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[MOD] Expanded Bandits (ver 0.51)
Posted: Wed Mar 26, 2014 9:31 pm
by ChiefNinja
This mod isn't anything too complicated, but it does add more bandits and stuff.
FEATURES (v0.1):
-Bandit equipment is now more diverse, so they look a little less similar.
-Added a warrior monk faction, who wander the desert beating the crap out of bandits with big wooden sticks.
-Added Holy Nation inquisitors, who go around attacking the warrior monks.
-Added corrupt policemen who wander the desert, beating the crap out of everyone.
-Added 'notorious bandits' which appear infrequently, and can be captured for a high bounty.
-Added the bandit King 'Jaggerwatch'. I haven't actually met him in the wild yet, but he should make for an... eventful fight.
-Added a super ultimate justice warrior guy, who beats up all the bandits. I saw him once, and he fights like a boss.
-Added commanders for the Holy Nation and the United Cities.
-Added a couple of new starting scenarios.
-Probably some other stuff.
I've had to use dropbox for this, since it was taking forever to upload here (it's about 33mb) so:
Ver0.1:
https://www.dropbox.com/s/lrtjceioqyg3u ... andits.zip
Ver0.2:
https://www.dropbox.com/s/fefhf4tdmmtfy ... 0.2%29.zip
Ver0.3:
https://www.dropbox.com/s/aemqfosv4409b ... 0.3%29.zip
Ver0.4:
https://www.dropbox.com/s/bthyscure28qj ... 0.4%29.zip
Ver0.5:
https://www.dropbox.com/s/7qw6lhrxw2zbf ... 0.5%29.zip
Ver0.51(hotfix):
https://www.dropbox.com/s/2e71xcqfvf4cp ... .51%29.zip
To install, just unzip inside the Kenshi/data folder.
Re: [MOD] Expanded Bandits (ver 0.1)
Posted: Wed Mar 26, 2014 11:55 pm
by Sydious
Looks like this could be fun. Especially the more diverse bandit's. Be nice to get some different gear outta those buggers.
Re: [MOD] Expanded Bandits (ver 0.2)
Posted: Sat Mar 29, 2014 6:50 pm
by ChiefNinja
Ver 0.2 is out!
Make sure, before you install, that you backup leveldata.level in kenshi/data!
To install, just unzip inside the kenshi/data directory.
FEATURES:
-I expanded Capan pretty significantly, there are a lot more shops and stuff now. Due to all the extra npcs, I did notice a bit of a framerate drop, but you can always replace my altered leveldata.level file with your backed up version.
-Added a sand ninja master, which is better and rarer than the jounin.
-Added 'Captain Deathbeard' the legendary bandit.
-Added some dialogue for various factions.
-Added some new names.
Link:
https://www.dropbox.com/s/fefhf4tdmmtfy ... 0.2%29.zip
Re: [MOD] Expanded Bandits (ver 0.2)
Posted: Sat Apr 05, 2014 9:38 pm
by ChiefNinja

- Some of the cool armour textures
- 2014-04-05_00002.jpg (535.54 KiB) Viewed 11966 times
Ver 0.3, hurrah!
-Added some more bandits.
-Added some cool armour skins (I can't take all credit- some of them were already in the files).
-Tweaked Captain Deathbeard: he now has rum!
Re: [MOD] Expanded Bandits (ver 0.4)
Posted: Wed Apr 09, 2014 2:47 pm
by ChiefNinja
Ver 0.4
NEW STUFF
-Added some new swords
-Bastard sword
-Longsword
-Greatsword
-Broadsword
-Blueprints, vendors and production for these weapons is all set up. They are associated with the Holy Nation.
-Added knights, with their own armour texture, who wander the desert killing bandits and being chivalrous.
Re: [MOD] Expanded Bandits (ver 0.3)
Posted: Sat Apr 12, 2014 7:17 pm
by Luqin
Hi, nice mod i really like it

...btw. how did you make the .xml files for weapons? did you make your own for each weapon or did you use existing for other weapons?
Thanks

Re: [MOD] Expanded Bandits (ver 0.3)
Posted: Mon Apr 14, 2014 6:50 pm
by ChiefNinja
Luqin wrote:Hi, nice mod i really like it

...btw. how did you make the .xml files for weapons? did you make your own for each weapon or did you use existing for other weapons?
Thanks

I didn't make my own, since I think they are created scythe editor, and I didn't have the patience to make my own, so I used existing ones, of swords which I estimated were roughly similar dimensions.
I imagine you can maybe tweak the existing xml files to make your own using notepad or something, but I haven't looked at that yet.
Re: [MOD] Expanded Bandits (ver 0.5)
Posted: Mon May 12, 2014 10:33 pm
by ChiefNinja
Ver 0.5, hurrah! Just some fixes and stuff, blueprints should now appear. Added a new sword 'the whippet'.
https://www.dropbox.com/s/7qw6lhrxw2zbf ... 0.5%29.zip
Re: [MOD] Expanded Bandits (ver 0.5)
Posted: Tue May 13, 2014 6:46 am
by solam
I like this mod .. I use it since V3 but the problem is battle tech !!
from first attack it will kill the other !!! it's difficult to lose from one shot !!!
can you make combat like normal ??
Sorry for my poor English ..
Re: [MOD] Expanded Bandits (ver 0.5)
Posted: Tue May 13, 2014 5:23 pm
by ChiefNinja
Ver0.51, a quick hotfix to replace a missing armour texture, and a broken mods.cfg. Unzip in kenshi/data, as normal. The hotfix requires version 0.5, so download that first if you want the whole mod.
https://www.dropbox.com/s/2e71xcqfvf4cp ... .51%29.zip
Re: [MOD] Expanded Bandits (ver 0.51)
Posted: Sun Nov 09, 2014 1:13 am
by Xx BoD xX
Hey man I tried it but kenshi says it cant be loaded and will be skipped? Help?
EDIT: heh never mind. I went back and downloaded the v.5 and then it worked. lol gotta love it when that stuff happens :p
Re: [MOD] Expanded Bandits (ver 0.51)
Posted: Fri May 29, 2015 9:33 pm
by ChiefNinja
Hi guys. I'm vaguely working on a new update to match 0.74.4, but I'm getting crashes every time I boot the game with the mod running. I've started redeveloping the mod, but I've hit a bit of a hitch in the fgs, so hang tight! It's still alive, I promise!
Re: [MOD] Expanded Bandits (ver 0.51)
Posted: Thu Nov 12, 2015 11:49 pm
by Yanderechan
So, does this mod work on 0.76.5? I have been trying to get it to work for a while now, but then realized it might be the Kenshi version, rather than anything I am doing or not doing.