putting all the pieces together like?
GregAmazingNinja: The addition of other mods was an afterthought at first. We began this project with the intent of creating an overhaul that adds hundreds of new locations and quests. What posed as an obstacle was the Functioning market stalls mod. It would have taken a tremendous amount of time to create a patch for a mod like that, so I just reached out to the author of that mod and asked if he wanted his mod to be in our base overhaul. He said yes, and so did every other mod author we asked. We’ve merged a large amount of mods that we deemed “lore friendly” only in the sense that it didn’t break existing lore. Because of the massive list of merged mods, our overhaul now served a second purpose, and that was to shrink load orders. As for the process of merging mods, it’s incredibly tedious and can only be done by someone who has direct access to the main overhaul file. If the mod that I’m merging has assets like textures and meshes and tons of weapons and armor, it will take me hours to sort through everything and rewrite all the file directories.
(Image by 5518 Studios)
To those who have yet to play it: can you explain what makes Kenshi as a game unique and especially appealing to modders?
Atlasroar: Yes, yes I can. Chris (the creator of the game) did a wonderful job of creating this world that just doesn’t care about you. As a squad-based open-world game this game just really doesn’t care about you. Your starting faction name is «nameless». Yeah, you’re not the hero, or the chosen one. You are literally no one. With that said, you can write any story you put into your head. You can be anyone. A mercenary, a slaver, an anti-slaver, a farmer, a miner, an explorer, you can build your own city and grow your faction. Even at «end game» the game still just doesn’t care about you. You’ll get sold into slavery and beaten, you’ll have the wrong guy (or girl) talk to the wrong person and just like that. You’re a filthy heathen and now you’re a slave, or maybe you’re starving and poor, get sent to jail, or maybe you’re starving and poor and dying, someone might help you and give you food. Until you learn how the world works, the world will try to relentlessly kill you. When you finally do know how the world works, well that’s when it really tries to kill you. When it comes to modding. The system is a mess and can be hard to work with until you really get into it and bare your knuckles. But, the people of the Kenshi community are what make this game thrive.
If you play Kenshi you earn your support and your place. That’s our gatekeeper. Is this game “Dark Souls” hard? No, but this game is so stupidly unforgiving, funny, and frustrating at times that it pretty much builds your character as a person. Yet, that is what makes modding here so rewarding. You’ll have random people drop by and say «hey you forgot to set up this or this», you’ll see modders sit down in one of the Discords and blow up chat for 10 hours straight as they work out how to make a custom building. It’s the community as a whole that makes modding worth it for this game.
What tools did you guys use to create your mods?
GregAmazingNinja: The greatest tool we have is the Forgotten Construction Set, it’s a program that comes with every copy of Kenshi and we have the developers of Kenshi to thank for that. The second most important tool we use is an SVN server. I understand that the technology for SVN servers is a bit antiquated and that everyone uses Github now, but for the purposes of our overhaul, it’s been pretty straightforward. I run a server with the main overhaul folder and everyone on the team is able to access it directly. From there, our team members create sub mods with the overhaul enabled, which in turn get sent to me so I can manually merge it into the overhaul.
How did you learn how to mod the game (or other games)? Do you have any tips for budding mod authors?
GregAmazingNinja: For the longest time I’ve been obsessed with the idea of taking some of the ancient ruins you clear out as the player and turning it into a player home. Unfortunately, that wasn’t included in the base game; when I walked into a city with all these ruined buildings, I was a bit baffled as to why I couldn’t buy and repair some of them. From there I decided to try my hand at learning how to use the construction set included with the game. If there are any tips I could give new modders is to simply take what’s written in the base game already and rip it apart to understand how everything works. Dissecting and trial and error was the only way I learned. Anytime I got stuck, I’d look it up online, but for the most part, it’s experience and curiosity that’ll drive you to learn more about modding this game.
It might be competitive out here in the modding world but at the end of the day no one wants to see anyone fail. Even if you’re just making «stuff» bounce (LOOKING AT YOU BETHESDA COMMUNITY). As for tips, the biggest tip I can give to new modders for any community is this: www.nexusmods.com. You’re welcome. To the user who is reading this, you already have 100% free access to the greatest modding community of all time. With guides upon guides upon guides of how to use almost any tool under the sun here for your specific game.
But on a more serious note. Mod because you love the game you play. Mod because you want to change something. Mod because it’s fun. You think Guardly, the author of Really useful dragons mod was trying to become popular? No of course not. It was fun! Modding doesn’t have to be about views. It has to be about passion and fun. If it isn’t fun and you are struggling to keep going then it’s time to take a break. The whole point of mods is to add what you find fun and then they add it to the game for others.
How can people help you guys out or even join the project?
Atlasroar: While realistically we aren’t actively looking for anyone, this doesn’t mean we can’t use more people. If anyone wants to stop by and help us out, feel free to do so by using our Discord link.
While we do require you to have some knowledge of what you want to add to the game, it’s pretty open-ended when it comes to joining the team. But even there at that point, what it really comes down to is we want to see that you have a passion to contribute to the team and the mod itself.
We just recently took on someone who wanted to provide funnier dialogue and stories. They just want to provide the dialogue. They don’t even want to actually put it into the game. This is a passion project, and with that said we just want to do this right. We want to really put time and effort into this to create something mindblowing for the Kenshi community to play with and hopefully set a precedent on how to mod Kenshi from here on out. We have many in our group who are constantly checking back in on older files just to make sure they are up to there own standards. As people learn and grow more in the team we have people who will resubmit mods and just say «this is a better version use this». It’s stuff like that that makes the Genesis team really grow as a whole. Everyone here wants to help each other and support each other. That’s what we’re looking for when it comes to team members.
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Recruit ANYONE for Project Genesis: Balanced Edition
Simple patch for porting Recruit ANYONE to Project Genesis, now with balancing. Use this or the other Recruit ANYONE patch I posted, not both.
Removed the option to improve relations.
Made recruiting prisoners cost 20k.
Prisoners must be sufficiently healthy and weaker than the character you are using to speak to them in order to be recruited. If those conditions are not met, the dialogue or option to talk to them will not appear.
I’m on the PG Discord if you run into problems/have questions, you’re free to ping me.
@Ssauraabi First text says dont use both mods, yet your Recruit anyone mod is apparently required according to steam?
I assume I can safely ignore that?
And will this work with the «modern» PG? the required version for this mod seems to be an outdated version.
Unfortunately I can’t seem to get into the PG discord for some reason, so I can’t ask it there..
Project genesis world overhaul alpha
This mod replace textures with «compressed ones».
Add Matchlock, Ammo, Blueprints,
Free integration into yours MODS
Adds a crucifix upon which you may proudly display whomever you so choose, until their eventual end.
Building Category > Interior (However, may still be placed outside)
The building will not spawn a player town so feel free to display the corp.
This mod lets you recruit Beasties after capturing them.
Also available on the nexus!
Supports most if not all the vanilla critters.
.
A simple mod I made that gives each of the races thier own blood color.
Update: I took a walk down south to see the Southern Hive. Due to their eunique coloring and the fact that the Construction Set has them as their own race I decided to make their bl.
A small backpack for dogs (Bonedog and Boneyard Wolf).
For sale at any travel supplies vendor.
This backpack has a larger total capacity (number of items) than most backpacks, but a smaller inventory area. So it is more suitable for carrying small s.
You would think that co-operation with the locals would improve your relationship right? Well now it does!
The following sentences use the translation site.
Add idle animation to vanilla’s race.
13 Idle animations added in this mod now move more.
*Since I’ve lost the interest for Kenshi for now I won’t update this mod anymore. Maybe I will continue it again in the future but if anyone is willing to do this he/she has the permission to do it.*
Thank you Lhamabomb for keeping this mod alive, if I.
Fighting weak enemies gives XP, contrary to vanilla.
In Vanilla, a high level character has a 90% XP malus, when fighting an enemy with 25 levels less than him.
With this mod, the same 90% malus only applies, when facing an enemy 50 levels below you.
I use google translation
There may be strange sentences
It seems that there was someone interested in the pants in the image of the weapon mod I released
I understand the feeling because I also like
I made an effort, but depending on the motion t.
Enemies squads’ numbers is much more random now.
The overall game balance is still the same.
Example :
— Vanilla : a Dust Bandit Squad is composed of 9 or 10 members (so 9.5 members on average).
— Modded : a Dust Bandit Squad is composed of 1 to 19 m.
Drifter, you may not have heard of a new village where you can cultivate your martial arts while travelling these dangerous lands.
You may take a break, breath some fresh air and enjoy the sight of unending battles and slaugther as the local fauna and c.
This mod adds four additional models of skeleton, each with 3 variations making for a total of twelve different character options. Each skeleton is themed after the robot limbs found in game.
It is also deployed as an NPC.
The following MODs are summ.
Add faster heal new beds(incl. camp beds) and requirement researchs.
New beds require Standard First Aid Kits or Advanced First Aid Kits to be build, so its less cheaty.
Added Buildings;
-Medical Bed (Additional 2 Standard First Aid Kits required)
1.
Want a laid back place to discuss all things Kenshi? Looking to learn how to make mods for Kenshi?
Come join the biggest and best Ken.
Since Kenshi has a really limited set of hair mods i asked permission to port some popular Skyrim/Fallout 4 ones, this is the second on the series of female hairstyles convertions.
Full credit for the meshes and textures to their creators, converted and.
Have you always wanted a pet?
Well we at Nekos Wild World Pet Emporium have you covered.
You wanted a nice little puppy?
sure, we got you covered.
Or how about a cute death dealing robotic menace
Well we even have you covered there.
2 sets of armor made by combining pre-existing pieces
Assassin’s Coat and Hood
Sleeveless Dustcoat + Assassin’s Rags
Took the coats stat as a base and added the stat boosts from the rags, then increased part coverage
Heavy Coat
Sleeveless Longcoat.
Makes almost all hats, masks and goggles equipable with each other by making smaller copies of them, which you can put into belt slot. Also adds them for crafting(You need to research it first, does not need any blueprints) and to vendors lists.
Give your characters something to do when they aren’t doing anything!
Idle Stands is a standalone expansion of the Guardpost Mod by Winsenkiller. I would use it to keep characters in designated positions, both for aesthetic and worker control.
When you heal someone and save his life, I thought they should thank you more.
This mod modifies the relationship with.
Adds 15 new textures that use the model from Stumples Wearable Banners Mod.
New banners are:
-Craftable at the clothing bench
-fit in the belt slot
-provide a minor combat bonus (+3)
-Import not required
This mod does not require an Import.
This should be add in the game.
This mod add:
. 7 new banners that can be wear on the back and additional stats (This is varies by the banner types)
. 1 Default banner and 1 banner is for the United Cities, 5 additional banners have been added to th.
Makes Slavery now profitable.
Selling kidnapped or unconscious people to the slave shop, slave caravan, Holy mines, or rebirth slaver nets you 1500 cats instead of the vanilla 400.
Warning this mod is strictly 18+ only. If you are not age 18 or older, please do not use this mod.
. 18+ stuff. visible female top body part.
The Hub has been transformed into a chaotic city with about 60+ new buildings!
Most of The Hub still remains destroyed with 4 new gang factions in different territories. You’ll likely find that it’ll be a very chaotic 2v2 (Feuerek and Helvetek versus Z.
The South Hub extension adds 4 new locations south of The Hub.
This mod requires Expanded Cities AI and Expanded Cities – The Hub.
City Info
°°°°°°°°°°
Population: High
Roaming Population: Recruits, wanderers, and bandits.
Crime Rate: Vari.
This mod introduce four styles of thigh high boots to the world of Kenshi.
The boots and blueprints can be bought at any boot store and crafted at the leather armour bench.
Dark UI changes majority of the UI to a darker and cleaner look.
Optimal resolution: 1920×1080, borderless window.
Extended the random name lists for non-unique NPCs and recruits, so you should meet less people called «Hotlongs». Added around 700 names (almost four times what was there).
Tried to keep it lore-friendly and immersive; mostly just strange phonetics, ‘N.
Adds 16 new lore-friendly animals all across Kenshi’s world: Chimpanzees, Bloodhounds, Fiddler Crabs, Acid Wasps, Carrion Crawlers.
I don’t want to spoil the excitement of finding the new creatures for you, so the full content list is in the discussi.
Expanded Cities AI is a core requirement for my expanded cities mods. Using this mod alone will do nothing. Only the Expanded Cities you choose will use the AI, and it will not affect any other parts of the world.
For those interested in using it for t.
For all that want to make the armor less bulky, check out this addon below:
https://steamcommunity.com/sharedfiles/filedetails/?id=1908044623
Made an armour variant that follows up as close as possible with the game’s overall aesthetic/style, the purpo.
This mod increases FPS in the game.
How it works?
This mod reduces the spam of visual effect particles and foliage 3d meshs that overloads the vid.
Makes it smaller, removes the backpack lantern, removes its loud fire sound, makes it bleed slower and it can enter buildings
Could be broke af idfk
import or your spid.
Equipment for amplifying machine power. Skeleton can be equipped.
There is almost no function as a backpack.
Available from Security Spider.
It may be better to import.
This is a mod that brings together the various weapons that I made at a whim.
It may increase in the future.
Please check the sale location of weapons and Blueprint from the following URL.
Mod development and updating currently on indefinite Hiatus
These are some weapons I made, the icons are broke and you can only purchase them, you can find them at any weaponshop, couldnt figure out how to make weapons with custom textures craftable
—Added Halberd
—Added Sword
—Added Swiss Halberd
—Ad.
This weapon is in this mod.
https://steamcommunity.com/sharedfiles/filedetails/?id= 1745686349
If you subscribe to this modset, you don’t need to subscribe to the mod of the weapon alone.
*Caution *
We do not accept requests for weapons or equipmen.
Add a new unique sword from manga/anime Berserk.
From a conversation with one of the tech hunters you have learned about the mysterious mercenary recently arrived in the World End tavern. He also noted that the merc bear an unusual sword, perhaps you sh.
Outdated and read comments.
Stack has been stacked with more buildings! The town walls haven’t been expanded, but there are many new buildings. You’ll find numerous shops and working citizens!
I haven’t added a lot of detail or unqiue things to this.
Squin has been revitalized into a new bustling town.
This mod requires Expanded Cities AI.
City Info
°°°°°°°°°°
Population: Medium-High
Roaming Population: Very few added.
Crime Rate: Low
New Buildings: About 12 (mostly shacks and storm houses).
Since Kenshi has a really limited set of hair mods i asked permission to port some popular Skyrim/Fallout 4 ones, this is the first one on the Male series of convertions.
***FINALLY FIXED THE BEARD ISSUE***
Since Kenshi has a really limited set of hair mods i asked permission to port some popular Skyrim/Fallout 4 ones, starting with Yundao_HDT Hair.
For obvious reasons the whole HDT part is not in the port.
Full credit for the meshes and textures to the.
This is intended to be a tool for modders.
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Project Spotlight: Project Genesis World Overhaul
BigBizkit: Could you guys give us a little bit of an introduction as to what your roles are on the project?
Atlasroar: Of course! Hey all, I’m Atlas! I’m the community/server manager for the Genesis Modding Guild. I provide backend support for the server and finalize all posts made to ensure they are fun and easy to read :). I started off this journey just trying to make load orders work better for everyone. After doing a lot of research and realizing no one had any idea of what they were talking about when it comes to load orders, I decided it was time to sit down and finally try something I had 0 idea of what to do. After making a post that I was using LOOT as the basis for the idea, Greg found me on Reddit and invited me. After a month or so of pretty fast growth in Swishos’ super-secret Discord, we decided to «move out». I made some recommendations on how to set things up, improve security and posts and Greg said: «You’re hired».
Swishos: Hey guys I’m Sam! Or as I’m better known, Swishos. After playing Kenshi for some time I quickly began looking for mods that added to the current world. Something I always noticed was how empty a lot of the areas are, some areas of the map clearly got more love than others. Oddly enough it was Ninja Greg’s Avalon Isles mod that inspired me to start modding myself. It was one of the few mods I had found that added new factions to the map but also utilized a previously empty part of the map. I had previous experience with JavaScript and HTML5 but knew nothing about Kenshi modding going in. But with how the “Forgotten Construction Set” is set up I was able to self teach myself in a week or so through trial and error ^^.
GregAmazingNinja: Hi I’m Greg, I’m one of the leads for the Genesis team and I do most of the level data edits. I also have one of the most essential jobs which is maintaining the server that allows everyone to access the overhaul files so our team can all work on it simultaneously all across the globe. I also do the tedious job of merging all the mod files into the overhaul.
What would you say are the main features of Project Genesis World Overhaul and what was your inspiration?
GregAmazingNinja: The overhaul’s main features include the complete restructure of every location with an improved version of it (larger, more decorated towns), the addition of hundreds of new locations, factions, quests, and the ability to lay siege to cities.
As for what inspired me personally, it’s all my past gaming experiences that influenced our vision for the overhaul. I poured over 2000 plus hours into Skyrim during junior high school and I loved being able to go anywhere I wanted and finding something unique and receiving a quest to adventure further. I also poured countless hours into Mount and Blade Warband which had a lot of army management, politics, and fielding armies or sieging cities. With the implementation of the siege mechanics to Kenshi, I feel like we’re just now scratching the surface as to what’s possible with regards to how intricate and complex this game can become.
To those who are only now hearing about Project Genesis for the first time, how would you describe what it is?
Swishos: The first thing I would say is that the “Project Genesis World Overhaul” and the “Project Genesis Modding Guild” are two very different things. The overhaul itself as you can imagine from the name is our planned project to fill out and expand upon the entire world of Kenshi, while keeping true to the game’s lore. This includes new factions, cities, quests, dialogue and a lot more. All the new content we always try to link back to some of the vanilla lore so it feels like it was always meant to be part of the Kenshi world.
Now for the Modding Guild itself, we wanted it to be a place where any and every modder could come to share their work, help others complete their work or get the help they require. One location where we could focus all of the modding talent Kenshi has to offer in one place. Since initial conception though we have already incorporated a Mount & Blade modding community and are looking at expanding to other games in the future. Another feature of our guild is that we are happy to support any of our members whenever possible, this can come in the form of promoting their mods on release or even supporting their Youtube/Twitch accounts through our Discord server ^^
In the future, we are also going to be looking at a shared community account for Nexus Mods, as we have noticed a serious lack of mods being released to the Nexus which means for members/players who don’t play through Steam they miss out on a lot of mods. So looking forward we plan on using this community account to upload members mods to the Nexus (with permission of course) this way it’s no extra work for them but everyone gains access to all the mods coming out of our guild.
GregAmazingNinja: Before we delve into sieges we need to understand how the base game handles town overrides. So when a player kills/captures a leader of a faction, the player leaves the area and when they next return the city is taken over by a rival faction. We’ve completely done away with that and replaced it with a linear progression of these massive city battles that the player needs to take part in in order for the rival faction to take over. To get technical, it is an intricate tree of yes and no statements that determine how and when sieges occur. As we continue to add more sieges it will only get more complex in structuring the world states and dialogue for it. We actually have a developer diary going into great detail as to how they work.
Is there a particular new feature or mechanic that you are most proud of?
GregAmazingNinja: Well we’re still technically in the alpha phase. But as of now, It’s the city sieges. That’s literally the crowning achievement of our overhaul, as no one’s done it before. When it comes to other games it might be a small achievement but in the Kenshi base game you take out a leader, leave the area and another faction «takes over». And we thought «Huh… that’s it?». We took that idea and ran with it. If you want to take out any leader in a movie or video game you always gotta go through some enemies right? So that’s what we did. We plan to expand this system to almost every town and faction. So just that alone is a huge achievement to the overhaul itself.
How did you form as a team and decide to put a massive project like this into action?
Swishos: When I released my first popular mod The Hook Expansion back in April and it caught the eye of Greg. Soon after, I got a message from him asking about concerns of compatibility of our mods. We eventually came to the conclusion that by combining our mods together it would allow us to focus all our time on a single project and not have the issue of updating/patching multiple smaller mods.
As this idea expanded we began to think why not look at other modders with similar mindsets to us? Originally using the Steam community we quickly found a lot of interest in the project which led us to creating the Project Genesis Steam group so we had somewhere to organise everything, plus a Google Drive for the team. It was at this stage Greg and I decided it would be possible for us to do a complete game overhaul with the support we were already getting.
Not even a month after this and our project had grown beyond what we had ever imagined, the demands for a Discord could no longer be ignored. However, we wanted more than just a place to talk about our mod, with so many people interested not just in the project but modding, in general, it was decided to create a modding guild. A place where anyone could come to learn how to mod, help others where needed or receive the help you need to finish your own mod. Within two months of having the Discord server we were partnered with the Official Kenshi Discord and now have 700+ members and are still growing. ^^
Your overhaul is a combination of many impressive Kenshi mods, but it is also far more than just the sum of its parts. What was the process of putting all the pieces together like?
GregAmazingNinja: The addition of other mods was an afterthought at first. We began this project with the intent of creating an overhaul that adds hundreds of new locations and quests. What posed as an obstacle was the Functioning market stalls mod. It would have taken a tremendous amount of time to create a patch for a mod like that, so I just reached out to the author of that mod and asked if he wanted his mod to be in our base overhaul. He said yes, and so did every other mod author we asked. We’ve merged a large amount of mods that we deemed “lore friendly” only in the sense that it didn’t break existing lore. Because of the massive list of merged mods, our overhaul now served a second purpose, and that was to shrink load orders. As for the process of merging mods, it’s incredibly tedious and can only be done by someone who has direct access to the main overhaul file. If the mod that I’m merging has assets like textures and meshes and tons of weapons and armor, it will take me hours to sort through everything and rewrite all the file directories.
(Image by 5518 Studios)
To those who have yet to play it: can you explain what makes Kenshi as a game unique and especially appealing to modders?
Atlasroar: Yes, yes I can. Chris (the creator of the game) did a wonderful job of creating this world that just doesn’t care about you. As a squad-based open-world game this game just really doesn’t care about you. Your starting faction name is «nameless». Yeah, you’re not the hero, or the chosen one. You are literally no one. With that said, you can write any story you put into your head. You can be anyone. A mercenary, a slaver, an anti-slaver, a farmer, a miner, an explorer, you can build your own city and grow your faction. Even at «end game» the game still just doesn’t care about you. You’ll get sold into slavery and beaten, you’ll have the wrong guy (or girl) talk to the wrong person and just like that. You’re a filthy heathen and now you’re a slave, or maybe you’re starving and poor, get sent to jail, or maybe you’re starving and poor and dying, someone might help you and give you food. Until you learn how the world works, the world will try to relentlessly kill you. When you finally do know how the world works, well that’s when it really tries to kill you. When it comes to modding. The system is a mess and can be hard to work with until you really get into it and bare your knuckles. But, the people of the Kenshi community are what make this game thrive.
If you play Kenshi you earn your support and your place. That’s our gatekeeper. Is this game “Dark Souls” hard? No, but this game is so stupidly unforgiving, funny, and frustrating at times that it pretty much builds your character as a person. Yet, that is what makes modding here so rewarding. You’ll have random people drop by and say «hey you forgot to set up this or this», you’ll see modders sit down in one of the Discords and blow up chat for 10 hours straight as they work out how to make a custom building. It’s the community as a whole that makes modding worth it for this game.
What tools did you guys use to create your mods?
GregAmazingNinja: The greatest tool we have is the Forgotten Construction Set, it’s a program that comes with every copy of Kenshi and we have the developers of Kenshi to thank for that. The second most important tool we use is an SVN server. I understand that the technology for SVN servers is a bit antiquated and that everyone uses Github now, but for the purposes of our overhaul, it’s been pretty straightforward. I run a server with the main overhaul folder and everyone on the team is able to access it directly. From there, our team members create sub mods with the overhaul enabled, which in turn get sent to me so I can manually merge it into the overhaul.
How did you learn how to mod the game (or other games)? Do you have any tips for budding mod authors?
GregAmazingNinja: For the longest time I’ve been obsessed with the idea of taking some of the ancient ruins you clear out as the player and turning it into a player home. Unfortunately, that wasn’t included in the base game; when I walked into a city with all these ruined buildings, I was a bit baffled as to why I couldn’t buy and repair some of them. From there I decided to try my hand at learning how to use the construction set included with the game. If there are any tips I could give new modders is to simply take what’s written in the base game already and rip it apart to understand how everything works. Dissecting and trial and error was the only way I learned. Anytime I got stuck, I’d look it up online, but for the most part, it’s experience and curiosity that’ll drive you to learn more about modding this game.
It might be competitive out here in the modding world but at the end of the day no one wants to see anyone fail. Even if you’re just making «stuff» bounce (LOOKING AT YOU BETHESDA COMMUNITY). As for tips, the biggest tip I can give to new modders for any community is this: www.nexusmods.com. You’re welcome. To the user who is reading this, you already have 100% free access to the greatest modding community of all time. With guides upon guides upon guides of how to use almost any tool under the sun here for your specific game.
But on a more serious note. Mod because you love the game you play. Mod because you want to change something. Mod because it’s fun. You think Guardly, the author of Really useful dragons mod was trying to become popular? No of course not. It was fun! Modding doesn’t have to be about views. It has to be about passion and fun. If it isn’t fun and you are struggling to keep going then it’s time to take a break. The whole point of mods is to add what you find fun and then they add it to the game for others.
How can people help you guys out or even join the project?
Atlasroar: While realistically we aren’t actively looking for anyone, this doesn’t mean we can’t use more people. If anyone wants to stop by and help us out, feel free to do so by using our Discord link.
While we do require you to have some knowledge of what you want to add to the game, it’s pretty open-ended when it comes to joining the team. But even there at that point, what it really comes down to is we want to see that you have a passion to contribute to the team and the mod itself.
We just recently took on someone who wanted to provide funnier dialogue and stories. They just want to provide the dialogue. They don’t even want to actually put it into the game. This is a passion project, and with that said we just want to do this right. We want to really put time and effort into this to create something mindblowing for the Kenshi community to play with and hopefully set a precedent on how to mod Kenshi from here on out. We have many in our group who are constantly checking back in on older files just to make sure they are up to there own standards. As people learn and grow more in the team we have people who will resubmit mods and just say «this is a better version use this». It’s stuff like that that makes the Genesis team really grow as a whole. Everyone here wants to help each other and support each other. That’s what we’re looking for when it comes to team members.
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Project Spotlight: Project Genesis World Overhaul
BigBizkit: Could you guys give us a little bit of an introduction as to what your roles are on the project?
Atlasroar: Of course! Hey all, I’m Atlas! I’m the community/server manager for the Genesis Modding Guild. I provide backend support for the server and finalize all posts made to ensure they are fun and easy to read :). I started off this journey just trying to make load orders work better for everyone. After doing a lot of research and realizing no one had any idea of what they were talking about when it comes to load orders, I decided it was time to sit down and finally try something I had 0 idea of what to do. After making a post that I was using LOOT as the basis for the idea, Greg found me on Reddit and invited me. After a month or so of pretty fast growth in Swishos’ super-secret Discord, we decided to «move out». I made some recommendations on how to set things up, improve security and posts and Greg said: «You’re hired».
Swishos: Hey guys I’m Sam! Or as I’m better known, Swishos. After playing Kenshi for some time I quickly began looking for mods that added to the current world. Something I always noticed was how empty a lot of the areas are, some areas of the map clearly got more love than others. Oddly enough it was Ninja Greg’s Avalon Isles mod that inspired me to start modding myself. It was one of the few mods I had found that added new factions to the map but also utilized a previously empty part of the map. I had previous experience with JavaScript and HTML5 but knew nothing about Kenshi modding going in. But with how the “Forgotten Construction Set” is set up I was able to self teach myself in a week or so through trial and error ^^.
GregAmazingNinja: Hi I’m Greg, I’m one of the leads for the Genesis team and I do most of the level data edits. I also have one of the most essential jobs which is maintaining the server that allows everyone to access the overhaul files so our team can all work on it simultaneously all across the globe. I also do the tedious job of merging all the mod files into the overhaul.
What would you say are the main features of Project Genesis World Overhaul and what was your inspiration?
GregAmazingNinja: The overhaul’s main features include the complete restructure of every location with an improved version of it (larger, more decorated towns), the addition of hundreds of new locations, factions, quests, and the ability to lay siege to cities.
As for what inspired me personally, it’s all my past gaming experiences that influenced our vision for the overhaul. I poured over 2000 plus hours into Skyrim during junior high school and I loved being able to go anywhere I wanted and finding something unique and receiving a quest to adventure further. I also poured countless hours into Mount and Blade Warband which had a lot of army management, politics, and fielding armies or sieging cities. With the implementation of the siege mechanics to Kenshi, I feel like we’re just now scratching the surface as to what’s possible with regards to how intricate and complex this game can become.
To those who are only now hearing about Project Genesis for the first time, how would you describe what it is?
Swishos: The first thing I would say is that the “Project Genesis World Overhaul” and the “Project Genesis Modding Guild” are two very different things. The overhaul itself as you can imagine from the name is our planned project to fill out and expand upon the entire world of Kenshi, while keeping true to the game’s lore. This includes new factions, cities, quests, dialogue and a lot more. All the new content we always try to link back to some of the vanilla lore so it feels like it was always meant to be part of the Kenshi world.
Now for the Modding Guild itself, we wanted it to be a place where any and every modder could come to share their work, help others complete their work or get the help they require. One location where we could focus all of the modding talent Kenshi has to offer in one place. Since initial conception though we have already incorporated a Mount & Blade modding community and are looking at expanding to other games in the future. Another feature of our guild is that we are happy to support any of our members whenever possible, this can come in the form of promoting their mods on release or even supporting their Youtube/Twitch accounts through our Discord server ^^
In the future, we are also going to be looking at a shared community account for Nexus Mods, as we have noticed a serious lack of mods being released to the Nexus which means for members/players who don’t play through Steam they miss out on a lot of mods. So looking forward we plan on using this community account to upload members mods to the Nexus (with permission of course) this way it’s no extra work for them but everyone gains access to all the mods coming out of our guild.
GregAmazingNinja: Before we delve into sieges we need to understand how the base game handles town overrides. So when a player kills/captures a leader of a faction, the player leaves the area and when they next return the city is taken over by a rival faction. We’ve completely done away with that and replaced it with a linear progression of these massive city battles that the player needs to take part in in order for the rival faction to take over. To get technical, it is an intricate tree of yes and no statements that determine how and when sieges occur. As we continue to add more sieges it will only get more complex in structuring the world states and dialogue for it. We actually have a developer diary going into great detail as to how they work.
Is there a particular new feature or mechanic that you are most proud of?
GregAmazingNinja: Well we’re still technically in the alpha phase. But as of now, It’s the city sieges. That’s literally the crowning achievement of our overhaul, as no one’s done it before. When it comes to other games it might be a small achievement but in the Kenshi base game you take out a leader, leave the area and another faction «takes over». And we thought «Huh… that’s it?». We took that idea and ran with it. If you want to take out any leader in a movie or video game you always gotta go through some enemies right? So that’s what we did. We plan to expand this system to almost every town and faction. So just that alone is a huge achievement to the overhaul itself.
How did you form as a team and decide to put a massive project like this into action?
Swishos: When I released my first popular mod The Hook Expansion back in April and it caught the eye of Greg. Soon after, I got a message from him asking about concerns of compatibility of our mods. We eventually came to the conclusion that by combining our mods together it would allow us to focus all our time on a single project and not have the issue of updating/patching multiple smaller mods.
As this idea expanded we began to think why not look at other modders with similar mindsets to us? Originally using the Steam community we quickly found a lot of interest in the project which led us to creating the Project Genesis Steam group so we had somewhere to organise everything, plus a Google Drive for the team. It was at this stage Greg and I decided it would be possible for us to do a complete game overhaul with the support we were already getting.
Not even a month after this and our project had grown beyond what we had ever imagined, the demands for a Discord could no longer be ignored. However, we wanted more than just a place to talk about our mod, with so many people interested not just in the project but modding, in general, it was decided to create a modding guild. A place where anyone could come to learn how to mod, help others where needed or receive the help you need to finish your own mod. Within two months of having the Discord server we were partnered with the Official Kenshi Discord and now have 700+ members and are still growing. ^^
Your overhaul is a combination of many impressive Kenshi mods, but it is also far more than just the sum of its parts. What was the process of putting all the pieces together like?
GregAmazingNinja: The addition of other mods was an afterthought at first. We began this project with the intent of creating an overhaul that adds hundreds of new locations and quests. What posed as an obstacle was the Functioning market stalls mod. It would have taken a tremendous amount of time to create a patch for a mod like that, so I just reached out to the author of that mod and asked if he wanted his mod to be in our base overhaul. He said yes, and so did every other mod author we asked. We’ve merged a large amount of mods that we deemed “lore friendly” only in the sense that it didn’t break existing lore. Because of the massive list of merged mods, our overhaul now served a second purpose, and that was to shrink load orders. As for the process of merging mods, it’s incredibly tedious and can only be done by someone who has direct access to the main overhaul file. If the mod that I’m merging has assets like textures and meshes and tons of weapons and armor, it will take me hours to sort through everything and rewrite all the file directories.
(Image by 5518 Studios)
To those who have yet to play it: can you explain what makes Kenshi as a game unique and especially appealing to modders?
Atlasroar: Yes, yes I can. Chris (the creator of the game) did a wonderful job of creating this world that just doesn’t care about you. As a squad-based open-world game this game just really doesn’t care about you. Your starting faction name is «nameless». Yeah, you’re not the hero, or the chosen one. You are literally no one. With that said, you can write any story you put into your head. You can be anyone. A mercenary, a slaver, an anti-slaver, a farmer, a miner, an explorer, you can build your own city and grow your faction. Even at «end game» the game still just doesn’t care about you. You’ll get sold into slavery and beaten, you’ll have the wrong guy (or girl) talk to the wrong person and just like that. You’re a filthy heathen and now you’re a slave, or maybe you’re starving and poor, get sent to jail, or maybe you’re starving and poor and dying, someone might help you and give you food. Until you learn how the world works, the world will try to relentlessly kill you. When you finally do know how the world works, well that’s when it really tries to kill you. When it comes to modding. The system is a mess and can be hard to work with until you really get into it and bare your knuckles. But, the people of the Kenshi community are what make this game thrive.
If you play Kenshi you earn your support and your place. That’s our gatekeeper. Is this game “Dark Souls” hard? No, but this game is so stupidly unforgiving, funny, and frustrating at times that it pretty much builds your character as a person. Yet, that is what makes modding here so rewarding. You’ll have random people drop by and say «hey you forgot to set up this or this», you’ll see modders sit down in one of the Discords and blow up chat for 10 hours straight as they work out how to make a custom building. It’s the community as a whole that makes modding worth it for this game.
What tools did you guys use to create your mods?
GregAmazingNinja: The greatest tool we have is the Forgotten Construction Set, it’s a program that comes with every copy of Kenshi and we have the developers of Kenshi to thank for that. The second most important tool we use is an SVN server. I understand that the technology for SVN servers is a bit antiquated and that everyone uses Github now, but for the purposes of our overhaul, it’s been pretty straightforward. I run a server with the main overhaul folder and everyone on the team is able to access it directly. From there, our team members create sub mods with the overhaul enabled, which in turn get sent to me so I can manually merge it into the overhaul.
How did you learn how to mod the game (or other games)? Do you have any tips for budding mod authors?
GregAmazingNinja: For the longest time I’ve been obsessed with the idea of taking some of the ancient ruins you clear out as the player and turning it into a player home. Unfortunately, that wasn’t included in the base game; when I walked into a city with all these ruined buildings, I was a bit baffled as to why I couldn’t buy and repair some of them. From there I decided to try my hand at learning how to use the construction set included with the game. If there are any tips I could give new modders is to simply take what’s written in the base game already and rip it apart to understand how everything works. Dissecting and trial and error was the only way I learned. Anytime I got stuck, I’d look it up online, but for the most part, it’s experience and curiosity that’ll drive you to learn more about modding this game.
It might be competitive out here in the modding world but at the end of the day no one wants to see anyone fail. Even if you’re just making «stuff» bounce (LOOKING AT YOU BETHESDA COMMUNITY). As for tips, the biggest tip I can give to new modders for any community is this: www.nexusmods.com. You’re welcome. To the user who is reading this, you already have 100% free access to the greatest modding community of all time. With guides upon guides upon guides of how to use almost any tool under the sun here for your specific game.
But on a more serious note. Mod because you love the game you play. Mod because you want to change something. Mod because it’s fun. You think Guardly, the author of Really useful dragons mod was trying to become popular? No of course not. It was fun! Modding doesn’t have to be about views. It has to be about passion and fun. If it isn’t fun and you are struggling to keep going then it’s time to take a break. The whole point of mods is to add what you find fun and then they add it to the game for others.
How can people help you guys out or even join the project?
Atlasroar: While realistically we aren’t actively looking for anyone, this doesn’t mean we can’t use more people. If anyone wants to stop by and help us out, feel free to do so by using our Discord link.
While we do require you to have some knowledge of what you want to add to the game, it’s pretty open-ended when it comes to joining the team. But even there at that point, what it really comes down to is we want to see that you have a passion to contribute to the team and the mod itself.
We just recently took on someone who wanted to provide funnier dialogue and stories. They just want to provide the dialogue. They don’t even want to actually put it into the game. This is a passion project, and with that said we just want to do this right. We want to really put time and effort into this to create something mindblowing for the Kenshi community to play with and hopefully set a precedent on how to mod Kenshi from here on out. We have many in our group who are constantly checking back in on older files just to make sure they are up to there own standards. As people learn and grow more in the team we have people who will resubmit mods and just say «this is a better version use this». It’s stuff like that that makes the Genesis team really grow as a whole. Everyone here wants to help each other and support each other. That’s what we’re looking for when it comes to team members.
Kaizo
ИИ И ДИАЛОГ:
— Десятки новых интерактивных диалоговых линий
(например, проактивно отдавать деньги старшим, участвовать в дипломатии или начинать бои с бандитами)
— Множество настроек пакетов ИИ NPC для более реалистичного поведения:
— NPC не будут пытаться лечить, когда напарники под атакой
— Бандиты могут похищать людей, которые получают KOd в своих городах, вместо того, чтобы игнорировать их
— Охрана ворот спасает избитых союзников вместо того, чтобы игнорировать их
— Охотники за каннибалами атакуют проходящих людоедов вместо того, чтобы игнорировать их
— Изменения в диалоге, сделанные для исправления ошибок и более реалистичного поведения:
— NPC не будут кричать о злоумышленниках, которые уже заключены в тюрьму
— Голодные Бандиты чаще требуют еду перед атакой
— Инквизиторы не позволят вам просто уйти от них с Императором Тэньгу.
— Бандиты, как правило, с меньшей вероятностью атакуют, когда их численно превосходят или получают ранения.
— NPC будут больше реагировать на неудачные попытки убийства
— Шекские бандиты вспомнят вас с прошлого раза, когда они дрались
— Некоторые скелеты более осторожны, когда говорят определённые вещи
— Больше диалогов, которые отражают личность говорящего.
ЛАГЕРЯ, РЕЗИДЕНТЫ И БЕЗДОМНЫЕ ИСПОЛЬЗОВАНИЯ:
— Списки порождения более разнообразны,
— Скорости порождения настроены для многих зон.
— Зоны менее «выровнены», и в более слабых областях иногда появляются более сильные враги
(например, в пограничной зоне могут появляться отряды Костей и отборные отряды Крала)
— Новые виды лагерей для различных фракций, некоторые из которых зависят от состояний мира для появления
— Бездомные бандиты реже, бандитская активность больше привязана к лагерям
— крупные фракции порождают военные лагеря, когда лидеры начинают пропадать
(пока только Святая Нация и Ниндзя-Отщепенцы реализованы)
— больше бродящих отрядов, которые останавливаются и тусуются в барах
— Больше резидентских отрядов, предназначенных для регенерации (убейте город, чтобы остановить отряды от регенерирования)
— Больше строений продается, где это, казалось бы, имеет смысл
(например, руины в невоенных городах)
— Другие здания можно приобрести после того, как определенный мировые условия выполнены
(например, Башня Ожога, если Ожог убит)
— списки продавцов предметов добавлены в некоторые городские отряды, чтобы мир казался более живым
(например, сквоттеры хранят коллекции мусорных предметов).
Project genesis world overhaul alpha
17 категорий с 119 модификациями для Kenshi
Мод Кенши Истоки / Kenshi Genesis версия 7.0.7 для Kenshi
Геймплейные изменения:
— Максимальное количество людей во фракции увеличено до 256;
— Максимальное количество людей в отряде увеличено до 50;
— Максимальное количество атакующих слотов увеличено до 5;
— Дней в году 365;
— Рассвет начинается в 4 утра;
— Закат начинается в 22 часа;
— Новая карта мира;
— Скважины общего доступа в городах. Помогают добыть воду на начальных этапах игры;
— Была проделана работа со светом. Теперь картинка выглядит более реалистично и естественно.
Особенности сборки:
— Количество изменений в мире превысило 400;
— Более 250 новых доспехов;
— Более 40 новых орудий;
— Более 5000 новых диалогов.
Регионы, подвергшиеся изменениям:
— Северный регион;
— Святая Нация;
— Восточное побережье;
— Болото;
— Пограничная зона;
— Острова Авалон;
— Cheaters Run;
— Shun.
Project genesis world overhaul alpha
Simple patch for porting Recruit ANYONE to Project Genesis.
Removed the option to improve relations.
Made recruiting prisoners cost 20k.
Will fix something if broken, but don’t plan on making this more in depth than what I’ve already done. You’re.
The kenshi «Youmu Konpaku» from Touhou Project!
If you have any problem, check Discussions first.
原MOD Old Ironsides: Creature Mod
原MOD作者 LordHapless
铁骑兵:生物模组 (汉化补丁)
加了两种新的机械人形生物,拥有八种专属战斗动画。并且因为是属于动物,和任何mod都无冲突,也不需要自行调整动画补丁。订阅即可游玩。(原版动物普遍只有两种攻击动画,还都是重复的,花样最多的牛也就三种)
[Import Required if installed mid playthrough]
If you have issues with this mod, have a look at this load order guide by Atlas: https://steamcommunity.com/sharedfiles/filedetails/?id=1850250979
Most issues are caused with it being too low on your mod l.
[Simple map replacement with Zones, Zone names and Roads]
It includes some colour adjustments, zone outlines (in sort of scribbled style), zone names and roads.
There are more variations of Nice Map that migh.
This mod uses Meshs and textures from the following:
Adds muscle definition to willplus’ 美形種族追加MOD.
Who doesn’t like strong and muscular women? This is justice!
Patches for races and animation mods included in the Gensis + Complementary mods collection.
Not recommended for use outside that collection.
原mod Project Genesis: World Overhaul Alpha
原作者 。。。。几乎包含国外所有五星mod的作者
原mod Project Genesis: World Overhaul Alpha
原作者 。。。。几乎包含国外所有五星mod的作者
Oh my golly gosh I’ve done it this time! They thought I was done, but the Mopkinster returns better than ever, for you the FANS and the FREAKS! 😀
Here it is, here I bring you it ALL! Too much, too much GOLD for you! 😀
This mod is a ressource for modders, and I hope it will help people to get into 3d modeling.
I need your feedback so we might adjust the used zones.
原mod Spartan: Master Chief Edition!
原作者 mopsisgone
光环mod 汉化补丁 需要原mod作为前置
提高游戏速度 减少无用的石头和树叶Increase game speed, reduce useless stones and leaves
20190202 修改草密度
20190202 Modify grass density
这个mod减少草密度 减少无用的石头和树叶,提高游戏速度性能
This mod reduces grass density, reduces useless stones and leaves, and improves game speed performanc.
___*DESCRIPTION*___________________________
Global Experience Rate Is Quintupled
___________________________________________
Project genesis world overhaul alpha
Summary-Better Rebirth, three faction fortresses built from scratch, tons of bug fixes and optimizations, a lot of new stuff in build menu, more armor and weapons for Shek Kingdom.
-Rebirth Overhauled
-Enhanced building layout for Rebirth that utilizes more of the quarry.
-More shacks in rebirth that contain more cages.
-There are more workable mines in Rebirth.
-It is now possible to actually enter the slave processing buildings in Rebirth without it being considered trespassing, caused an issue where the player was never able to speak with the leader and turn in slaves.
-Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth.
-Holy Watchmen now patrol Rebirth with their trusty watchdogs.
-More watchtowers, gates, and defenses in Rebirth to watch the many slaves in Rebirth.
-Added a Holy Priest in the middle of Rebirth for added flavor.
-Shek Kingdom now has custom uniforms
-Shek Kingdom now has custom weapons
-New additional wall types (Stockades, Dirt Walls)
-Added a pillory with custom animation (kinda jank with larger player models, but works)
-Ironhaven has been redone and shrunk to help reduce chunk load times.
-Wolves/dogs run faster, 24-35mph depending on breed and age
-Wolves/dogs have had their toughness cut in half
-In vanilla, sometimes thralls would beat up Agnu and not guarantee her being in a cage, sometimes causing her to disappear for some players. Resolved by reassigning her as an owned slave.
-Smuggler Bar town placement has been properly relocated
-Fixed issue with barrels blocking door way in Heft Weapons Shop
-Additional mods by mod author KOZ has been merged, (CMBuilding, CMRoad Addon, CMLabel)
-CMBuilding adds additional new storehouse building.
-CMRoad Addon adds plenty of new platforming buildings.
-CMLabel has been added along with CM Glass which adds custom buildable glass partitions.
-Tower of Ninjas renamed to Ninja Towers
-Overhauled the Ninja Towers, now a mountain fortress, now accurately represents the size of the Black Dragon Ninjas.
-Created a Bloodraider HQ in Spine Canyon
-Added Bloodraider leader Bloody Mary 35k Bounty
(Bloodraider stuff and location will be expanded on in future)
-Finished a Swamp Village, renamed it to “Fresh Turtle” and assigned proper squads
-Created a Cloud Ninja HQ in the Black Desert
-Renamed Black Desert Ninjas to Cloud Ninjas
-Fulfilled majority request to reduce faction importance of Hungry Bandits characters to zero (No longer lose reputation with them should you kill one)
-Added small generator to Flotsam Safehouse
-Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status.
-Added all new backpack banners
-Added a new backpack workbench (You can now craft all backpacks)
-Renamed Deadhive locations to Deathyards
-Each Deathyard has special resource node where you can harvest bone, used to make Fogmen armor.
-Eric spawning in as a male is now 100%
-Removed a non-functional Deathyard
-Added custom blueprint icons
-Corrected miss matched Avalon uniform armor
-Yasuke dialogue corrected and reworded
-Reduced price multiplier of certain cannibal weapon manufacturers
Updated Title Screen
— Bounty added back to Grand Sultan Gillie.
— Marrow Brute not greenlander fixed.
— Crimson Deathdealer has option to sell death maps to player now.
— Improved grease goonz dialogue so they will give more time before attacking when seeing tech, if you speak to them then drop tech items they won’t attack you.
— Improved Fix’its emporium with a unique interior, dialogue and vendor list.
— Grease goon and marrow patrols added to the bonefields.
— Crimson rogues names shortened.
— Crimson soldiers now use low quality tamahagane, while only the elites have the normal one.
— Lowered stats of the crimson manufactuer does less dmg now + cheaper.
— Crimson soldiers now have standard gear, elites have changed from masterwork down to high quality.
— Bounty added to Piston and skull crusher.
— Lost pirate will only spawn once now.
— Dialogue fix with Piston.
— Fixed issue with multiple Swordan Knights being recruitable.
— Rebalanced some weapon grades in Swordan.
— Fixed a typo in the character ‘spiders’ dialogue.
— Changed Sohei scrolls icons, complete ones have a unique icon.
— Adjusted Sohei colour scheme.
— Improved the Todai Dera Police AI.
— changed books spawns to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera.
— More guard nodes added to the Vault of Knowledge interior in Todai Dera.
— Improved Vendor list for great corsair shop in Tortuga.
— Buffed Grogger Nutter.
— Fixed the Bonepiles radius being huge.
— Some Hasher addicts and dens now spawn with half smoked hashish.
— Some rebalances in the blackshifter vault
— Lowered the amount of citizens in the bazaar and swordan to help with load times (didn’t remove anything unique).
— Moved Reaver camp that was near Grogery further east to help with load times.
— Fixed some residents in Grogery, Gearcove and tortuga that were messed up.
— added the pilgrim monks to lubby grogs rewards list.
— Improved pilgrimmers AI they will now wander from town to town.
— Renamed Kingdom of Swordan to Kingdom of Tertius, this is a reference to the Republic of Tertius which was a planned major faction in vanilla.
— Fixed broken worldstates in Howlers Maze, the questline for the Free Traders in the area should now work as intended.
— Fixed TS-09 not being able to run.
— New Factions Bonepack and Gutter Gang.
— New locations Lycus and Gutter’s Pride found in the Bonefields.
— Questline to ally with the Bonepack, this is started by finding an injured pack member in the bonefields and splinting his injury.
— City takeover of Mechamoor by Marrows and Bonepack.
— Added wildlife to Mechamoor
— Bonepack and Gutter Gang patrols added to the bonefields and high bonefields.
— Renamed Swamp Village to tadpole.
— Gave unique residents and a shop to Tadpole.
— Renamed Swamp Village 1 to Mako.
— Gave unique residents to Mako.
— Renamed Swamp Village 2 to Hammerhead.
— Gave unique shops and residents to Hammerhead.
— Renamed Swamp Village 3 to Leatherback.
— Renamed Swamp Village 4 to Basking.
— Gave unique shops and residents to Basking.
— Added a takeover for the Jottun camp if you kill Mountain.
— Added Police chiefs to the Todai Dera prisons (Named appropriately).
— Added Sohei master martial artists to the Grand Temple.
— Added a new takeover for the Grand Bazaar where if both the Swordan King and Union Sultan are dead the hashers will take over.
— Added a 35% chance for normal Groggers to spawn with a Sohei bounty and a 75% chance for the Grogger Nutters.
— Added a Sohei bounty to Ol’ Lubby Grogs.
— Added materials shop to grogery.
— Not a very nice Taxman added to the bazaar
— Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it.
— Increased probability of desert weather effects in Shun
— Finished Holy Nation City, Dry Basion, Not yet added to siege rotation, no overrides written yet.
— Began Reconstruction on Bark (WIP)
— Fish Island is almost finished, will release V4.1 tomorrow with it completed
— Added Fish Islander minor race, same as scorchlander, accept with acid immunity, lowered limb health and increased bleed rate (Not playable, meant to solve NPC’s from burning alive unintendedly in Fish Island)
— Changed Cannibal Plain’s map name to Deadcat Plains, NPC will still refer to it as Cannibal Plains and will immersivly call it Deadcat Plains after cannibal purge (WIP)
— Changed Fishmen Island to Fish Island, Same reason above
— Added part one of The Hub reclamation quests for Free Traders
— Gave Dev Bot Falling Sun instead
— Had to reset all the new location town markers (That means I had to hand place each new location marker all over again)
— Readjusted Deadhive locations
— Removed Bleak Shade
— Removed Black Hallows
— Removed Redmen Tower and Redhive rebels (did not fit well with lore)
Hotfix Release V3.5
Roads have been reset to vanilla, Should fix cross continent pathing but cause minor issues in some new locations. Minor changes made will be detailed in V4 release.
Показувати елементи керування програвачем
КОМЕНТАРІ • 134
Amazing work. I wish the modderrs the best of luck in finishing!
Thanks! They sure did a great job so far.
Holy shit this already looks amazing. I can’t wait until the beta release! Keep up the good work guys 🙂
They’ve done an amazing job with this!
Started a play through with this a bit ago and I’m having a lot of fun. The new cities are fantastic and it’s gonna be hard going back to the vanilla ones. One thing I wish was possible was using the belt slot nomad capes with implants but to my knowledge that isn’t really possible in the editor as of yet. Really looking forward to future updates
Glad you’re enjoying it!
Hey Kokoplays, liked the preview.
This just made owning your personal space, in Kenshi, even more dangerous. More groups, mean even more possible attacks on your base. More fighting, stronger factions, more enemies 🏹🏹🏹🛡🛡🛡🗡🗡🗡, things we like about this game.
Thanks for the update.
There’s a ton more happening all over the world and you could see myself spending years in game.
Omg the immersion feels too awesome. this feels sooo cooool.
I feel that It’d give many hundred of hours to add to the game ahaha
@Kokoplays MB will definitely check!
Thanks! I did a playthrough couple of weeks ago though where I explored all the new stuff.
@Kokoplays MB Ooof well nonetheless I fully support you and the mod!
I’m not as it’s still work in progress and it doesn’t play well with some of the mods I’m using. I’m doing a proper series with PG once it goes into beta.
@Kokoplays MB Ypure using this mod for your Dark King series right man?? cuz if u are OhmyGooood i was already looking forward to every episode but this just gives it a whole new level!
I’m very new to Kenshi and I was hoping to find some great ways to mod Kenshi. I think I found the perfect overhaul, can’t wait ‘till beta!
chaos lord I usually run the compressed textured mod and removed weather effects( still gives combat penalties for dust storms and such but you just cant see them) and some other minor mods like that, genisis is full of content so no major mods are needed but the mods I listed help load times and preformance as kenshi runs on the Ogre 1 engine which I believe uses only I core on your cpu, genisis can put a strain on my computer without these mods even tho I have a 8th gen i7 cpu and a Gtx 1060 also having kenshi on a ssd and not a hardrive helps the load times significantly
@Bunda mods you recommend to play with genesis?
chaos lord It might but factions in Genisis already take over stuff you beat and it’s probably better than those mods you mentioned I would recommend genisis and some other minor mods that you already use, genesis is really really REALLY good I think you should play genisis I can’t play kenshi anymore without it, start as a wanderer there are 2 new cities by the hub and it is easily the best mod ever you will not be disappointed, you don’t need a map mod tho genesis has one already, it’s like kenshi 2 or even 3 that’s who good it is trust me dude I can’t even explain how good genisis is
@Bunda is it compatible with reactive world and living world mod?
chaos lord I agree at least 100 hour until you play a mod like this, I recently downloaded this mod as it is now in beta and damn it’s so good
Found you on Steam. I am amazed at how many awards your mod got so i just had to check it out.
This is not my mod, I just made a video about it.
I like the idea of populating the world but at the same time I feel like that it fills so much area where I’d like to build. so it makes it hard to set up a cool city
It does take some good spots for sure, but the world is still very empty.
Nice overview, didn’t even know Kenshi 2 was being made lol.
Project genesis world overhaul alpha
Currently supported version of this mod:
This version is still usable but no longer maintained until original uploader returns.
Summary-Better Rebirth, three faction fortresses built from scratch, tons of bug fixes and optimizations, a lot of new stuff in build menu, more armor and weapons for Shek Kingdom.
-Rebirth Overhauled
-Enhanced building layout for Rebirth that utilizes more of the quarry.
-More shacks in rebirth that contain more cages.
-There are more workable mines in Rebirth.
-It is now possible to actually enter the slave processing buildings in Rebirth without it being considered trespassing, caused an issue where the player was never able to speak with the leader and turn in slaves.
-Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth.
-Holy Watchmen now patrol Rebirth with their trusty watchdogs.
-More watchtowers, gates, and defenses in Rebirth to watch the many slaves in Rebirth.
-Added a Holy Priest in the middle of Rebirth for added flavor.
-Shek Kingdom now has custom uniforms
-Shek Kingdom now has custom weapons
-New additional wall types (Stockades, Dirt Walls)
-Added a pillory with custom animation (kinda jank with larger player models, but works)
-Ironhaven has been redone and shrunk to help reduce chunk load times.
-Wolves/dogs run faster, 24-35mph depending on breed and age
-Wolves/dogs have had their toughness cut in half
-In vanilla, sometimes thralls would beat up Agnu and not guarantee her being in a cage, sometimes causing her to disappear for some players. Resolved by reassigning her as an owned slave.
-Smuggler Bar town placement has been properly relocated
-Fixed issue with barrels blocking door way in Heft Weapons Shop
-Additional mods by mod author KOZ has been merged, (CMBuilding, CMRoad Addon, CMLabel)
-CMBuilding adds additional new storehouse building.
-CMRoad Addon adds plenty of new platforming buildings.
-CMLabel has been added along with CM Glass which adds custom buildable glass partitions.
-Tower of Ninjas renamed to Ninja Towers
-Overhauled the Ninja Towers, now a mountain fortress, now accurately represents the size of the Black Dragon Ninjas.
-Created a Bloodraider HQ in Spine Canyon
-Added Bloodraider leader Bloody Mary 35k Bounty
(Bloodraider stuff and location will be expanded on in future)
-Finished a Swamp Village, renamed it to “Fresh Turtle” and assigned proper squads
-Created a Cloud Ninja HQ in the Black Desert
-Renamed Black Desert Ninjas to Cloud Ninjas
-Fulfilled majority request to reduce faction importance of Hungry Bandits characters to zero (No longer lose reputation with them should you kill one)
-Added small generator to Flotsam Safehouse
-Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status.
-Added all new backpack banners
-Added a new backpack workbench (You can now craft all backpacks)
-Renamed Deadhive locations to Deathyards
-Each Deathyard has special resource node where you can harvest bone, used to make Fogmen armor.
-Eric spawning in as a male is now 100%
-Removed a non-functional Deathyard
-Added custom blueprint icons
-Corrected miss matched Avalon uniform armor
-Yasuke dialogue corrected and reworded
-Reduced price multiplier of certain cannibal weapon manufacturers
Updated Title Screen
— Bounty added back to Grand Sultan Gillie.
— Marrow Brute not greenlander fixed.
— Crimson Deathdealer has option to sell death maps to player now.
— Improved grease goonz dialogue so they will give more time before attacking when seeing tech, if you speak to them then drop tech items they won’t attack you.
— Improved Fix’its emporium with a unique interior, dialogue and vendor list.
— Grease goon and marrow patrols added to the bonefields.
— Crimson rogues names shortened.
— Crimson soldiers now use low quality tamahagane, while only the elites have the normal one.
— Lowered stats of the crimson manufactuer does less dmg now + cheaper.
— Crimson soldiers now have standard gear, elites have changed from masterwork down to high quality.
— Bounty added to Piston and skull crusher.
— Lost pirate will only spawn once now.
— Dialogue fix with Piston.
— Fixed issue with multiple Swordan Knights being recruitable.
— Rebalanced some weapon grades in Swordan.
— Fixed a typo in the character ‘spiders’ dialogue.
— Changed Sohei scrolls icons, complete ones have a unique icon.
— Adjusted Sohei colour scheme.
— Improved the Todai Dera Police AI.
— changed books spawns to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera.
— More guard nodes added to the Vault of Knowledge interior in Todai Dera.
— Improved Vendor list for great corsair shop in Tortuga.
— Buffed Grogger Nutter.
— Fixed the Bonepiles radius being huge.
— Some Hasher addicts and dens now spawn with half smoked hashish.
— Some rebalances in the blackshifter vault
— Lowered the amount of citizens in the bazaar and swordan to help with load times (didn’t remove anything unique).
— Moved Reaver camp that was near Grogery further east to help with load times.
— Fixed some residents in Grogery, Gearcove and tortuga that were messed up.
— added the pilgrim monks to lubby grogs rewards list.
— Improved pilgrimmers AI they will now wander from town to town.
— Renamed Kingdom of Swordan to Kingdom of Tertius, this is a reference to the Republic of Tertius which was a planned major faction in vanilla.
— Fixed broken worldstates in Howlers Maze, the questline for the Free Traders in the area should now work as intended.
— Fixed TS-09 not being able to run.
— New Factions Bonepack and Gutter Gang.
— New locations Lycus and Gutter’s Pride found in the Bonefields.
— Questline to ally with the Bonepack, this is started by finding an injured pack member in the bonefields and splinting his injury.
— City takeover of Mechamoor by Marrows and Bonepack.
— Added wildlife to Mechamoor
— Bonepack and Gutter Gang patrols added to the bonefields and high bonefields.
— Renamed Swamp Village to tadpole.
— Gave unique residents and a shop to Tadpole.
— Renamed Swamp Village 1 to Mako.
— Gave unique residents to Mako.
— Renamed Swamp Village 2 to Hammerhead.
— Gave unique shops and residents to Hammerhead.
— Renamed Swamp Village 3 to Leatherback.
— Renamed Swamp Village 4 to Basking.
— Gave unique shops and residents to Basking.
— Added a takeover for the Jottun camp if you kill Mountain.
— Added Police chiefs to the Todai Dera prisons (Named appropriately).
— Added Sohei master martial artists to the Grand Temple.
— Added a new takeover for the Grand Bazaar where if both the Swordan King and Union Sultan are dead the hashers will take over.
— Added a 35% chance for normal Groggers to spawn with a Sohei bounty and a 75% chance for the Grogger Nutters.
— Added a Sohei bounty to Ol’ Lubby Grogs.
— Added materials shop to grogery.
— Not a very nice Taxman added to the bazaar
— Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it.
— Increased probability of desert weather effects in Shun
— Finished Holy Nation City, Dry Basion, Not yet added to siege rotation, no overrides written yet.
— Began Reconstruction on Bark (WIP)
— Fish Island is almost finished, will release V4.1 tomorrow with it completed
— Added Fish Islander minor race, same as scorchlander, accept with acid immunity, lowered limb health and increased bleed rate (Not playable, meant to solve NPC’s from burning alive unintendedly in Fish Island)
— Changed Cannibal Plain’s map name to Deadcat Plains, NPC will still refer to it as Cannibal Plains and will immersivly call it Deadcat Plains after cannibal purge (WIP)
— Changed Fishmen Island to Fish Island, Same reason above
— Added part one of The Hub reclamation quests for Free Traders
— Gave Dev Bot Falling Sun instead
— Had to reset all the new location town markers (That means I had to hand place each new location marker all over again)
— Readjusted Deadhive locations
— Removed Bleak Shade
— Removed Black Hallows
— Removed Redmen Tower and Redhive rebels (did not fit well with lore)
Hotfix Release V3.5
Roads have been reset to vanilla, Should fix cross continent pathing but cause minor issues in some new locations. Minor changes made will be detailed in V4 release.
Please log in or register
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About this mod
A total world overhaul for Kenshi. New factions, New Locations, New textures, New models including buildings, armor, weapons, tools & items. We’ve updated almost every old city to have a new layout or have added to them to give them more definition in their own right. New mechanics and Old Mechanics touched upon. It is indeed, Kenshi 1.5.
This mod does not have any known dependencies other than the base game.
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This author has not provided any additional notes regarding file permissions
File credits
Full credit & Permission List here : https://steamcommunity.com/workshop/filedetails/discussion/2228579107/4307086417525533553/
Donation Points system
This mod is opted-in to receive Donation Points
Version 8.1.4
It is not recommended to play with «Foliage» Mods. It won’t really impact your game but it can cause floating buildings. Please try genesis alone beforehand. We have made our own tweaks to foliage and textures.
Ask in the discussion thread or comments!
Please use the bug report feature to report bugs, I will NOT respond to comments regarding bugs!
As a favor to a friend i’d like to highlight one of these artists, someone who not only does this as a hobby but does this as a job
Snugsnug: Thank you for the endless time you gave to the project and all the creative and critical input you gave to us!
Camelspyder: Thank you got all the teaching and time you gave to not only the project but the genesis community
Shidan: Thank you for the endless time you give to the community and myself (atlas) with the million bug testing questions i have.
Boron: Thank you for being basically my brother in arms on ideas and being smart enough to bring both our ideas to life 😛 Always happy to bounce ideas off you only to hear you are basically making them come to life already
Mechanica: Thank you for all the support and help with buildings. Our cities wouldn’t be half as amazing without your input and work.
Kokoplays MB
I would play genesis but every time I played genesis my characters have negative starting stats
The question is: does it crash?
Hey maybe I’m kinda late but is it finished now?
URfS4s_i_4M&t=8m10s 8:10 yo, they’ve taken over my base spot
Battle Bulls sounds awesome and i dont even know it soudns like a video game or energy drink.
Where is beta Lebowski?
Would you recomend a new player play kenshi vanila first? Or just go for genesis?
I like the idea of populating the world but at the same time I feel like that it fills so much area where I’d like to build. so it makes it hard to set up a cool city
There are a lot of assets that just.. they look bad and greatly harm Kenshi’s appearence. If only you could pick and choose things a little more to your custom liking, I’d get Genesis or at most, half of it on my modlist.
Project genesis world overhaul alpha
Currently supported version of this mod:
This version is still usable but no longer maintained until original uploader returns.
Summary-Better Rebirth, three faction fortresses built from scratch, tons of bug fixes and optimizations, a lot of new stuff in build menu, more armor and weapons for Shek Kingdom.
-Rebirth Overhauled
-Enhanced building layout for Rebirth that utilizes more of the quarry.
-More shacks in rebirth that contain more cages.
-There are more workable mines in Rebirth.
-It is now possible to actually enter the slave processing buildings in Rebirth without it being considered trespassing, caused an issue where the player was never able to speak with the leader and turn in slaves.
-Added that special dialogue to all cage wardens in each building of Rebirth so you can essentially turn in slaves to any building in Rebirth.
-Holy Watchmen now patrol Rebirth with their trusty watchdogs.
-More watchtowers, gates, and defenses in Rebirth to watch the many slaves in Rebirth.
-Added a Holy Priest in the middle of Rebirth for added flavor.
-Shek Kingdom now has custom uniforms
-Shek Kingdom now has custom weapons
-New additional wall types (Stockades, Dirt Walls)
-Added a pillory with custom animation (kinda jank with larger player models, but works)
-Ironhaven has been redone and shrunk to help reduce chunk load times.
-Wolves/dogs run faster, 24-35mph depending on breed and age
-Wolves/dogs have had their toughness cut in half
-In vanilla, sometimes thralls would beat up Agnu and not guarantee her being in a cage, sometimes causing her to disappear for some players. Resolved by reassigning her as an owned slave.
-Smuggler Bar town placement has been properly relocated
-Fixed issue with barrels blocking door way in Heft Weapons Shop
-Additional mods by mod author KOZ has been merged, (CMBuilding, CMRoad Addon, CMLabel)
-CMBuilding adds additional new storehouse building.
-CMRoad Addon adds plenty of new platforming buildings.
-CMLabel has been added along with CM Glass which adds custom buildable glass partitions.
-Tower of Ninjas renamed to Ninja Towers
-Overhauled the Ninja Towers, now a mountain fortress, now accurately represents the size of the Black Dragon Ninjas.
-Created a Bloodraider HQ in Spine Canyon
-Added Bloodraider leader Bloody Mary 35k Bounty
(Bloodraider stuff and location will be expanded on in future)
-Finished a Swamp Village, renamed it to “Fresh Turtle” and assigned proper squads
-Created a Cloud Ninja HQ in the Black Desert
-Renamed Black Desert Ninjas to Cloud Ninjas
-Fulfilled majority request to reduce faction importance of Hungry Bandits characters to zero (No longer lose reputation with them should you kill one)
-Added small generator to Flotsam Safehouse
-Reduced squad size of Crimson Rouge and Sohei Pilgrim wandering squads to better reflect their minor faction status.
-Added all new backpack banners
-Added a new backpack workbench (You can now craft all backpacks)
-Renamed Deadhive locations to Deathyards
-Each Deathyard has special resource node where you can harvest bone, used to make Fogmen armor.
-Eric spawning in as a male is now 100%
-Removed a non-functional Deathyard
-Added custom blueprint icons
-Corrected miss matched Avalon uniform armor
-Yasuke dialogue corrected and reworded
-Reduced price multiplier of certain cannibal weapon manufacturers
Updated Title Screen
— Bounty added back to Grand Sultan Gillie.
— Marrow Brute not greenlander fixed.
— Crimson Deathdealer has option to sell death maps to player now.
— Improved grease goonz dialogue so they will give more time before attacking when seeing tech, if you speak to them then drop tech items they won’t attack you.
— Improved Fix’its emporium with a unique interior, dialogue and vendor list.
— Grease goon and marrow patrols added to the bonefields.
— Crimson rogues names shortened.
— Crimson soldiers now use low quality tamahagane, while only the elites have the normal one.
— Lowered stats of the crimson manufactuer does less dmg now + cheaper.
— Crimson soldiers now have standard gear, elites have changed from masterwork down to high quality.
— Bounty added to Piston and skull crusher.
— Lost pirate will only spawn once now.
— Dialogue fix with Piston.
— Fixed issue with multiple Swordan Knights being recruitable.
— Rebalanced some weapon grades in Swordan.
— Fixed a typo in the character ‘spiders’ dialogue.
— Changed Sohei scrolls icons, complete ones have a unique icon.
— Adjusted Sohei colour scheme.
— Improved the Todai Dera Police AI.
— changed books spawns to have a low chance for ancient science books to spawn in the Vault of Knowledge in Todai Dera.
— More guard nodes added to the Vault of Knowledge interior in Todai Dera.
— Improved Vendor list for great corsair shop in Tortuga.
— Buffed Grogger Nutter.
— Fixed the Bonepiles radius being huge.
— Some Hasher addicts and dens now spawn with half smoked hashish.
— Some rebalances in the blackshifter vault
— Lowered the amount of citizens in the bazaar and swordan to help with load times (didn’t remove anything unique).
— Moved Reaver camp that was near Grogery further east to help with load times.
— Fixed some residents in Grogery, Gearcove and tortuga that were messed up.
— added the pilgrim monks to lubby grogs rewards list.
— Improved pilgrimmers AI they will now wander from town to town.
— Renamed Kingdom of Swordan to Kingdom of Tertius, this is a reference to the Republic of Tertius which was a planned major faction in vanilla.
— Fixed broken worldstates in Howlers Maze, the questline for the Free Traders in the area should now work as intended.
— Fixed TS-09 not being able to run.
— New Factions Bonepack and Gutter Gang.
— New locations Lycus and Gutter’s Pride found in the Bonefields.
— Questline to ally with the Bonepack, this is started by finding an injured pack member in the bonefields and splinting his injury.
— City takeover of Mechamoor by Marrows and Bonepack.
— Added wildlife to Mechamoor
— Bonepack and Gutter Gang patrols added to the bonefields and high bonefields.
— Renamed Swamp Village to tadpole.
— Gave unique residents and a shop to Tadpole.
— Renamed Swamp Village 1 to Mako.
— Gave unique residents to Mako.
— Renamed Swamp Village 2 to Hammerhead.
— Gave unique shops and residents to Hammerhead.
— Renamed Swamp Village 3 to Leatherback.
— Renamed Swamp Village 4 to Basking.
— Gave unique shops and residents to Basking.
— Added a takeover for the Jottun camp if you kill Mountain.
— Added Police chiefs to the Todai Dera prisons (Named appropriately).
— Added Sohei master martial artists to the Grand Temple.
— Added a new takeover for the Grand Bazaar where if both the Swordan King and Union Sultan are dead the hashers will take over.
— Added a 35% chance for normal Groggers to spawn with a Sohei bounty and a 75% chance for the Grogger Nutters.
— Added a Sohei bounty to Ol’ Lubby Grogs.
— Added materials shop to grogery.
— Not a very nice Taxman added to the bazaar
— Added Mansu Musa as the next target for the crimson deathdealer questline, Dialogue updated with it.
— Increased probability of desert weather effects in Shun
— Finished Holy Nation City, Dry Basion, Not yet added to siege rotation, no overrides written yet.
— Began Reconstruction on Bark (WIP)
— Fish Island is almost finished, will release V4.1 tomorrow with it completed
— Added Fish Islander minor race, same as scorchlander, accept with acid immunity, lowered limb health and increased bleed rate (Not playable, meant to solve NPC’s from burning alive unintendedly in Fish Island)
— Changed Cannibal Plain’s map name to Deadcat Plains, NPC will still refer to it as Cannibal Plains and will immersivly call it Deadcat Plains after cannibal purge (WIP)
— Changed Fishmen Island to Fish Island, Same reason above
— Added part one of The Hub reclamation quests for Free Traders
— Gave Dev Bot Falling Sun instead
— Had to reset all the new location town markers (That means I had to hand place each new location marker all over again)
— Readjusted Deadhive locations
— Removed Bleak Shade
— Removed Black Hallows
— Removed Redmen Tower and Redhive rebels (did not fit well with lore)
Hotfix Release V3.5
Roads have been reset to vanilla, Should fix cross continent pathing but cause minor issues in some new locations. Minor changes made will be detailed in V4 release.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Project Spotlight: Project Genesis World Overhaul
BigBizkit: Could you guys give us a little bit of an introduction as to what your roles are on the project?
Atlasroar: Of course! Hey all, I’m Atlas! I’m the community/server manager for the Genesis Modding Guild. I provide backend support for the server and finalize all posts made to ensure they are fun and easy to read :). I started off this journey just trying to make load orders work better for everyone. After doing a lot of research and realizing no one had any idea of what they were talking about when it comes to load orders, I decided it was time to sit down and finally try something I had 0 idea of what to do. After making a post that I was using LOOT as the basis for the idea, Greg found me on Reddit and invited me. After a month or so of pretty fast growth in Swishos’ super-secret Discord, we decided to «move out». I made some recommendations on how to set things up, improve security and posts and Greg said: «You’re hired».
Swishos: Hey guys I’m Sam! Or as I’m better known, Swishos. After playing Kenshi for some time I quickly began looking for mods that added to the current world. Something I always noticed was how empty a lot of the areas are, some areas of the map clearly got more love than others. Oddly enough it was Ninja Greg’s Avalon Isles mod that inspired me to start modding myself. It was one of the few mods I had found that added new factions to the map but also utilized a previously empty part of the map. I had previous experience with JavaScript and HTML5 but knew nothing about Kenshi modding going in. But with how the “Forgotten Construction Set” is set up I was able to self teach myself in a week or so through trial and error ^^.
GregAmazingNinja: Hi I’m Greg, I’m one of the leads for the Genesis team and I do most of the level data edits. I also have one of the most essential jobs which is maintaining the server that allows everyone to access the overhaul files so our team can all work on it simultaneously all across the globe. I also do the tedious job of merging all the mod files into the overhaul.
What would you say are the main features of Project Genesis World Overhaul and what was your inspiration?
GregAmazingNinja: The overhaul’s main features include the complete restructure of every location with an improved version of it (larger, more decorated towns), the addition of hundreds of new locations, factions, quests, and the ability to lay siege to cities.
As for what inspired me personally, it’s all my past gaming experiences that influenced our vision for the overhaul. I poured over 2000 plus hours into Skyrim during junior high school and I loved being able to go anywhere I wanted and finding something unique and receiving a quest to adventure further. I also poured countless hours into Mount and Blade Warband which had a lot of army management, politics, and fielding armies or sieging cities. With the implementation of the siege mechanics to Kenshi, I feel like we’re just now scratching the surface as to what’s possible with regards to how intricate and complex this game can become.
To those who are only now hearing about Project Genesis for the first time, how would you describe what it is?
Swishos: The first thing I would say is that the “Project Genesis World Overhaul” and the “Project Genesis Modding Guild” are two very different things. The overhaul itself as you can imagine from the name is our planned project to fill out and expand upon the entire world of Kenshi, while keeping true to the game’s lore. This includes new factions, cities, quests, dialogue and a lot more. All the new content we always try to link back to some of the vanilla lore so it feels like it was always meant to be part of the Kenshi world.
Now for the Modding Guild itself, we wanted it to be a place where any and every modder could come to share their work, help others complete their work or get the help they require. One location where we could focus all of the modding talent Kenshi has to offer in one place. Since initial conception though we have already incorporated a Mount & Blade modding community and are looking at expanding to other games in the future. Another feature of our guild is that we are happy to support any of our members whenever possible, this can come in the form of promoting their mods on release or even supporting their Youtube/Twitch accounts through our Discord server ^^
In the future, we are also going to be looking at a shared community account for Nexus Mods, as we have noticed a serious lack of mods being released to the Nexus which means for members/players who don’t play through Steam they miss out on a lot of mods. So looking forward we plan on using this community account to upload members mods to the Nexus (with permission of course) this way it’s no extra work for them but everyone gains access to all the mods coming out of our guild.
GregAmazingNinja: Before we delve into sieges we need to understand how the base game handles town overrides. So when a player kills/captures a leader of a faction, the player leaves the area and when they next return the city is taken over by a rival faction. We’ve completely done away with that and replaced it with a linear progression of these massive city battles that the player needs to take part in in order for the rival faction to take over. To get technical, it is an intricate tree of yes and no statements that determine how and when sieges occur. As we continue to add more sieges it will only get more complex in structuring the world states and dialogue for it. We actually have a developer diary going into great detail as to how they work.
Is there a particular new feature or mechanic that you are most proud of?
GregAmazingNinja: Well we’re still technically in the alpha phase. But as of now, It’s the city sieges. That’s literally the crowning achievement of our overhaul, as no one’s done it before. When it comes to other games it might be a small achievement but in the Kenshi base game you take out a leader, leave the area and another faction «takes over». And we thought «Huh… that’s it?». We took that idea and ran with it. If you want to take out any leader in a movie or video game you always gotta go through some enemies right? So that’s what we did. We plan to expand this system to almost every town and faction. So just that alone is a huge achievement to the overhaul itself.
How did you form as a team and decide to put a massive project like this into action?
Swishos: When I released my first popular mod The Hook Expansion back in April and it caught the eye of Greg. Soon after, I got a message from him asking about concerns of compatibility of our mods. We eventually came to the conclusion that by combining our mods together it would allow us to focus all our time on a single project and not have the issue of updating/patching multiple smaller mods.
As this idea expanded we began to think why not look at other modders with similar mindsets to us? Originally using the Steam community we quickly found a lot of interest in the project which led us to creating the Project Genesis Steam group so we had somewhere to organise everything, plus a Google Drive for the team. It was at this stage Greg and I decided it would be possible for us to do a complete game overhaul with the support we were already getting.
Not even a month after this and our project had grown beyond what we had ever imagined, the demands for a Discord could no longer be ignored. However, we wanted more than just a place to talk about our mod, with so many people interested not just in the project but modding, in general, it was decided to create a modding guild. A place where anyone could come to learn how to mod, help others where needed or receive the help you need to finish your own mod. Within two months of having the Discord server we were partnered with the Official Kenshi Discord and now have 700+ members and are still growing. ^^
Your overhaul is a combination of many impressive Kenshi mods, but it is also far more than just the sum of its parts. What was the process of putting all the pieces together like?
GregAmazingNinja: The addition of other mods was an afterthought at first. We began this project with the intent of creating an overhaul that adds hundreds of new locations and quests. What posed as an obstacle was the Functioning market stalls mod. It would have taken a tremendous amount of time to create a patch for a mod like that, so I just reached out to the author of that mod and asked if he wanted his mod to be in our base overhaul. He said yes, and so did every other mod author we asked. We’ve merged a large amount of mods that we deemed “lore friendly” only in the sense that it didn’t break existing lore. Because of the massive list of merged mods, our overhaul now served a second purpose, and that was to shrink load orders. As for the process of merging mods, it’s incredibly tedious and can only be done by someone who has direct access to the main overhaul file. If the mod that I’m merging has assets like textures and meshes and tons of weapons and armor, it will take me hours to sort through everything and rewrite all the file directories.
(Image by 5518 Studios)
To those who have yet to play it: can you explain what makes Kenshi as a game unique and especially appealing to modders?
Atlasroar: Yes, yes I can. Chris (the creator of the game) did a wonderful job of creating this world that just doesn’t care about you. As a squad-based open-world game this game just really doesn’t care about you. Your starting faction name is «nameless». Yeah, you’re not the hero, or the chosen one. You are literally no one. With that said, you can write any story you put into your head. You can be anyone. A mercenary, a slaver, an anti-slaver, a farmer, a miner, an explorer, you can build your own city and grow your faction. Even at «end game» the game still just doesn’t care about you. You’ll get sold into slavery and beaten, you’ll have the wrong guy (or girl) talk to the wrong person and just like that. You’re a filthy heathen and now you’re a slave, or maybe you’re starving and poor, get sent to jail, or maybe you’re starving and poor and dying, someone might help you and give you food. Until you learn how the world works, the world will try to relentlessly kill you. When you finally do know how the world works, well that’s when it really tries to kill you. When it comes to modding. The system is a mess and can be hard to work with until you really get into it and bare your knuckles. But, the people of the Kenshi community are what make this game thrive.
If you play Kenshi you earn your support and your place. That’s our gatekeeper. Is this game “Dark Souls” hard? No, but this game is so stupidly unforgiving, funny, and frustrating at times that it pretty much builds your character as a person. Yet, that is what makes modding here so rewarding. You’ll have random people drop by and say «hey you forgot to set up this or this», you’ll see modders sit down in one of the Discords and blow up chat for 10 hours straight as they work out how to make a custom building. It’s the community as a whole that makes modding worth it for this game.
What tools did you guys use to create your mods?
GregAmazingNinja: The greatest tool we have is the Forgotten Construction Set, it’s a program that comes with every copy of Kenshi and we have the developers of Kenshi to thank for that. The second most important tool we use is an SVN server. I understand that the technology for SVN servers is a bit antiquated and that everyone uses Github now, but for the purposes of our overhaul, it’s been pretty straightforward. I run a server with the main overhaul folder and everyone on the team is able to access it directly. From there, our team members create sub mods with the overhaul enabled, which in turn get sent to me so I can manually merge it into the overhaul.
How did you learn how to mod the game (or other games)? Do you have any tips for budding mod authors?
GregAmazingNinja: For the longest time I’ve been obsessed with the idea of taking some of the ancient ruins you clear out as the player and turning it into a player home. Unfortunately, that wasn’t included in the base game; when I walked into a city with all these ruined buildings, I was a bit baffled as to why I couldn’t buy and repair some of them. From there I decided to try my hand at learning how to use the construction set included with the game. If there are any tips I could give new modders is to simply take what’s written in the base game already and rip it apart to understand how everything works. Dissecting and trial and error was the only way I learned. Anytime I got stuck, I’d look it up online, but for the most part, it’s experience and curiosity that’ll drive you to learn more about modding this game.
It might be competitive out here in the modding world but at the end of the day no one wants to see anyone fail. Even if you’re just making «stuff» bounce (LOOKING AT YOU BETHESDA COMMUNITY). As for tips, the biggest tip I can give to new modders for any community is this: www.nexusmods.com. You’re welcome. To the user who is reading this, you already have 100% free access to the greatest modding community of all time. With guides upon guides upon guides of how to use almost any tool under the sun here for your specific game.
But on a more serious note. Mod because you love the game you play. Mod because you want to change something. Mod because it’s fun. You think Guardly, the author of Really useful dragons mod was trying to become popular? No of course not. It was fun! Modding doesn’t have to be about views. It has to be about passion and fun. If it isn’t fun and you are struggling to keep going then it’s time to take a break. The whole point of mods is to add what you find fun and then they add it to the game for others.
How can people help you guys out or even join the project?
Atlasroar: While realistically we aren’t actively looking for anyone, this doesn’t mean we can’t use more people. If anyone wants to stop by and help us out, feel free to do so by using our Discord link.
While we do require you to have some knowledge of what you want to add to the game, it’s pretty open-ended when it comes to joining the team. But even there at that point, what it really comes down to is we want to see that you have a passion to contribute to the team and the mod itself.
We just recently took on someone who wanted to provide funnier dialogue and stories. They just want to provide the dialogue. They don’t even want to actually put it into the game. This is a passion project, and with that said we just want to do this right. We want to really put time and effort into this to create something mindblowing for the Kenshi community to play with and hopefully set a precedent on how to mod Kenshi from here on out. We have many in our group who are constantly checking back in on older files just to make sure they are up to there own standards. As people learn and grow more in the team we have people who will resubmit mods and just say «this is a better version use this». It’s stuff like that that makes the Genesis team really grow as a whole. Everyone here wants to help each other and support each other. That’s what we’re looking for when it comes to team members.
Kokoplays MB
I would play genesis but every time I played genesis my characters have negative starting stats
The question is: does it crash?
Hey maybe I’m kinda late but is it finished now?
URfS4s_i_4M&t=8m10s 8:10 yo, they’ve taken over my base spot
Battle Bulls sounds awesome and i dont even know it soudns like a video game or energy drink.
Where is beta Lebowski?
Would you recomend a new player play kenshi vanila first? Or just go for genesis?
I like the idea of populating the world but at the same time I feel like that it fills so much area where I’d like to build. so it makes it hard to set up a cool city
There are a lot of assets that just.. they look bad and greatly harm Kenshi’s appearence. If only you could pick and choose things a little more to your custom liking, I’d get Genesis or at most, half of it on my modlist.
Kokoplays MB
I would play genesis but every time I played genesis my characters have negative starting stats
The question is: does it crash?
Hey maybe I’m kinda late but is it finished now?
URfS4s_i_4M&t=8m10s 8:10 yo, they’ve taken over my base spot
Battle Bulls sounds awesome and i dont even know it soudns like a video game or energy drink.
Where is beta Lebowski?
Would you recomend a new player play kenshi vanila first? Or just go for genesis?
I like the idea of populating the world but at the same time I feel like that it fills so much area where I’d like to build. so it makes it hard to set up a cool city
There are a lot of assets that just.. they look bad and greatly harm Kenshi’s appearence. If only you could pick and choose things a little more to your custom liking, I’d get Genesis or at most, half of it on my modlist.
Обзор десяти отличных модов для игры Kenshi (Кенши), часть 4
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Всем привет, дорогие друзья с вами как всегда я кусок с зайцем давно я уже не делал видела нам моды по кенши, а если быть точным, то с лета 2019 года это, конечно, не значит, что я совсем не просматривал моды, но, увы, и.
Ах, было много других проектов какие-то проекты были успешны, а какие-то не очень, но есть в этом и положительные моменты за, то время пока я, так сказать, felony у и оттягивал видео как кота за бубенцы в мастерской собралось довольно много очень интересных и перспективных модов тут будут, конечно, не все эти моды, а только те, что я посчитала наиболее интересными, хотя по правде сказать остальные моды я просто придержу до следующего видео встречайте 10 довольно перспективных и приятных модов.
Ах, да позволю себе кое-что упомянуть уважаемые подписчики и те, кто смотрит это видео без подписки на канал помните, что цель этого видео не разрывать всю подноготную модов, а лишь поведать вам, что вы можете почерпнуть из этих модов быть может что-то вам понравится, и вы решите что-то поставить себе и заново окунуться в мир кенши, а быть может вы решите обойти какой-то из этих модов стороной не захламляли лишний раз свой жесткий диск также я настоятельно подчеркиваю настоятельно рекомендую перед установкой модов почитать описание модов в стиме, а именно тот разделу на предмет совместимости с вашими модами, чтобы потом не было ой.
А почему у меня что-то не работает я, конечно, отвечаю на все вопросы во вконтакте или в комментариях, но не всегда я это успеваю делать и не всегда я обладаю нужной информации легенды of kings занимательный мод, особенно для тех, кому ванильная сложность кинчик кажется детской забавой, а выезжать на одном только усиление зверушек уже ну не вариант звонили сильных врагов раз-два и обчелся ну вот этот мод заставит ваш пукан, что называется гореть и ярким синим пламенем создатель этого мода, по сути, переработал иерархию неписей, то есть обычные стражники и рядовые бандиты и прочая шушера стали сильнее ну не особо намного примерно на 10-15 процентов, но вот чем выше по иерархии непись главной фракции тем он злее насколько злее спросите вы, скажем так, теперь каких-нибудь офицеров союзных городов или инквизиторов святой нации можно смело называть элитными мобами бой с этими товарищами будет подобен сражению заправским боссами из Dark Souls, а потому как нахрапом победить подобного нпс будет очень сложно мало того, что у этих, ребята, броня зачастую уникальное так их характеристики.
Да и выполнить условия для найма задачка еще, то, но если вы такого за имеете, то это будет победа чуть не забыл этот мод лучше ставить приоритетной степени загрузки, так как мод вносит довольно обширные изменения в игровой баланс, но и если вы не боитесь трудностей или просто ищите их, то смело можете попробовать обкатать этот мод soul пору кратер overhaul забавным, а особенно для тех, кто люда фанатеет от концепции игр и фильмов трон на данный момент добавлен новый город crystal city добавлены новые четыре фракции четыре вида новых существ новые вещи 98 новых технологий это всякие неоновые пушки и так далее, мебель издания в стилистике трон протеза броня арбалеты это все неоновое по задумке автор мода неоновый нпс это души, которые призваны блуждать по миру и атаковать игрока, но, опять же, есть душе как враждебные, то есть красные или фиолетовые, так и мирные зеленые и синие смотрится это очень круто пребывание в кристалл сети накладывает свой отпечаток на фоне пост-апокалипсиса там весьма чисто и уютно, хотя до последнего момента не отпускает одна мысль что-то тут неладно в целом мод довольно обширен и, как я понял, он будет развиваться дальше.
В общем пока что общего челленджа этот мод особо не несет, но и мое как же прекрасные неоновые постройки и как, а, ну, круто выглядит в темноте фан мир хант life шоппинг, а и мод этот мод не вносит новых персонажей или каких-либо вещей как скучно скажите вы, а вот и нет несмотря на то что мод казалось бы ничтожны он делает очень много думаю, что все кто делал свою лавку в городке задавались одним и тем же вопросом почему эти твари ничего не покупают, или если покупают, то только дешевую еду бухлишко и базовые медикаменты до механика ванильной кенши построена, таким образом, что коты имеются только узнать.
И, да, это не в очень больших количествах, и они очень плохо обновляются так вот, этот мод решает данные проблемы мод устанавливает денежный ли mind определенных слоев населения всех городов и поселений теперь покупки совершают не только одни и те же персонажи и благодаря этому моду теперь персонажи покупают даже дорогие вещи, но это же обесценит коты скажете вы.
В общем мод довольно полезен для тех, кто захочет иметь свою лавку и лицевую сеять лавок по разным городам модулор farming платформ следующий мод маленький, но весьма полезны вы учитесь в пустыне новом осточертели палочки из кактуса или вы сидите где-то в пепельных землях и у вас ничего не растет и нет парников, тогда этот мод явно для вас мод добавляет фермерские платформы для выращивания всех культур, что есть в ванильной версии если у вас есть колодцы с водой, то вы даже рис сможете выращивать в пустыне или в пепельных землях или пшеницу эти платформы представляют из себя искусственно созданные вредна для требуемых культур для получения этих построек их придется изначально изучить, но поверьте оно того стоит, по крайней мере, это хоть какое-то разнообразие в плане фермерство.
Да и подобные грядочки металлические выглядят очень даже ничего мало ли может быть кому-то пригодится вдруг кто-то захочет сделать кучу железных грядок баунти с галор этот мод позволит отыграть вам любого охотника за головами прямо сурового мод не вносит изменений в игровой баланс.
Но все же он добавляет 32 новых контракта на поиск и поимку преступников также в мод добавлено 10 новых мейта клинков, которые вы сможете отыскать у этих самых преступников каждый преступник несет свою историю.
Но все же придется побегать, правда, учитывая, что мод не переведен на наш великий и могучий, то насладиться историями злодеяний этих псевдо героев получится лишь у тех, кто могет в английский ну и куда же без новых локаций, где эти самые бандюганы обитают.
Да, согласен мод небольшой, но для тех, кому захочется искать преступников и выполнять заказы на баунти это самое, то адвент о рас гул лор френдли recommend rus забавный мод, допустим, вы хотите сразу идти в поселении и строить в свой форпост у вас есть солидное количество кад, и вам, ну, ужас как вам носиться и искать рекрутов, ну или вы уже находились, и вам хочется лишь определенного типа рекрутов, а, допустим, искать скелетов, которые добровольно захотят к вам вступить это долго и не гарантирует должный результат.
Что же, тогда этот мод вам определенно поможет заплатил гильдии за поиск рекрутов они в иное время найдут и доставят вам в целостности и сохранности нужных, ребята, вам на базу, правда, готовьтесь придется знатно раскошелиться 20000 как за поиск и где-то под 10000 cad за рабочего, но даже если вы захотите нанять кучу скелетов, то эти, ребята, вам будут исправно таскать по 80 лет of для найма от вас же нужны будут лишь коты и только кады много кат mist хаоса простите если я не верно прочитал ну не совсем я дружу с английским вы не задумывались над тем, что туманники хоть и страшны поначалу из-за своих пристрастий поесть живых из своих количеств.
Но все же после определенной прокачки они становятся мясом, а что если там в тумане скрывается еще более за и твари, а ведь если хорошо подумать, то паладином туманники совсем не чета значит там есть что-то пострашнее туманников что-то что наводит ужас даже нам бравых паладинов, что заставляет их бояться тумана как огня в этом моде вы сможете встретиться с этим ужасом лицом к лицу, но сможете ли вы его одолеть или вас разорвут на куски эти твари очень быстры и опасны они могут ходить как по одному, так и стайкой.
И порой их стайки может хватить, чтобы раздел банить довольно хорошую партию.
В общем если вы хотите большего х скоро в тумане, то этот мод как раз для вас милости просим в туман в качестве основного блюда гривер в рейдж опять извиняюсь, если я неправильно прочитал еще один мод, который призван воплотить легенду в жизнь в игре бродя в ванильной версии кенши по миру мы часто находим развалины деревень.
И порой эти деревни были брошены совершенно без причины так вот, этот мод призван немного подлатать дыру в лоре он добавляет легенду о коране там, в которой говорится, что из-за своей агрессии шейки могут стать Дима, но и даме, и что по ночам бродит по миру кенши скорбящий призрак шаг, который был повержен, но его злоба отчаяние и ненависть воспылали с такой силой, что он слился с пауком и стал скорбящим и бродит он без устали столетия напролет ища в ночной тиши раненых и умирающих утаскивая их в темноту ночи и поедая там, но если вы все же отважный воин и сможете одолеть этих тварей, то вас ждет щедрое вознаграждение главное, чтобы у торговцев кат хватило заплатить за эти знатные трофеи ну, а те, кому не повезло встретить этих тварей без должных навыков замолкнут навсегда хватит ли вам духу отыскать и победить этих скорбящих.
В общем этот мод делает игру чуть более интересной в плане легенд, хотя до нее новый сильный противник это всегда круто и интересно, правда, ведь conquest за HP and screen данный мод придется по вкусу всем кто хочет хоть как-то захватить город в кенши и управлять им, увы, и.
Ах, но механика мира кейдж и не позволяет это реализовывать полной мере ну, то есть захват городов и все моды, которые позволяют это сделать дают лишь приблизительное владение городом данный мод, по сути, не исключение, но он имеет относительно меньше геморроя в плане захвата города в городах hab es que en есть теперь нпс хозяин трущоб slum лорд убив, которого вы получаете автоматически право собственности на город как там у них роман гиров убившему трофеи убитого, конечно, и тут не обошлось без ложки дегтя.
Ой, да ладно, тут целая бочка дегтя.
В общем после захвата города вам придется делать перенос игры, чтобы в местных барах, что в хобби, что в скрине а3 спились неписи, которые к слову будут бродить и совершать покупки так, допустим, можно этот мод совместить с модом фан мэр хант wife шоппинг эй мод и жить себе припеваючи, но если вы захотите строить свое производство в городских зданиях, то перед переносом вам необходимо будет выкупить все желаемые здания, так как во время переноса не купленные здания будут как новенькие, и вы там не сможете ничего устроить также печалит это что ворота не будут подконтрольны вам поначалу вам надо будет их взломать ну, а так в целом вы все же станете владельцем городом project генезис world overhaul альфа и на сладенькое я оставил мод, который преображает кенши полностью поцелуем полностью я говорю действительно полностью, по сути, это сборник огромной кучей модов мододелы по ходу посидели посидели и решили, что надо слить в кучу много классных модов и как результат появился на свет вот этот глобальный мод, который весит немало немного, а целых один гигабайт изменениям подверглась все ну, то есть абсолютно все, начиная от длительности дня и ночи заканчивая вытянутой в мир кенши скрытые раз и полукиборгов пол в живых, которые изначально задумывались как остатки раз и древних, что тут говорить мододелы потрудились на славу более 200 50 новых вариантов брони как новый, так и модифицированной старой более 40 новых видов вооружения более 5000 новых диалогов более сотни новых локаций, который кстати еще будут дополняться, и это не считая переделанных старых в акаций новые города новые поселения в ранее пустынных регионах новые руины старые города заново переделаны улучшена планировка городов расширена их область, и это еще далеко не все так же добавлено огромное количество новых фракций и как следствие переработаны технологии более того, побегов покончи с этим модом и посмотрим, что да, как я понял, что именно такой меньше должна была быть в релизе.
Да, это один из тех редких случаев, когда фаны натурально довели игру до состояния завершенности и смею заметить, что этот мод еще будет дорабатываться и в него будут добавляться новые локации квесты, и еще куча куча всякого контента добавленные города точки интереса соответствует антуражу мир акиньшин в городах работают прилавки ровно, так как и задумывалось разработчикам кенши города стали еще более живыми новые города и деревушке на удивление удачно размещены и отстроены, и они отлично вписываются в концепцию мира кенши дизайн городов тоже на высоте также новые постройки, которые весьма точно отражают разные архитектурные особенности раз определенно этот мод заслуживает внимание круто скажите вы да круто выглядит и круто играется отвечу я, но и тут есть минусы, и причем даже большие.
Дело в том, что подобные изменения и усложнения далеко не мало весят в плане гигабайт, и еще он уж ают ресурсы компуктера, а вот то что мод лучше использовать решай дам вот это уже чуток ограничивает охват аудитории, которая может его использовать до мод можно использовать и без решай да как это сделал я, но, опять же, этот мод все равно серьезно нагружает вашу систему и в этот мод поиграть на слабых машинах вы не получится и до картину портит еще это что мод несовместим с модами умирающими лишь не туман погодные эффекты лишние скалы, а также по моим наблюдением он малость конфликтует с модом на сжатые текстуры.
Но все же есть надежда что это будет со временем поправлено, и в этом случае мод будет обязательно aver популярным, а для тех у кого сильное железо я вам рекомендую поиграть в этот мод.
Ну что же на этом я вынужден закончить это видео и в очередной раз с вами попрощаться подписывайтесь на канал и оценивайте видео, а также пишите ваши комментарии благо дело это все бесплатно хороших вам к так в кенши дорогие друзья пока-пока и.
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About this mod
A total world overhaul for Kenshi. New factions, New Locations, New textures, New models including buildings, armor, weapons, tools & items. We’ve updated almost every old city to have a new layout or have added to them to give them more definition in their own right. New mechanics and Old Mechanics touched upon. It is indeed, Kenshi 1.5.
This mod does not have any known dependencies other than the base game.
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Full credit & Permission List here : https://steamcommunity.com/workshop/filedetails/discussion/2228579107/4307086417525533553/
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Version 8.1.4
It is not recommended to play with «Foliage» Mods. It won’t really impact your game but it can cause floating buildings. Please try genesis alone beforehand. We have made our own tweaks to foliage and textures.
Ask in the discussion thread or comments!
Please use the bug report feature to report bugs, I will NOT respond to comments regarding bugs!
As a favor to a friend i’d like to highlight one of these artists, someone who not only does this as a hobby but does this as a job
Snugsnug: Thank you for the endless time you gave to the project and all the creative and critical input you gave to us!
Camelspyder: Thank you got all the teaching and time you gave to not only the project but the genesis community
Shidan: Thank you for the endless time you give to the community and myself (atlas) with the million bug testing questions i have.
Boron: Thank you for being basically my brother in arms on ideas and being smart enough to bring both our ideas to life 😛 Always happy to bounce ideas off you only to hear you are basically making them come to life already
Mechanica: Thank you for all the support and help with buildings. Our cities wouldn’t be half as amazing without your input and work.
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Комментарии • 134
Amazing work. I wish the modderrs the best of luck in finishing!
Thanks! They sure did a great job so far.
Holy shit this already looks amazing. I can’t wait until the beta release! Keep up the good work guys 🙂
They’ve done an amazing job with this!
Started a play through with this a bit ago and I’m having a lot of fun. The new cities are fantastic and it’s gonna be hard going back to the vanilla ones. One thing I wish was possible was using the belt slot nomad capes with implants but to my knowledge that isn’t really possible in the editor as of yet. Really looking forward to future updates
Glad you’re enjoying it!
Hey Kokoplays, liked the preview.
This just made owning your personal space, in Kenshi, even more dangerous. More groups, mean even more possible attacks on your base. More fighting, stronger factions, more enemies 🏹🏹🏹🛡🛡🛡🗡🗡🗡, things we like about this game.
Thanks for the update.
There’s a ton more happening all over the world and you could see myself spending years in game.
Omg the immersion feels too awesome. this feels sooo cooool.
I feel that It’d give many hundred of hours to add to the game ahaha
@Kokoplays MB will definitely check!
Thanks! I did a playthrough couple of weeks ago though where I explored all the new stuff.
@Kokoplays MB Ooof well nonetheless I fully support you and the mod!
I’m not as it’s still work in progress and it doesn’t play well with some of the mods I’m using. I’m doing a proper series with PG once it goes into beta.
@Kokoplays MB Ypure using this mod for your Dark King series right man?? cuz if u are OhmyGooood i was already looking forward to every episode but this just gives it a whole new level!
I’m very new to Kenshi and I was hoping to find some great ways to mod Kenshi. I think I found the perfect overhaul, can’t wait ‘till beta!
chaos lord I usually run the compressed textured mod and removed weather effects( still gives combat penalties for dust storms and such but you just cant see them) and some other minor mods like that, genisis is full of content so no major mods are needed but the mods I listed help load times and preformance as kenshi runs on the Ogre 1 engine which I believe uses only I core on your cpu, genisis can put a strain on my computer without these mods even tho I have a 8th gen i7 cpu and a Gtx 1060 also having kenshi on a ssd and not a hardrive helps the load times significantly
@Bunda mods you recommend to play with genesis?
chaos lord It might but factions in Genisis already take over stuff you beat and it’s probably better than those mods you mentioned I would recommend genisis and some other minor mods that you already use, genesis is really really REALLY good I think you should play genisis I can’t play kenshi anymore without it, start as a wanderer there are 2 new cities by the hub and it is easily the best mod ever you will not be disappointed, you don’t need a map mod tho genesis has one already, it’s like kenshi 2 or even 3 that’s who good it is trust me dude I can’t even explain how good genisis is
@Bunda is it compatible with reactive world and living world mod?
chaos lord I agree at least 100 hour until you play a mod like this, I recently downloaded this mod as it is now in beta and damn it’s so good
Found you on Steam. I am amazed at how many awards your mod got so i just had to check it out.
This is not my mod, I just made a video about it.
I like the idea of populating the world but at the same time I feel like that it fills so much area where I’d like to build. so it makes it hard to set up a cool city
It does take some good spots for sure, but the world is still very empty.
Nice overview, didn’t even know Kenshi 2 was being made lol.
Kenshi Project Genesis ОБЗОР | СБОРКА О КОТОРОЙ ВЫ И НЕ МЕЧТАЛИ | ЖИ
Danslav
Где куется броня улья, мать её. Больше суток катаю безостоновочно, чтобы вооружить и одеть рой. После сбора овердохуя бумажек роя, и изучения теча, ничего! Доспехи не появились ни в одной из кузниц. Да, я нуб *)
подскажите как одеть рой)
Ок про кеншин я посмотрел. А когда сборка персов на Геншин?
лайк поставил за косплей скромника.
Какая видюха этот мод вывезет спокойно?
А где находится (дом манахов) PS4ecfNNS3E&t=5m23s 5:23 и где этот красный скелет?
Подскажите где найти записные книжки фермера?
Технописцов нашел с трудом ибо инфы по ним в инете почти нет.
А список модов помимо генезиса можно?
>Сборка, о которой вы и не мечтали
>Каждые 30 секунд говорит о том, что это бесполезно, либо о том, что это лагает
Решил посмотреть видео,пока персонаж сидит в тюрьме
А какие моды нужно докачать для комфортной игры? И второй вопрос почему хоть я и ставлю мод и он точно у меня работает некоторых вещей таких как новые протезы тупо нет?
Вроде и интересно выглядит, но в то же время васянством нехило так попахивает 🤔
Legebdary of kenshi получше гены.
в Kenshi не хватает мода на экономику и взаимоотношения фракций. А все эти красножопые скелеты смотрятся чужеродно. В Kenshi не хватает смысла и сложности, внешка там уже есть.
Kenshi: Genesis
Uploaded · Published September 16, 2020 · Updated December 23, 2021
Last revision: 16 Dec, 2021 at 21:06 UTC (11)
File size: 3.6 GB
Description:
Kenshi: Genesis Beta
Our community overhaul can be better described as a “Kenshi Plus» Or as the Community calls it. Kenshi 1.5! More content, more choices, more fun. The goal is to offer a deeper and more challenging Kenshi experience without straying too far from the original game’s theme.
Nearly all cities have been recreated with better layouts and interesting architecture. Which in turn has increased the appearance, size, and functionality of the city.
Most Factions have been given an identity, to distinguish them from others and increase player immersion.
We’re aiming to increase the number of player quests that the player can partake in to give it that traditional RPG feel.
Well over a dozen some new locations, with planned factions and quests to accommodate them!
We are making the world livelier and are utilizing more world states and town overrides to help simulate an immersive and realistic world where player choices could drastically affect the game.
Renowned modders from all over the world have pooled their resources into the overhaul with the sole purpose of improving the game we all know and love.
Please be aware that as this is a BETA & in its current state there is likely to be many incompatibilities with other mods. Mods that are likely to be incompatible at the moment are Overhaul mods, new town additions, animation mods for included mods, new faction additions or changes, town, or building changes.
Like any overhaul mod, this mod should be placed below most other mods but before economy and patch mods.
Do not play with foliage/rock mods.
If you are using the previous alpha version please go to your Kenshi mods folder, delete it & unsubscribe from the alpha. Then import your game while unchecking ALL settings
Please note we will be using our discord server for bug reports and suggestions as we already have methods set up for users to do so through there. Please use the discord link below to report bugs or suggest feature additions.
This mod has been in development since August of 2019, on that note this mod is still very far from finished. At this point in time, we are mostly done with world-building and are starting to move on to other ventures in modding the game. This means some quests, dialogue, and other features are far from fleshed out.
Steam Collection With All Mods (Best Not to Activate These Mods w/ Genesis Enabled)
https://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
If we didn’t use our platform to promote our friends and their hard work and everyone who has contributed…well that would be just stupid
Some of you may be accustomed to seeing his work but i’d like to really highlight it!
Snugsnug: Thank you for the endless time you gave to the project and all the creative and critical input you gave to us!
Camelspyder: Thank you got all the teaching and time you gave to not only the project but the genesis community
Shidan: Thank you for the endless time you give to the community and myself (atlas) with the million bug testing questions i have.
Boron: Thank you for being basically my brother in arms on ideas and being smart enough to bring both our ideas to life 😛 Always happy to bounce ideas off you only to hear you are basically making them come to life already
Mechanica: Thank you for all the support and help with buildings. Our cities wouldn’t be half as amazing without your input and work.
Revisions:
Old revisions of this mod are available below. Click the link to download.
Источники:
- http://steamcommunity.com/sharedfiles/filedetails/?id=1633948003
- http://steamcommunity.com/sharedfiles/filedetails/?id=1980348818&searchtext=genesis+overhaul
- http://steamcommunity.com/sharedfiles/filedetails/?id=1980348818
- http://steamcommunity.com/sharedfiles/filedetails/?id=1980348818&searchtext=
- http://modeland.ru/mods/mods_for_kenshi/2064-project-genesis-world-overhaul-alpha-proekt-genezis-kapitalnyj-remont-en.html
- http://catalogue.smods.ru/archives/50230
- http://www.nexusmods.com/kenshi/mods/697
- http://steamcommunity.com/sharedfiles/filedetails/?id=1980348818&searchtext=256+Recruitment+Limit
- http://steamcommunity.com/sharedfiles/filedetails/?id=2228579107
- http://steamcommunity.com/sharedfiles/filedetails/changelog/1980348818
- http://steamcommunity.com/sharedfiles/filedetails/?id=1980348818&searchtext=Animation+Overhaul+Mod+-+Crafting
- http://steamcommunity.com/sharedfiles/filedetails/?id=1980348818&searchtext=+Sensible+Spider+Range
- http://4mods.ru/files/kenshi/mods_kenshi/5019-mod-dlja-kenshi-project-genesis.html
- http://steamcommunity.com/sharedfiles/filedetails/?id=1980348818&searchtext=cannibal
- http://empireg.ru/news-and-updates/4583-project-genesis-world-overhaul-alpha-proekt-genezis-kapitalnyj-remont-en-2020-pc-mod.html
- http://steamcommunity.com/sharedfiles/filedetails/?id=2228579107&searchtext=genesis
- http://steamcommunity.com/sharedfiles/filedetails/changelog/1980348818?l=english
- http://steamcommunity.com/sharedfiles/filedetails/?id=2507476068
- http://steamcommunity.com/sharedfiles/filedetails/changelog/1980348818?l=bulgarian
- http://steamcommunity.com/sharedfiles/filedetails/?id=2228579107&searchtext=Genesis
- http://steamcommunity.com/sharedfiles/filedetails/changelog/1980348818?l=ukrainian
- http://clip-share.net/video/URfS4s_i_4M/kenshi-mod-spotlight-project-genesis-world-overhaul-alpha.html
- http://steamcommunity.com/sharedfiles/filedetails/changelog/1980348818?l=dutch
- http://www.nexusmods.com/newvegas/news/14128
- http://steamcommunity.com/sharedfiles/filedetails/?id=2035004491
- http://steamcommunity.com/sharedfiles/filedetails/?id=1990503094
- http://www.nexusmods.com/valfaris/news/14128
- http://www.nexusmods.com/kenshi/news/14128
- http://modeland.ru/mods/mods_for_kenshi/1966-kaizo.html
- http://modslab.net/kenshi/mods/RyBY6hdN4T/
- http://steamcommunity.com/sharedfiles/filedetails/?id=2583504781
- http://steamcommunity.com/sharedfiles/filedetails/changelog/1980348818?l=koreana
- http://uaclips.com/video/URfS4s_i_4M/kenshi-mod-spotlight-project-genesis-world-overhaul-alpha.html
- http://steamcommunity.com/sharedfiles/filedetails/changelog/1980348818?l=brazilian
- http://www.nexusmods.com/kenshi/mods/697?tab=description
- http://sprvk.ru/kenshi-mod-spotlight-project-genesis-world-overhaul-alpha-xl-xf0gURfS4s_i_4Mmn4t-vi.html
- http://steamcommunity.com/sharedfiles/filedetails/changelog/1980348818?l=latam
- http://www.nexusmods.com/news/14128
- http://1didi.ru/kenshi-mod-spotlight-project-genesis-world-overhaul-alpha-xl-xf0gURfS4s_i_4Mmn4t-vi.html
- http://raiero.ru/kenshi-mod-spotlight-project-genesis-world-overhaul-alpha-xl-xf0gURfS4s_i_4Mmn4t-vi.html
- http://yvid.ru/guides/kenshi/obzor-desyati-otlichnyh-modov-dlya-kenshi-chast-4/
- http://www.nexusmods.com/kenshi/mods/697/?tab=description&topic_id=10273448
- http://x-vid.net/video/URfS4s_i_4M/kenshi-mod-spotlight-project-genesis-world-overhaul-alpha.html
- http://vegvisir.media/kenshi-project-genesis-obzor-sborka-o-kotoroy-vy-i-ne-mechtali-ji-xl-xf0gPS4ecfNNS3Emn4t-vi.html
- http://catalogue.smods.ru/archives/67366