Kenshi
Better Smiths of Kenshi
26 kommenttia
crux 25.5.2022 klo 20.04 
@Kodi Sky, you may have been looking under "weapon" in the FCS. The "weapon level" for all animals is Ancient still.
chryssjanzonio 5.11.2021 klo 2.58 
update when
crux 22.10.2021 klo 6.49 
@ Kodi Sky, don't have it installed right now, but they often update various aspects of the FCS and settings without any changenote, so maybe they changed things. Will check out next time I install, thanks.
Kodi Sky 22.10.2021 klo 3.53 
@crux

In my FCS with NO mods loaded. The animals use the "animal" manufacturer and not Ancient. So I dunno why your are using "ancient"
crux 19.10.2020 klo 9.26 
Funny follow-up from my game. A Bonedog with only 11 attack and dex nearly one shot killed Sadneil with 170 damage hit. In the base game animals damage is pulled from the Ancient weapon level of 15 to 25. I think this Bonedog rolled the lucky 65 level Excellent Reforged from this. A step up from Vanilla MKIII. I kinda like this variance, makes encounters with animals a bit more tense. Imagine an Elder Beakthing with the 65 level "weapon". Potentially nearly 3x the damage of one you can find in vanilla, lol.
crux 2.10.2020 klo 9.24 
Couple things of note. This mod does have the side effect of making all enemies do more damage, including animals but also makes some enemies that use blunt weapons unable to swing well with the increased weight. You can increase their strength in the FCS (14 to 18 strength covers most weak enemies) but enemies that use Planks, Fragment axes need a big bump to the 40 to 60 strength range depending on the quality of weapon used.
crux 21.8.2020 klo 15.24 
There is no "Invalid Reference" issue with this mod. That person must have had a mod conflict. Nearly avoided this mod because of that post. Glad I didn't. Good mod.
alomafir 26.1.2020 klo 6.59 
I like the idea but would appreciate to be able to craft the different specialities. Possibly be able to buy level 1 catun technology from Catun Scrapmaster and research next levels on your own. Or develop your own. Maybe through research like with battery capacity and output (if it can work like that)?

Otherwise I would add information about not changing vanilla smithing to mod description. ;)
CHEBOINKADOINKA 16.7.2019 klo 17.13 
I really enjoy using this mod but it seems to conflict with NWDM weapons, I'm not sure if compatibility is possible but if so that would be great
Botchevik 23.5.2019 klo 7.36 
Great mod, I love it! But could you envision a level above Meitou for the player created weapons? Is it possible?
fulf 29.3.2019 klo 18.52 
I just want to say that I absolutely adore this mod
Cooked 1.3.2019 klo 21.15 
So is the INVALID REF problem fixed yet?
Szronar_PL 27.2.2019 klo 4.59 
very good mod, can recommend
Cherman 13.2.2019 klo 16.56 
This is what I was referring to: https://i.imgur.com/ykikDCv.png

This is the mod file changelog, and there are tons of "INVALIDREF" weapon models that have no name and are in red text. I actually fixed the meitou issue by just reverting the changes that this mod made to the Cross Company.
Illegal Cage Fighting 8.2.2019 klo 21.57 
@ThatSwoleGuy https://i.imgur.com/CgzOqZi.png This is the mod reference, with vanilla on the left and modded on the right. Whatever you were talking about earlier is likely an issue created by another mod that you're using in tandem. Perhaps it's a weapon added by a separate mod that doesn't follow conventional listing methods. Hope this helps though! I've been eyeing this mod for the past few days, and now that I know this, I'm probably gonna play with it on.
Bald Bandit 8.2.2019 klo 11.41 
I would be careful not to make the numbers too high but with the evened out weapons it would be cool to see the stronger bandits like Dust level and up have 1-3 percent chances for skeleton/catun with maybe the bosses and jonins having 5-20 % depending on what feels the most balanced.
Bald Bandit 8.2.2019 klo 11.31 
It looks like icons are definitely missing although I am not sure about models, the other problem is that the weapons are not in the artifact settings at the top of the FCS so they won't spawn as loot in ruins.

Lastly because the weapons have been evened out so much it would be cool to see more of these weapons potentially on bandits which I have modded in my self at a very low percentage chance just to make things interesting and represent them scavenging.
BLKCandy  [tekijä] 7.2.2019 klo 0.59 
Really? I though I added all the models. I will check again later.
Bald Bandit 6.2.2019 klo 6.15 
Is anyone else having the same issue as Cherman? Maybe you could test by only having this mod installed, i am concerned that could be the case with my playthrough but i don't know what to look for.
Cherman 29.1.2019 klo 19.38 
Meitou weapons were spawning as Catun No.1 instead, and removing this mod fixed it. Maybe this was caused by a conflict with another mod, but when looking in this mod using FCS, I found a lot of missing weapon models as well. This seems like a good mod, and works fine on the surface, but closer inspection will reveal that many of the weapon grades can't spawn due to missing data, and will instead appear as Catun No.1
BLKCandy  [tekijä] 9.12.2018 klo 14.59 
It should work if the weapon was properly added to the manufacturer weapon list and assigned to shops/npcs. (Which they should.) Won't have any effect to the player crafted weapon though.
Tovias 9.12.2018 klo 14.31 
This mod works with modded weapons?
Muscarine 8.12.2018 klo 19.06 
Excellent, thank you for the clarifications.
I was thinking of getting into modding prefixes & suffixes to weapons and armors (Diablo-like) but this is just great, thank you.
BLKCandy  [tekijä] 8.12.2018 klo 17.46 
This mod added to the manufacturer list. So they will appear in shops and spawn on NPCs. Player smithing wasn't changed from vanilla other than quality level adjustment to match the mod. You cannot make a specialized weapon. All "homemade" weapons have all modifiers of 1.0.

So you gotta hunt/shop for these weapons. Can't make them at home.

It doesn't really require import. New spawns and shop refresh will eventually get these new models. However, those already spawned NPCs won't get the new models
BLKCandy  [tekijä] 8.12.2018 klo 17.46 
The weapon stats are determined by "Quality Level" and "Manufacturer's Modifiers". This mod allows lower tier manufacturers to reach higher quality level my adding new models for them. A Catun No.9 and Edge Type 3 both have quality level of 80. However, the Catun's have a bonus stun damage modifier of 1.1, while the Edgewalkers have cut damage modifier of 1.1 and weight modifier of 0.9.

Thus, Catun will make stronger blunt weapon. Edgewalkers will make stronger cut weapon. (Though Edgewalkers blunt weapons are lighter than Catun's)
Muscarine 8.12.2018 klo 17.06 
This is very interesting.
Couple questions to make sure i get it :

- Does it mean by comparison a Catun n°9 can challenge and Edge Type 3 ? Different stats, but same strength bracket ?

- Did you add all this into the NPC gear table, shop table and the world loot table or is it exclusive to smithing ?

- Do each type come with their own blueprint or do you just get a random chance to produce each type on each completion ?

- Does it require a fresh import ?