Kenshi
Project Kathun: Reworked
917 条留言
Happy Coconut 10 月 7 日 下午 7:11 
Negate half my question, i just saw your response prior. I didn't see a recruit guide, and I've been looking for one! I'll try again
Happy Coconut 10 月 7 日 下午 7:09 
Hi, 2 questions. Is there a requirement to meet to recruit Jaavi Hathar? And is it based kathun or your mod that had empire and rebel stormtroopers duking it out in Drin?
Pico 10 月 7 日 下午 6:04 
I went to the Black Sun base again earlier, and had that silly bit happen again where one of their droidekas was carrying all of the valuable loot in its backpack as if it was a loot piñata. I've gone ahead and fixed this in the addon I was working on, there are quite a lot of little touches by now.
Pico 9 月 28 日 下午 12:22 
@Shogun_Sorrow
Oh, that is very strange. I think I might have been stupid and forgotten to actually send it? It wasn't critical anyway, I'd written that I had posted a Reworked-compatible patch for Great Animations. I don't know how many people have used those animations before, but I think they add a lot to melee fights.
Shogun_Sorrow  [作者] 9 月 28 日 下午 12:02 
@Pico

Not on my end, I'm playing Oblivion, Steam finally decide to eat it's own links or something?
Pico 9 月 28 日 上午 11:36 
Did my comment here get deleted?
Shogun_Sorrow  [作者] 9 月 24 日 下午 11:37 
@fettideluxe It's not regular Clone Trooper armor, its experimental Katarn armor according to SWG lore. It uses P3 textures and models just like it does in SWG. I intend to leave them as is.
fettideluxe 9 月 24 日 下午 10:44 
So I looked up the Stormtrooper Armor and it gives Melee attack 0,85x and -8 Melee Attack, I think just no debuffs or buffs for the Clone Armor in their specific field would still make them really really good
fettideluxe 9 月 24 日 下午 10:37 
Is it right that Clone Armor has almost no disadvantages, Clone Armor 3 has a lot, Clone Armor 1 has 2x Ranged Weapon Damage and Clone Armor 2 has 2x Melee Weapon Damage? That's a buff I never saw and for the normal one almost no disadvantages feels also a little bit off
Shogun_Sorrow  [作者] 9 月 15 日 下午 9:17 
At first, I saw it as an issue they did this behavior, then I decided to double down on it since they were basically peacefully selling GCW schematics exclusive to the other faction so I wanted to opt for a chance of betrayal that and the only real way to "opt" out of this is well- break off ties by killing them and stealing all their crap. You can expect the same from them. They are thieves. Don't trust thieves.
Shogun_Sorrow  [作者] 9 月 15 日 下午 9:15 
@Pico Disagree with it being ill-suited for the Empire's methods. These are the same people who commit mundicide, genocide, and clearly dealt with both the Hutt Cartel and Black Sun until it was no longer mutually beneficial for the latter. Don't get involved with smugglers if you can't handle betrayal and the far-reach of the criminal underworld. Their range and city limitations come intentionally from core faction cities. It will always be a coinflip if they are good or bad smugglers that can come from anyplace, anywhere. Either remain totally neutral and not suffer as much penalty, or be prepared to fight them.

This mod is half QOL/lore appropriation, half demonstrating that you can't just take the word of a thief for ten thousand credits to be confidential with your base location or getting brutally hunted across the galaxy for being a Jedi regardless of what kind due to living in an Era where they are intended to be marked for a purge.
Pico 9 月 15 日 上午 9:44 
@Tingly
In Kenshi, visits/raids from factions are based on whether your base is within a certain radius of any of their outposts, even the smallest camps (including the randomly-spawning ones).
But on top of that, some raids have practically infinite range, including these smuggling visits.

That being said, I do think their implementation is dubious. These smuggler visits are designed as merchants who will trade with you, and are triggered by being allies of the Thieves Guild. I don't think it's a good idea to let them spawn as part of an enemy faction, as it seems ill-suited for the Empire's methods and can be unusually brutal for an unsuspecting player.
Being near a neutral or allied city also doesn't change much, as an enemy faction can still send their hostile smugglers to you anywhere on the map.
Tingly 9 月 15 日 上午 9:30 
Huh weird, I made the base in the swamps. A rebel patrol was in that area before I started building there. Maybe I was right on the margins of being closer to Imperials, I dunno.
Shogun_Sorrow  [作者] 9 月 14 日 下午 10:16 
@Tingly Welcome to the Galactic Civil War, if the empire can't reach you, they send people who can. Smugglers spawn from towns based on the alliance of the town and will use false pretenses to harm people because they are motivated by credit, not morals.

Rogue CIS Droids will do the same but disguise as officials to attack you. It's best that if you want smugglers that sell to you, be near a neutral or allied city. Smugglers are not credible people you can trust otherwise.
Tingly 9 月 14 日 下午 8:30 
Got a thieves guild visit to my base, except they were assigned to the Galactic Empire. And hostile. With droidekas. x_x
Shogun_Sorrow  [作者] 9 月 8 日 下午 5:43 
@Happy Coconut Recommend reading either the FAQ or the desc concerning who is recruitable. Speak to your master, pay attention to his instructions. He specifically told you to kill Jaavi Hunthar and all of the crystal hunters in their cave.
Happy Coconut 9 月 8 日 上午 9:28 
@shogun_sorrow Is there a list of recruitable characters? I would really like to be able to dominate my trials as a Dark Jedi, but I can't seem to talk to Jaavi Hunthar.
Shogun_Sorrow  [作者] 9 月 1 日 上午 1:48 
@fastwise6 At surface level, yes. Though if it's intended for regular Kenshi- most likely not. If it's intended for project Kathun and doesn't mess around with balance/dialogue of the general overhaul: Yes.

For example, the new AT-ST smuggler mod, which I use in my personal runs is compatible with PK:R. Mod in moderation and understand it's not the fault of this mod, but your mods or installation of Project Kathun if something goes wrong.
fastwise6 8 月 31 日 下午 9:55 
is this mod compatible with other mods?
Shogun_Sorrow  [作者] 8 月 26 日 下午 9:28 
@Hexentwerk Staffs seem to spam Force crush/choke, Two-handed do leaps more often, and singles seem to throw more often. Just from what I noticed. Could not confirm it myself without rooting into the animations which I don't do often.
Shogun_Sorrow  [作者] 8 月 26 日 下午 9:24 
Pico 8 月 26 日 上午 11:16 
@Butterscotch
I’m honestly not sure what you mean about the commando droids causing instability. I know their lighting gets wonky, but I haven’t experienced anything downright unstable . I’m not the modder, but could you explain what’s happening?
Aside from that, it could be easy enough to use the FCS to edit commando droids out of Reworked, you just need to grab your workshop download and move it yourself.
Butterscotch 8 月 26 日 上午 10:58 
I know it's been awhile, but for the love of Beep, please make a version that doesn't need the Commando Droids. The mod is good but has so many issues it makes the playthrough unstable.
hexentwerk 8 月 25 日 下午 9:51 
are there any differences (other than the att/def boni) between one- and two-handed lightsabers and is there a way to prioritize using force push and choke? ranged mode has no effect on that whatsoever ,right? i rarely see anything but either of the two jump attacks after 90 skill lol
Pico 8 月 17 日 上午 11:32 
Reworked is an addon for Project Kathun, so it should always be placed below. The launcher will also tell you that this mod requires base Kathun as a dependency, and a dependency should always be higher on the list.
水煮茶 8 月 17 日 上午 11:27 
Hi! I’m really glad I found this mod as a patch/fix. Quick question about load order: should it be placed above or below the Star Wars mod (Project Kathun)? Thanks so much!
mykomark 8 月 15 日 上午 5:19 
My workers never engage in any battles (always on passive). I don't risk to loose valuable specialist (like with 90 farming) to some random bandit attack. And if my workers are humans - I put only clothes on them. Workers are civilians in my eyes so I don't bothering to "arm" them.
Pico 8 月 15 日 上午 5:13 
...I still don't think it's very ideal to use the under-model slider. If you want to make specialized B1 colors, you could fiddle with the bodyguard backpack's ability to get character color schemes.
mykomark 8 月 15 日 上午 5:09 
Or you can make a "specialized'' droids with these colours etc: green ones works with plants and etc, browns with mining and so on (for RP purpose).
mykomark 8 月 15 日 上午 5:05 
Yes but instead of be "normal" - you can be a unique one. Red one or etc looks so much cooler.
Pico 8 月 15 日 上午 4:58 
The color slider for the B1 isn't really supposed to be used, since they are designed to be wearing the backpack skins whenever possible. I have noticed some weird behavior with the slider on other droid types, but I wouldn't worry about it with the B1.
mykomark 8 月 15 日 上午 4:46 
These B1 "colours" depends on <game start>.
mykomark 8 月 15 日 上午 4:44 
And strange things with B1 droids: sometimes you can customize their skin tone (yellow, geen, red...), sometimes instead of colours you can put rust on them and sometimes you can't put colours nor rust, skin tone slider doesn't react.
(B1's skeleton without a backpack)
mykomark 8 月 15 日 上午 4:37 
Talking about wokiees: I noticed then you picking sniper, gunslinger or pistoler wookiee - wokiee gets his crotch "shaved". And then you picking "normal" wookiee he has his hairs there.
Shogun_Sorrow  [作者] 8 月 14 日 下午 8:11 
@mykomark I don't believe that was Kitya's original intention, most of her writing and development style is rather progressive, it is like that in SWG as well, with only one single character model for wookies until they released a slim 'female' model that was basically the same. Most, if not all the assets Kitya used for Kathun were ports from a dead MMO's source code and/or possibly an emulator project. SWG was released in 2003 and dropped dead in 2011. Not everything from NGE-era SWG aged well enough for a Kenshi asset port I imagine.
Pico 8 月 14 日 上午 12:57 
@Bismarck
All that comes to mind is when you’re neutral, random Imperial patrols can run up and speak to you. Some will extort you for money, but some will be kind.
Of course, gate guards will also speak to you and search for contraband now and then.
Hazack 8 月 14 日 上午 12:18 
@Pico Ahh okay cheers was not aware there were triggers like that would you happen to know a couple?
Pico 8 月 13 日 下午 11:10 
@Bismarck
Kenshi doesn’t usually have dialogue for most characters. Every interaction would need to be manually created.
There are more Imperial conversations in Kathun, but they only trigger under specific circumstances.
Hazack 8 月 13 日 下午 9:43 
Is there a reason I cant talk to any Imperial besides the recruiter?
ProfessorDaiHard 8 月 12 日 上午 11:40 
I do have a bit of mods and will have to do some trial and error, but I get the absolute weirded bug. Stormtroopers have purple chest pieces and black boots. Everything else looks perfectly fine but I have been curious if anyone else has had this happen!
Pico 8 月 12 日 上午 10:32 
@Vexillum
The newest update about dialogue? No. These edits rarely ever require import.
Imports are mainly required if you need to re-spawn something that is already spawned. Such as changes to NPCs and towns.
Lord Vexillum 8 月 12 日 上午 9:09 
Do I need to import a save becuaseof the update?
mykomark 8 月 12 日 上午 5:19 
Just wondering: why author of original mod haven't made female wookies. Looked at starwars wiki and females are "normal thing" (not like they all died 1000s years ago and wookies only reproduce with cloning).
Wanted to make only wookies run and make kingdom of wookies but I see it would be hard as RP.
Shogun_Sorrow  [作者] 8 月 11 日 下午 10:28 
@booee You need to leave the plains for a while for the worldstate to properly set in. The moment he is dead, CIS homeless spawns are upgraded, you get more raid events related to them if hostile, and they take over where the grand wizard spawns.
booee 8 月 11 日 下午 9:58 
When the cannibal wizard is dead where do the rogue droid legions start spawning in? I've been looking around the cannibal zones and haven't noticed any changes besides less cannibals except for Deadcat change and I've tried importing. Am I missing something or did I end up with a bug?
Shogun_Sorrow  [作者] 8 月 11 日 下午 9:42 
@ProfessorDaiHard Unless a mod exists with more SWG game assets that I will use as a dependency, I have no intention to do it myself and remain as submod requirement free as possible. Assault armor already exists and SpecForce armor is just black/white or black/red color Kathi-Dur bodysuits. The only missing asset is the helmet in question. You can accomplish the original Remembrance Day obtainable suit at the moment save for the helmet.
ProfessorDaiHard 8 月 11 日 下午 1:50 
This is more of a side question, but do you have plans to add more armors from SWG such as Rebel Spec Ops/ Specforce/ Assault armor and Imperial Marines (Technically galactic marines)? I noticed a comment about only adding SWG meshes into Kathun so I was just curious!
Hazack 8 月 9 日 下午 5:41 
@Pico Cheers mate!
ulysses216 8 月 9 日 下午 5:37 
@Shogun_Sorrow that is a fantastic qol improvement
ulysses216 8 月 9 日 下午 5:35 
@Tingly Drin ls a whole rebel town northeast of Bast, west of Sho-Battai