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报告翻译问题






I will give the collection a try. Thanks for organising it and making a mod for this in general, super cool!
Animals more than likely bleed out if they aren't patched up, this can make trade convoys attractive targets with archers since arrows almost always cause bleeding.
Also, if you're playing with the Roleplay collection, try traveling up to Bast if you want to see large scale battles with armored opponents (ie. Multi-front, multiple factions - 100s of combatants dueling it out for territory)
This mod was built around the default rates, so 4x'ing it would certainly make it untenable lol. With the current setup, you won't really need to adjust the rates in my opinion since you'd more than likely bleed out at <20-30 Toughness and it slowly scales to "manageable" after that. The mod is designed around teetering on the edge of death or surviving to make it more engaging. You can see this in action even in the Hub with bandits dying after battles instead of standing back up with a missing arm lol.
I usually like a very challenging experience, and tend to play with death chance set to 4x. Usually I will play with Hivers, and 4x death chance is already quite punishing, where losing a limb or two can mean your characters bleed out very quickly, or sometimes die immediately.
With the changes from this mod, would you recommend lowering death chance, or do you think 4x would still be doable while playing hive? I don't mind a punishing experience, but I would want to avoid the situation where losing a single limb is always an instant death due to the bleed changes.
Thanks for the mod, very cool
You can test both and see which you prefer better
Seems super interesting. I've never played with increased attack slots before, and I noticed in your collection you have the mod Less Stun for More Attack Slots. Is this mod intended to be used with that one? Or would you say it works better standalone?
Just a bit hesitant as I usually play with really small group sizes or even solo, and whenever I read about increased attack slots it tends to favor big groups (naturally).
Sorry for wasting your time. I might have to do a clean re-install of all my mods if I want to make this one change; I doubt that this is something specific to any of the mods in your collection, but probably how I handled mod installation.
Putting it at the bottom would ensure nothing else is overwriting it.
No problem, I have no idea to be honest lol. I guess also double check RE_Kenshi's settings too, but if you want I can make an edited version for you and see if that works? Let me know how many attack slots and I can make it for you and send on Discord or something.
Haha no problem, I tend to check my Steam notifications for the various projects I have so I can try to respond as quick as I can.
Glad you figured out a work around for now!
It's pretty easy to work around in FCS once you get the hang of it. You can open up the .mod file and click on "Changes" on the top bar, which will show everything I did for the particular mod. Once that screen is open, you can just double click on the Attack Slots portion and edit it to whichever values you want. 1 is the lowest and 5 is the max for Attack Slots.
Before you responded though, I managed to figure out a temporary solution to my issue by manually attacking specific Beak Things in the group that were furthest away from my character, which would sometimes trigger a lunging animation (probably from More Combat Animation or one of my mods) and allow my character to actually deal damage at the expense of getting hit for not committing to 100% blocking.
You could always edit the mod file if you'd like in FCS, you'd need to copy it from your workshop folder (you can use the Windows search function and look for "Combat" and it'll find it). Copy the whole folder to your Kenshi/mods folder and rename it to what the .mod file is called (without the .mod part) and you'll be able to find it in FCS.
Alternatively, the general idea is to not get super surrounded on all flanks lol. You can try to disengage and fight them in far less numbers which would allow a chance to counter attack. Otherwise, you'll spend all your time blocking the multiple opponents. Kind of a downside to the increase Attack Slots, but I think it makes it slightly more tactical in a way.
I didn't get a chance yesterday, but you could always open up their .mod (or ask the author which Constants are modified) to see if there's an overlap. You can compare it to the screenshot above for this mod which lists all the things changed.
Honestly your combat tweaks are already 👌 so was more curiosity
I guess it depends on which Global Constant it modifies (mod page doesn't say anything), I can open the .mod and see which specifically it modifies.
You can always load that mod *After* this one and both would work, just whichever specific Constant is modified by that mod would take priority.
Yes, these types of mods should go towards the very bottom if possible. They are "Global Constant" mods (things like body weight, bleed stuff, etc), but some mods may try to overwrite them. Typically ones that try to do similar things, like the ones I linked at the top of the Description.
It works fine with UWE though, as it's in the " Roleplay Collection ", which also uses UWE and a bunch of other mods.
You can tell if the bleed rate is working by going into combat, maybe test with/without and see the difference. It's not overly punishing, except maybe in the early game around 0-30ish Toughness.
I would be impressed if someone made a video about this mod though lol. Maybe in the future I'll do a Let's Play or something for the RP collection.
Are there any known incompatibilities with popular mods or something else that could cause it to be overwritten? Mod manager doesn't show any conflicts.
Thanks for the insight bro
I do remember looking at your mod awhile back before I made this one, but I did end up using yours (and a few others, linked in the description) as inspiration for this one.
It is true though, the Global Constants are so few in numbers that pretty much all tweaks are very similar, besides the "tone" of how deadly or whichever lol. I think there's really only like 10-15 different things you can change, unless you want to go super in-depth and change individual factions, squads, etc. which I probably wouldn't want to try haha
Having said that, and checking both of our changes Combat Tweaks is basically the same as Battle Hardened, with the difference that bleeding is balanced and much better than vanilla values, being an important thing to keep an eye out during a fight, but not to the point it is broken or unbalanced.
As for when I made Battle Hardened, I wanted something much more hardcore and brutal, so my values reflect that with bodypart degeneration 4.5, extra blood loss from bodyparts 3, bleeding clot rate 0.0028. These numbers are really high, and I still play with death chance around 2.
(I tend to edit these down, but these comment sections can't really be edited after a post)
I suppose you could try both and see? I haven't tried that one yet.
This was mostly just tailored over multiple "Ironman" saves and a couple hundred hours lol. I suppose one difference between This mod and similar ones, is that I tried to make this one "fair" for both Players and NPCs, so nothing feels overtly punishing or annoyingly broken lol.
The idea was to incentives/motivate "Ironman" type playthroughs. If you're *constantly* reloading a save because you died, then it's not really fun or engaging. This mod aims to try and teeter on the edge of bleeding out or miraculously recovering from a wound. When you gain more "Toughness", you can still get mortally wounded but the experience is more fulfilling. In my opinion, probably biased.
There's a variety of small detail changes that make it semi-realistic in a way, to help engage all of the core systems (medical skills requiring training, people weigh more so you can't easily flee from a fight, etc).
Thanks bro
Thanks bro. Yeah, I think I looked at that one at some point just to see what all it did.
When making this mod for my Ironman type playthroughs (how I normally play), I just kept adjusting it around after dying and losing that save. I eventually found something that feels moderately fair for Players and NPCs without being super overkill lol. It scales pretty nicely (in my opinion
I've never been in the 90s Toughness/Fighting range, but I could imagine it's probably similar lol
Yeah, the idea was I wanted to have Players train on Medic in order to make any meaningful heals, otherwise you end up wasting a whole lot of supplies just for a handful of people.
In Vanilla, Bandages and Adv. Medkits are roughly similar, at least in terms of healing (Adv. is more efficient and faster, etc.) At least now, with low Medical, bandages might only heal a single limb.
Lol yes, thank you! That's exactly what I was going for!
I've tried a lot of the various Combat mods on the workshop, etc. but ended up just making my own (using the others as a reference) and just tweaked it over time as I played a normal "Ironman" game, so it should generally be fair across a majority of the game.
I mainly wanted to make it *engaging* without needing to constantly reload, as it goes against the whole "ironman" style of playing.
Glad you're enjoying the mod / collection!
Yeah the early game is pretty difficult, you kinda get used to it and learn as you go (it does play pretty differently compared to Vanilla). My first couple of actual playthroughs with this mod / the collection, I admit I did die a few times lol.
I always play in "Ironman" mode, so I accepted those failures as a "failed timeline" for those particular characters and just rerolled a few times until I got the hang of the new difficulty. I almost always play Solo early on (I like the "Solo Rebirth Slave" start on the RPG Collection) which gives me enough time to train and practice in relative safety. Although, with this combat mod and the bleed rates, even the "safety" of Rebirth can lead to a few deaths while you get the hang of it