Kenshi

Kenshi

Kenshi

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欢迎来到《剑士》的终极戒游指南。 步骤1:戒不掉。 步骤2:接受现实。

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This guide is gonna be showing my personal method for an easy start, that gives you at least 1 high toughness character, ready to take on the challenges of Kenshi's world. Intro/Setup Okay, lets get started. For the record, I only have ~200 hours in Kenshi, so I wouldn't say i'm an expert, and I also play with mods, so your results may be slightly different than mine. This guide will also assume you have a basic understanding of Kenshi's mechanics. For this guide, we're gonna be using The Slaves start (starting in Rebirth). This is objectively one of the best starts in vanilla Kenshi. It allows you to train your characters skills without any possibility of death or even needing food. The Holy Nation guards will heal and place you back into a slave cage whenever you are knocked out by them, and supply you with infinite lockpicking XP (shackles and cages). The only downside of this method is it may take a few hours of IRL time and quite a few in-game days, depending on how strong you want your character(s) to be. Character/Race The race you choose for your characters is entirely up to you, with the only exception being a Skeleton character. I haven't tried this method with one, but I am confident it would not work due to the Holy Nation guards not carrying Skeleton repair kits. How many characters you want depends on personal preference, I personally play with a mod that changes The Slaves start to only have 1 character, but you can keep the default 2, and the method will still work fine, you'll just have more to manage, with 2 characters to train. In terms of roleplay, it's also mostly up to preference, but I think it works best with a Shek character, who plans to take down the Holy Nation for glory and revenge. Starting Out Okay, finally we can start. As soon as you spawn in, follow the start description and get into a cage. Once properly enslaved, we'll have multiple strats we can execute. Shackle and cage Lockpick training Shackle-based Strength training Escape and Combat Escape and Assassination / Sneak Training Obedient Slave Let's start with the easiest, Lockpicking. Lockpicking Training Lockpicking is fairly self explanatory. pick the locks for your cage and shackles with a guard in sight or without sneaking, and they will re-lock your cage, and replace your shackles once you take them off. Basically just repeat this step until you have a lockpicking skill that you're comfortable with. Kinda tedious, but easy. The only downside to this is that it will eventually cap, usually around 30 or 40 lockpicking skill, as the locks they use are (perhaps intentionally) pretty low level. Strength Training Okay, onto maybe the second easiest thing, Strength training. This goes hand in hand with Lockpicking, and the method is just as simple. Lockpick your shackles off, store them in your inventory, guard puts new ones on, repeat until you have a full inventory. Once your inventory is full, just let your character perform the obedient slave job, so as they walk around, their strength will level with the very heavy shackles in their inventory. You COULD try beating up or stealth KO'ing another prisoner and carrying them for extra XP, but honestly its easier just to do the initial bit, and walk away from your computer for a while to come back to around 20 or 30 strength. I HIGHLY recommend a mod that increases the XP rate for strength, as this will take a very long time without it. Obedient Slave This is really not that good, but it's stacked with the Strength Training stat by default. Fairly simple, as this just involves your character following their slave duties, training Labouring and Athletics if you're not carrying around shackles for Strength XP. Basically just walk away from the computer for an hour or two. Boring. You Choose Violence (Toughness/Martial Arts) This is EVEN SIMPLER. Funny thing about being a slave (that sounds really bad) is that your captors won't let you die. So the strat here is simple. Lockpick your cage, bust on out, and pick a fight with the guards. Best to also ditch your shackles for this. Now here's the best part. When you inevitably get your ass kicked, the guards will heal you back up, and place you back into a cage to recover. The effect here is obvious, as this process can be repeated to level up Toughness, Martial Arts, and Dodge at the same time. Again, just repeat this ad infinitum until your character is as strong as you desire (usually around 30-40 toughness is good enough). This is a fairly common strat, but is undoubtedly one of the best ways to easily train Toughness without risk of death. Assassination/Stealth/Thievery Training Alright, this is a little more involved. This strat is useful for training the three stealth skills, Assassination, Stealth, and Thievery. The plan is pretty simple. Do whichever strat tickles you during the daytime, and at night, you break out of your cage, and sneak around. this will be much easier if you've been put in one of the upper cages inside the slave buildings, or one of the poles outside under the statue. sneak around the guards and prisoners for your Stealth XP. Next, find a prisoner who's far enough away from the guards (best to use the ones tied to poles under the statue outside), and Stealth KO them over and over again for easy Assassination XP. Once you get good enough that you're knocking them out consistently, move on to the next prisoner in the line. Thievery is a little harder, the method I use is just stealing an item off a table or container, dropping it onto the ground, and stealing it again, rinse and repeat. This should work as long as you're far enough away from the guards. A theoretical use for this would be to pickpocket all the guard's weapons, and stashing them in containers so the guards are forced to use their fists when fighting you, possibly making it easier to escape or making the fights last longer for more Martial Arts/Dodge XP. ESCAPE!!!!!!!!! ALRIGHT BOYS, now that your character is through boot camp, its time to get out and start making moves in the world of Kenshi. Method is pretty simple. Bust out of your cage, drop your shackles, and sneak out. Your best chance is to do this at night, with a decent Stealth stat, and to sneak out the eastern gate, following the path as east as you can until you're back out to the back entrance to Blister Hill. Before leaving though, make sure to steal as much food as you can off of tables in the slave buildings, assuming you've trained your skills enough to make that easy. Once you're back out to the outskirts of Blister Hill, the world's your oyster. You'll most likely be starving to death, so you'll need to buy/steal some food. From there, it's up to you. Stay clear of Holy Nation territory for a while, until your slave status goes away. Afterword So that's it. I use this method pretty often, to get a good starting character who can do most of the heavy lifting for a playthrough. Let me know in the comments if there's anything you'd like me to add to the guide, as I'm aware there's probably much better strategies than the ones I've developed. Thanks for reading, and watch out for Beak Things!

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Полазив по руководствам я обнаружил, что нет ни одного руководства на моды для игры в Кенши. Есть упоминания тех или иных модов, но ни одного руководства конкретно на моды. Да и в ютубе роликов как то уж совсем мало на эту тему. Это руководство будет в основном полезно тем кто встрял в мир Кенши недавно, но может и ветеранам что то зайдет. И да, все эти моды находятся в мастерской Стима. Моды по оптимизации 1. Reduced Weather Effects - очень полезный мод, позволяющий на 50% убрать визуальные эффекты дождя и пыльных бурь, увеличивает ФПС, и разгружает Ваше ОЗУ. 2. Reduce stones and Some other foliage - самый полезный мод, особенно если у вас не железо а корыто (прям как у меня), убирает с мира Кенши лишние камушки, хлам, структуры (не все), текстуры в которых можно застрять, очень сильно увеличивает ФПС, снимает нагрузку на ОЗУ, установив его Вы ощутимо заметите разницу. 3.Compressed Textures Project - мод на оптимизацию текстур в мире Кенши (они малость кривоваты, как и руки разработчиков). Моды на оружие и прокачку 1. New Weapon Dissemination mod Rus - мод добавляет новые виды оружия, они появятся у торговцев, так же его можно крафтить самим купив соответствующий чертеж, так же оружие появится у неписи, т.ч. дисбаланса нету. (рекомендую, хоть какое то разнообразие). Данный мод не добавляет дальнобойное оружие. 2. Craftable Edge type 3 weapons - мод позволяет крафтить оружие тип 3, по умолчанию в игре только крафт до тип 2. 3. Advanced training dummies - мод добавляющий кучу тренажеров, облегчает жизнь, опустошает кошелек, убивает время. Тренажеры есть на все, но что бы их построить нужно не хило потратиться на чертежи (продаются у торговцев) один чертеж 25000 катов, максимум тренинг до 70 уровня, но что бы прокачаться до него, уйдет уйма времени. Но мод облегчает страдания вашего персонажа. (установка на Ваше усмотрение) Моды для приятной игры 1. Better Map Rus/EN/noNames + Zone - очень полезный мод для новичков, добавляет на карту название биомов, а также их границы. 2. Expanded General storage - мод увеличивает вместимость складских коробок ( и только их) в четыре раза. Позволяет не захламлять свою базу кучей сундуков. 3. 256 Recruitment Limit - мод увеличивающий лимит ваших рекрутов (по умолчанию их максимум может быть 30). 4. Russian Dark UI simplistic - мод для глаз, затемняет и немного меняет Ваш игровой оверлей (стандартный вымораживает ну и глаза на лоб лезут). 5. Enhanced Shopping Economy - Вы наверное догадались, да, это мод на экономику, он позволяет убрать ограничение в Вашем прилавке, таким образом, что теперь можно продавать абсолютно все, не нужно бегать с кучей вьюков и рюкзаков с перегрузом к торговцам. Закинул в прилавок, и жди покупателей (в Хабе торговля ну совсем хреновая, бомжи одни). 6. Players slavery - мод на рабство, достаточно интересный мод для тех кто хочет побыть в шкуре рабовладельца. 7. Recruit Prisoners_RUS - мод позволяющий рекрутировать почти всех кого вы словили и посадили в клетку (почему то треуголки не разговаривают даже). Этот мод позволит также Вам рекрутить скелетов, для этого нужен ядро ИИ которое после рекрутинга не исчезает. Так же в гиблых Землях можно нарекрутить себе целую армию скелетов из руин, статы у них по умолчанию 35 +, для этого вырубаем их, тащим в клетку, и когда очнуться в разговоре набираем код 21321441231143, и вуаля, он Ваш. ( в Пепельных Землях можно так же безголовых набрать, они по статам еще выше 45+) Ну вот и все вроде, не судите строго, руководство будет еще дополняться! Всем приятной игры и времяпрепровождения!!! 12,06,2021 добавлено; 1. Attack slots x5 - позволяет 5-ым персонажам атаковать одновременно (работает в обе стороны, т.ч. звездюлей отгребете тодже если одним персом на 5-х нападете). 2. LuxoryBackpack - добавляет разнообразие в рюкзаках)) 3. Cooper_Drill - добавляет медный рудник (тем кому надоело махать киркой) Пока все, с этими модами сам щас играю, вроде вылетов нету. Удачных вам приключений! Ну и стадо канибалов на хвосте))) Дополнительные моды для приятной игры (обновленно 6.01.2025) Crows World Gone Fishing - симулятор рыбалки)) А по серьезному, мод на добычу рыбы, соли и ее приготовлении. Низкоколорийная еда, но для старта когда надо обеспечить хоть какой то жратвой сойдет. GusokuArmorV1.0 и GusokuArmorV1.0 Rus patch - мод на броню, добавляет самурайскую латную и кожаную броню, средняя по характеристикам, т.ч. руки ноги отлетать будут, полный сет, голова, тело, ноги, сапоги. Так же добавляет кое какое оружие, в мире у нпс его нету, только в продаже, причем по цене не маленькой, но оно того стоит)) Full Face Vanilla Helmet - Мод добавляет несколько видов новых шлемов. Чутка позже добавлю еще моды, просто еще сам не во всех разобрался стоит или нет пихать))

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如果您遇到俄语文本无法显示,但拉丁文字正常显示的情况,请按以下步骤操作: 将SteamLibrary SteamApps common Kenshi locale ru_RU gui fonts文件夹中的内容复制到SteamLibrary SteamApps common Kenshi data gui fonts文件夹中。 完成后,问题应该就能解决了。

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So after scrolling through the Kenshi reddit and the workshop for a while i noticed a problem. Most Mod authors have little to 0 concept as to where their mods should be placed. "at the bottom". Mod users are a little, if any better at this same problem.Both of the above listed issues make crashes much more common when the game tries to read files in the wrong order and perform bad edits. As time goes on i hope that more players and mod authors alike will refer to this guide for guidance in the matter of load order. I hope to further expand this by adding more mods to the list further expanding everyones understanding of what mods go where by using each section as a reference point. "Oh hey i don't have this mod but it only adds one building, it must be a standalone building mod!" Thus comparing certain files to the ones found here for better understanding of what goes where and why. As time goes on i plan to implement links to mods rather than just having a .mod file for people to compare. Im hoping this will help a lot of people when it comes to crashes and mod compatabilities. If you have any suggested mods you'd like to be placed in the list leave a link to the workshop file in question :) Preface to load order. To Mod authors As this guide expands and more clarifications are added to this list please refer to this guide before suggesting where your mod goes. Having mod conflict issues is detrimental to the community if you're telling people your mod goes at the bottom just because you want it to overwrite other mods. This isn't how mods work and this isn't what anyone should be told as this can result in less people using your mod simply because they think its buggy. To the end userBelow i will list my own mod list and break this down section by section and as to why mods should be placed in this general order. High End PC's = about 350-500 Mods Mid Tier PC's = 250-400 Mods. "Oh crap i can barely run internet explorer" PC's = 100-150 Mods.Take these settings above with a very large grain of salt. You can play with a bunch more or a bunch less mods depending on how you optimize your own game. Kenshi itself requires the user to heavily optimize there game for the best experience. How to edit your load orderYou can find your mods.cfg file here : C: Program Files (x86) Steam steamapps common Kenshi dataOpen up the mods.cfg file in notepad. Open a new notepad. You cut and paste mods in the correct order to the new notepad. Once the list is done cut the list and paste to the orginal mods.cfg file, hit CTRL + S and you're ready to go! Overwrite RuleMods lower in the order overwrite mods higher in the order. How To Read This GuideOpening Statement and break down of my personal mod list .MOD file names and there order in my mod list. Section recap - This section is the simplified breakdown of how mods should be placed by category. You can find an easier to read list in the Quick Guide section. Quick Reference Guide Any sections below without bullet points means you can freely add mods here in any order for the most part. [Ui, Graphics, Performance]World Texture mods World weather effects mod Ground Clutter & Foliage mods Map Mods UI mods.[Animations] [New Races, Race edits, (combination starts/races mods)]Race unlocks (Base game race unlocks) Race Additions (New races) Race cosmetics. (hair, eyes, body features) Base game & Modded race stat edits.[Game starts]Game starts Recruit mods Animal additions Animal addition support mods (backpacks, armor, etc) Overwrite mod for minor characters. (tame beasties adds recruit mechanic)[Faction edits, simple additions]Minor faction edits (changes to spawn mechanics) Minor faction additions (bounties) New Minor Factions (factions that are only bar squads or tiny houses somewhere)[Buildings]Minor building additions Minor furniture changes (texture, recipes, models, etc) Bigger standalone building mods. (wooden watchtower) Dummies, Furniture mods. Building overhaul mods. (more building, forgotten buildings) Building stat edits Building mechanic edits. [Armor/weapons]Standalone weapon/armor mods Bigger weapon/armor packs Weapons added to specific factions Weapon/armor overhaul mods. Weapon list crafting changes. [Overhauls & Big additions/world changes]Minor faction additions (adventurers guild, mods that add a small town) Item Overhauls Weapon/armor overhauls. (the ones here add in quests,LOCATIONS, bosses unlike the ones in the previous section) Sectional Overhauls. (mods that edit part of the map) Faction overhauls. (hives, cannibals, shrieking bandits expanded etc) Total WORLD Overhauls. (THESE MODS ARE NOT COMPATIBLE WITH EACH OTHER UNLESS THEY ARE SPECIFICALLY STATED SO. PICK ONE. Or in the case of realpolitik get that with reactive world Mechanic + item overhauls. (realistically this is just GenMOD for now) Total overhaul. (Project genesis once its into its beta phase would go after all other mods)[Patches] [Economy] [Ui, Graphics, Performance] -The mods below are listed in this order because these are the most important to be read and loaded first. Assuming you have no other mods who do something similar (like editing weather or changing foliage, etc.) these mods will be loaded here. Texture_Options_512_world_only.mod Removed Weather Effects.mod Less_Foliage_and_Rocks_x4.mod Nice Map [Tpg + Grid + Zones + Zone names + Roads].mod Dark UI.mod Section RecapWorld Texture mods World weather effects mod Ground Clutter & Foliage mods Map Mods UI mods. [Animations] -The mods listed here are placed here because these are another strong edit to the base game. These are loaded second because these files are another big upgrade/change to the most gameplay elements when it comes to BASE game modifications. More Combat Animation.mod AnimationOverhaul.mod Military craft.mod Section Recap ....animation mods. duh :P [New Races, Race edits, (combination starts/races mods)] -The mods placed here are in no particular order but keep base game edits close to the top of the list. For instance the mod "playable races/sub-races.mod" is first because this adds all base game races into character creation. The next two mods are mods that add in new races. The mod after this is hat i call an addition mod. It adds color variatons, eyes, faces, hair and body features. The mod after this is a base game race edit. Playable Races And Sub-Races.mod Skeleton SL-M.mod Skeleton ILA-M MKI.mod CCO.mod NoArmorPenalty.mod Section RecapPlace mods of the following types here in this section. Race unlocks (Base game race unlocks) Race Additions (New races) Race cosmetics. (hair, eyes, body features) Base game & Modded race stat edits. [Game starts & Minor character additions (New NPC's and animals) ] -The mods placed here are not in any particular order except for "kotorstuff.mod & HK-47 recruit addon.mod". This section should be order like this. For reasons that should be obvious by now. kotorstuff adds HK-47 dude. Hk-47 recruit mod makes him recruitable (thus it overwrites the previous mod) If it adds a new race AND a game start then that mod should be closer to the above section than farther down. you want the new race added and the game start before the other new start mods to ensure any other compatible mods edit the new race and perform other overwrites they need to. If you have a game start that EDITS existing ones (like holy sword, man with a dog to name a few i know of.) You want these mods after any "new race + game starts" mods. This section can also technically be just plug and play. The only rule you really have to follow is the overwrite rule. The Chosen One.mod Lazarus.mod New Recruits.mod kotorstuff.mod HK-47 Recruit Addon.mod GreatDirewolf.mod Animal Traders.mod Animal Backpacks.mod Aminals.mod TameBeasties.mod Section RecapGame starts Recruit mods Animal additions Animal addition support mods (backpacks, armor, etc) Overwrite mod for minor characters. (tame beasties adds recruit mechanic) [Faction edits, simple additions] -This section is also like the above section. These mods simply need to follow the "overwrite rule". These mods here consist of small faction squad additions, small faction additions (the faction itself), or minor changes to relations. Regenerates in Towns.mod More Bountys.mod Tech Hunters Relations.mod Taxman Relations plus.mod The Dark Tech Society.mod Section RecapMinor faction edits (changes to spawn mechanics) Minor faction additions (bounties) New Minor Factions (factions that are only bar squads or tiny houses somewhere) [Buildings] -What good are all these races without some fancy new buildings? The section below is ordered in this order ; Stand alone buildings (these guys are just small additions) > big additions/edits to existing buildings > edits to building areas (mods like slopeless that edit the angle you can place stuff etc.) skeletonlimbstorage.mod MedicalBeds.mod Work_Bench_Variations.mod Expanded Lighting.mod Moisture Farming.mod Wooden Watchtower.mod Training Dummies by.Adys.mod more building.mod Forgotten Buildings.mod defensivegates.mod Slopeless.mod Section RecapMinor building additions Minor furniture changes (texture, recipes, models, etc) Bigger standalone building mods. (wooden watchtower) Dummies, Furniture mods. Building overhaul mods. (more building, forgotten buildings) Building stat edits Building mechanic edits. [Armor/weapons] -The order here is generally up to the user. as these mods are USUALLY simple additions they get added in any order and placed in any order within this section. HOWEVER any mod that edits previous existing factions should be loaded LAST. (these mods are the ones that add cool new items to the faction as a whole). Anything that just adds armor/weapons to the game are okay to be placed anywhere. CombatBoots.mod MorePlate.mod GusokuArmorV1.0.mod Nomad Pants.mod Wolf_Headgear.mod revansrobes.mod nomad cape.mod ImpalerArmor.mod Plank Shield.mod Crossbow_expansion.mod BoltsMoreCharges.mod Legendary Weapons.mod Patchwork Armour.mod Luxury Backpack Mod.mod Umbra Backpacks.mod Fox's Weapons Mod Set.mod Expanded Craftable Weapons.mod Setion RecapStandalone weapon/armor mods Bigger weapon/armor packs Weapons added to specific factions Weapon/armor overhaul mods. Weapon list crafting changes. [Overhauls & Big additions/world changes] -This section is going to be the trickiest for any user. This is going to require a very long bit of reading on your part. I realized this section alone was a little to short and i did say this would be your biggest read. This section here is the biggest when it comes to the overwrite rule. Another quick tip sometimes mods will update a bit more frequently than you know or might pay attention to. GenMOD is a great example of this. This information aside try and place these overhaul mods like this (world/mechanics overhauls) > Genmod. READ EVERY DESCRIPTION OF EVERY OVERHAUL MOD. YOU HAVE TO KNOW WHATS EDITED COMPARE WORLD EDITS. If you have 2 mods that edit the hub which version of the hub do you want? WHAT MOD DO YOU WANT TO OVERWRITE THE OTHERS? If you have a big ole "expanded cities" you want that mod to be overwritten by "reactive world". For this section i'll try to break down every mods placement. Jewy's Limbs Overhaul.mod - Simple limb edit + addition of new limbs. Consider this a "armor/weapon overhaul" ABSOLVER.mod - Another "armor mod overhaul" but also adds new enemies/locations to the game. Shidan's Tweaks & Fixes.mod - mechanic "generic" overhaul. Provides base game edits. RecruitPrisoners.mod - mechanic "generic" overhaul. Provides base game edits. Adventurers Guild - Lore Friendly Recruitment.mod - new locations + mechanics added/changed Minor Factions Expansion.mod - world edits + some mechanics changed + new locations Minor Faction Pacifiers.mod - NPC additions + mechanics added + Overwrites previous mod Swish Mods East Coast Expansion.mod - Big world addition + mechanics changed. Swish Mod.mod - Big world addition + mechanics changed. ShriekingBandit_Expansion.mod - Faction overhaul Cannibal_Expansion.mod -Faction overhaul Hiver_Expansion.mod - Faction overhaul "take over the world mod" - *this mod adds new npcs + buildings and edits world states/adds new ones. "Reactive world mod" - Overhauls the game completely except from item stand point. Realpolitik.mod - Provides greater variations of worldstates for reactive world GenMod.mod - complete gameplay overhaul. New cities + NPCS + Squads + items + mechanics Genesis.mod - Complete overhaul Section recapLike stated above please carefully read descriptions before placing mods. This section will break most games if you don't take time to sort this out. Minor faction additions (adventurers guild, mods that add a small town) Item Overhauls Weapon/armor overhauls. (the ones here add in quests,LOCATIONS, bosses unlike the ones in the previous section) Sectional Overhauls. (mods that edit part of the map) Faction overhauls. (hives, cannibals, shrieking bandits expanded etc) Total WORLD Overhauls. (THESE MODS ARE NOT COMPATIBLE WITH EACH OTHER UNLESS THEY ARE SPECIFICALLY STATED SO. PICK ONE. Or in the case of realpolitik get that with reactive world) Mechanic + item overhauls. (realistically this is just GenMOD for now) Total overhaul. (As of right now this is just Kenshi: Genesis) [Patches] -Please note that the below mods are non-exclusive. These mods are the overhauls of your overhauls + additional mods. While these mods can technically be placed right after there exclusive required mod(s) id recommend putting them down here to ensure your compatability and that other mods dont try to accidentally overwrite these mods. These types of mods are critical to keeping your game safe from crashes/bugs and if they get overwritten by "newmodedittothehivewithgenmod101.mod" that isnt good ;P GenMod_HiveEX_comp.mod CCO_COMP_MCA.mod CCO_AOC_COMP_MOD.mod Resource specific storage 1000.mod No Cut Efficiency.mod [Economy] -These mods are hand picked and placed in this order for compatibility and the overwrites they perform on the game as a whole. Mods like the ones listed below need to be last. Why? Because they cover LITERALLY every merchant in game, added by mods or not. I also highly recommend the first 3 mods for immersion and better gameplay mechanics (i.e. owning your own bar/shop). The last mod is just a personal mod i like that adds "more" money to merchants. NPC enjoys more shopping.mod citizens.mod shoppingecon.mod shops have more money.mod In Conclusion. Thank you to all the support of this guide! If you like it please share it around and upvote it :) This is NOT a recommendation on what mods you should play with.

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