Proper Load Order & You.
Preface to load 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.
Kenshi itself requires the user to heavily optimize there game for the best experience.
- C:\Program Files (x86)\Steam\steamapps\common\Kenshi\data
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!
- Opening 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
- World Texture mods
- World weather effects mod
- Ground Clutter & Foliage mods
- Map Mods
- UI 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
- Recruit mods
- Animal additions
- Animal addition support mods (backpacks, armor, etc)
- Overwrite mod for minor characters. (tame beasties adds recruit mechanic)
- Minor faction edits (changes to spawn mechanics)
- Minor faction additions (bounties)
- New Minor Factions (factions that are only bar squads or tiny houses somewhere)
- 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.
- Standalone weapon/armor mods
- Bigger weapon/armor packs
- Weapons added to specific factions
- Weapon/armor overhaul mods.
- Weapon list crafting 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)
[Ui, Graphics, Performance]
- 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
- World Texture mods
- World weather effects mod
- Ground Clutter & Foliage mods
- Map Mods
- UI mods.
[Animations]
- More Combat Animation.mod
- AnimationOverhaul.mod
- Military craft.mod
[New Races, Race edits, (combination starts/races mods)]
- Playable Races And Sub-Races.mod
- Skeleton SL-M.mod
- Skeleton ILA-M MKI.mod
- CCO.mod
- NoArmorPenalty.mod
- 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
- 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]
- Regenerates in Towns.mod
- More Bountys.mod
- Tech Hunters Relations.mod
- Taxman Relations plus.mod
- The Dark Tech Society.mod
- 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]
- 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
- 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]
- 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
- 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]
-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
- 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]
- GenMod_HiveEX_comp.mod
- CCO_COMP_MCA.mod
- CCO_AOC_COMP_MOD.mod
- Resource specific storage 1000.mod
- No Cut Efficiency.mod
[Economy]
-
- NPC enjoys more shopping.mod
- citizens.mod
- shoppingecon.mod
- shops have more money.mod
In Conclusion.
This is NOT a recommendation on what mods you should play with.
This guide was created by its original author on the Steam Community. Are you the author and want it removed? Request removal.