Kenshi
Nomad Cape Fixes
26 条留言
Average_Gamer 8 月 15 日 下午 4:19 
yikes bp is blueprint
l1bb 8 月 5 日 上午 10:06 
"Also the BP" what does that mean? Black pill? Lol
spacefiddle  [作者] 2024 年 6 月 21 日 下午 5:10 
Huh, interesting. I don't think I even looked at the costs when I was making these fixes, but it was a few years ago now. All changes are listed above in the bullet points. So i'm guessing if there's any weirdness in the costs, it's the original mod's weirdness and something I missed fixing.
|_| Clyax 2024 年 6 月 18 日 下午 7:05 
Did this mod change the prices of crafting the belt variants, or are those unchanged? I'm asking because I noticed black and blue nomad capes have 0 item cost while black has 0.9 cost.
spacefiddle  [作者] 2024 年 4 月 4 日 上午 11:35 
You're welcome! Nice to know people are still getting use out of it in 2024 ^_^
Mandalf 2024 年 3 月 24 日 上午 11:57 
thanks for this!
ERKEK2000 2023 年 5 月 5 日 上午 6:00 
oh that cloth research was caused by this then. Thanks for the mod!
DUCATISLO 2022 年 11 月 24 日 上午 7:37 
thx
spacefiddle  [作者] 2022 年 4 月 23 日 上午 4:23 
@forgotten: if Genesis has included Nomad Cape in their megapack, then there's no reason why it shouldn't, as long as this mod comes after it as normal - it doesn't change, like, worldspaces or anything that Genesis messes with. Should be fine, but no way to know for sure until you try it, they do a lot of stuff i don't know 'em all.
forgottenDota 2022 年 4 月 22 日 下午 12:25 
would this work for genesis?
spacefiddle  [作者] 2022 年 4 月 16 日 上午 5:29 
ME TOO! Until i loaded this mod up in the editor to fix the other stuff and saw it there rofl
Yaltiaj 2022 年 4 月 15 日 下午 8:27 
Very nice, thanks.

That "cloth" tab in tech has being confusing me for a long time lmao.
CRACKY大班 2022 年 2 月 1 日 上午 10:33 
Thanks for these fixes!
Koro 2022 年 1 月 31 日 下午 9:43 
MVP
Astrostatic 2022 年 1 月 29 日 下午 6:43 
How interesting, thanks for the insights.
spacefiddle  [作者] 2022 年 1 月 29 日 下午 6:15 
(last) I say all this not to downplay his mod - on the contrary, it's an excellent example of how to use smoke and mirrors to get around the base engine limitations and make four things seem like they are a dozen things. He didn't just copy/paste existing effects, but created new combinations of visuals and screen effects to give them unique looks and feels, adding to the player experience of it being something new, which takes work. He even made some variations to the sounds (and modders are able to do almost nothing with sound in Kenshi).

But in the end, our only option is to re-use what's already there. We even discussed shuffling around the various racial immunities to try to get the Skeleton vulnerability we wanted, but there's no satisfying way to do it without making some other obviuous and unwanted change to make up for it.

We're hoping Kenshi 2 is more flexible :)
spacefiddle  [作者] 2022 年 1 月 29 日 下午 6:15 
(2) Shidan's mod is an excellent example, actually, as you can learn a lot from peeking in side it.

The gas in the Foglands is the same effect as the moving fog clouds from the Grey Desert. The "Deadhive are immune to the roaming pockets in the Foglands" is a clever illusion - he just made Deadhive immune to GAS as well as the ACID immunity they already had. This means it's nothing actually special about the Foglands gas.... Deadhive could go to the Grey Desert and they'd be immune to that gas too, because it's the same effect.

Rain (that isn;'t the acidic kind) literally does nothing at all to the characters, but obscures the player's screen and is a good cover and accompaniment to his lightning effects.
spacefiddle  [作者] 2022 年 1 月 29 日 下午 6:14 
@Wyrmwood:

Shidan is a master of bending Kenshi's limitations. This also makes him an accomplished illusionist.

There are four weathers in kenshi that can hurt you: BURNING, ACID, DUSTSTORM, or GAS. Shidan's lightning is actually BURNING damage, just like the Venge orbital heat beams.

This means that Skeletons are naturally immune to this lightning, since Skeletons take no damage from BURNING.

What we wanted to do was make "electric" lightning that not only did more damage to robotic units, including Skeletons ,but ideally, could cause them to briefly "reboot" or short out (like a 5-second KO). Sadly this is impossible.
(1)
spacefiddle  [作者] 2022 年 1 月 29 日 下午 5:57 
Uh... the main mod is a hard requirement... about three inches that way on your screen ->> and up a little, it says "Required Items" and literally has a button for the mod "Armor; Nomad Cape" which, if you already have it, will show a green checkmark. Otherwise just.... click it. Lol.
Daemonslime 2022 年 1 月 29 日 下午 2:53 
For patches and such like this it would help everyone if you'd supply the link to the main mod.
and yes i know we can just search it up.
Astrostatic 2022 年 1 月 29 日 下午 2:00 
>(We were hoping we could make the lightning strikes in the Deadlands actually damaging....)

Check out Dangerous Hazards by Shidan.
spacefiddle  [作者] 2022 年 1 月 29 日 下午 1:18 
Drax: heh, actually, another modder and i looked at weather quite a bit, a while back. (We were hoping we could make the lightning strikes in the Deadlands actually damaging....).

Long story short: no. The weather types are hardcoded into the base game. You can choose one of the existing weathers for a place or thing, but you cannot make new ones, nor alter the existing effects already defined. Rain is just..... a wetness shader, lol. And always will be.
DraxTemSklounts 2022 年 1 月 29 日 下午 12:07 
would there be any way to mod the "rain" effect. like make it so you move a tiny bit slower because you are "soaked" i want to mess with fcs myself but im experienced as a baby driving a car.
皓明 2022 年 1 月 29 日 上午 7:28 
thanks so much i got it !:steamthumbsup:
spacefiddle  [作者] 2022 年 1 月 29 日 上午 7:24 
Thanks!
LAM 2022 年 1 月 29 日 上午 7:17 
very good man ^^