Kenshi
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Project Kathun: Reworked
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29 авг. 2023 в 3:49
1 дек. в 3:45
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Project Kathun: Reworked

Описание
This mod will appear as "RecruitPrisonersSW" in your load order!

Originally a simple tweak to recruit prisoners, the mod ended up in a direction of fixing, correcting, or adding various things in gameplay of the Project Kathun.

This features more patrols, tweaked buildings, tweaked research, missing crafting options for some food and backpack items, a handful of events, bugfixes, and general tweaks that made personal gameplay enjoyable. Some proven and tested examples of these are:

-Jedi and Dark Jedi affiliates receive raids if they obtain the rank of master, associated with the attention they drawn hunting down strong targets. Both of the factions target the same people yet they don't notice the actions of another in the original mod, this is no longer the case. Jedi will assault Sith, Dark Siders will infight and challenge the rule of a newcomer. Every single Jedi and Sith will have a NOTORIOUS bounty against their respective factions, Empire and Alliance. Lightsabers are now more rare and only in the hands of ranked faction members, not just any drifter Force Sensitive you see. Players will also no longer start with one and have to build/find their own.

-Droidekas have been nerfed and reworked. They can only be obtained if you have an outpost and meet a droid caravan. You can also pay Droid Engineers to send them to your outpost to access the higher tier Droidekas. Shadow and Security Droidekas are playable and recruitable, being progressively stronger and higher quality in weapons as well as armor. All droidekas heal very slowly and are quite fragile without upgraded armor/combat modules. Their damage has also been halved.

-Shadow Trooper and SpecForce armor is both protective and stealthy. In Legends and Canon, they are seen with stealth capability. I aimed to reflect this fact in the mod. Regardless of balance, they are an elite unit with rare, powerful armor. I didn't change the armor rating, but I made it not penalize users with stealth.

-Some NPCs and their dialogue have been changed to fit Star Wars lore better. NPCs like Chad and Crumblejon now have in-universe changes. Crumblejon is now a retired elite stormtrooper with a Clone Wars background. He will make various BF2 battle quotes and retain his old grumpiness. Chad will properly resent and refer to the Rebel Cell's general, and not Tinfist. References of God and Okran have been mostly removed to reflect SW canon. Stobe is referred to as The Maker in other context. Damned curses will refer to the Minions of Xendor, Blasting, Spacing and the Thrawn Trilogy curses such as "kark" and "kriff", as well as proper wordswaps for most of these.

-The Holy Nation no longer looks out of place and primitive. They will have uniformed Composite Armor, be starch Imperialists, hate Aliens, and have vile racist remarks for anyone that is of course, alien. They will properly refer to themselves as the Federation of Kathun and play a role in Imperial Occupation. They are still a minor presence in the game, but their books will be in past tense, their culture is fading and dying away. The same goes for the Flotsam, who are properly rebel insurgents in lore that hate everyone outside of the system, as well as the Federation for basically selling out their whole planet to the Galactic Empire.

-Rogue Droid Legions have more faction interactions, are a dangerous part of the world of Kathun, and replace the vanilla Kenshi droids in some areas. They will act as hostile Separatist Holdouts that will attack most major factions and people on sight. They are also common guards of the various ruins, labs, and armories in Kenshi not owned by a specific faction. They will expand when the Cannibal Grand Wizard is killed, build camps, and have moderately powerful patrols. Clone Wars weapons can be obtained more commonly from armories and a game start to play as a CIS Holdout exists for challenge.

-The Community Part Map caused a bunch of errors with the clothes and armor in this mod. I went through each and every piece of armor I noticed in FCS and fixed the maps myself so anyone using this mod can enjoy compatibility. Point at any pieces I missed and I will fix it.

-Endgame bosses and loot is more rewarding, some dialogue has also been restored to add more character to some of them.

-Most Bandit, Pirate, Dark Jedi, Imperial, Rebel, Droid, or Mandalorian Clansmen can be captured, disarmed, and recruited into your squad just like the Recruitable Prisoners mod. Officers, undead, animals, some unique characters and the like cannot be recruited this way. I also added a secret way to make a boss recruitable that requires considerable stats and effort to recruit.

-The Thieves Guild is now well connected and involved in the war. Depending on who you side with, if you are a member of the guild, there will be occasional events in Alliance or Imperial territory that sends smugglers to your base. You can then use the services of a fence, plastic surgeon, or underworld dealer in these squads. Underworld dealers will smuggle weapons, munitions, food, and armor of the enemy faction.

-A handful of farming produce and food that was not craftable or farmable now is. Some goods can only be farmed hydroponically due to how high tier the food is with lore reasons provided in the desc of the buildings. Hydroponics can now produce any plant, including cotton, cactus, denta beans, and the like. Hydroponics is also easier to unlock. Rations, Caf, and Denta Buns are craftable now as well as the materials required to make it farmable.

-Storage of all containers is improved, gates have increased health to withstand sieges, stormtrooper pauldrons and some backpacks are craftable. All droid parts are craftable with Robotics research, a bug used to not allow droid armor and modules to be built.

-AT-STs and Binary Lifter Droids are now powerhouses able to carry almost anything. AT-STs also gained a buff and are known as AT-ST/Ds, due to their lack of pilot and droid-like nature mechanically. Most droids in the game now have droid brains that you can loot from them to kill them while disabled.

-The Rebel Alliance now has the Chiss race as part of their military and their raids reach very far unlike the Empire. They are a Rebel cell, they are willing and capable to go anyplace, anywhere to defeat their enemy. The Empire is already everywhere and avoiding a raid with them is difficult.

-Added various unique starts ranging from a Mandalorian survivor out for revenge, rogue Separatist droids, a Rebel sympathizer start to mirror the Imperial start, and fixed/added consumable research items in starting leader characters to allow mods that tamper with research/building to flourish. Also nerfed/rebalanced the gear in the Force Sensitive starts, making survival and acquisition of a lightsaber much more rewarding.
Популярни дискусии Всички (6)
37
12 ноем. в 15:58
My addons and rambling
Pico
26
1
1 дек. в 3:37
FAQ for Project Kathun: Reworked
Shogun_Sorrow
1
6 ноем. в 3:44
Bugs and Rambling
Meta Bluejay
959 коментара
Pico преди 1 час 
Just as a note to everyone, when you spawn a first aid (or food) item on an NPC, its remaining charges will be randomized. This may be the cause of any bugginess with the Force Mend.
Anyway, Cyclops, your idea for crafting a lightsaber is sadly one that would be very cumbersome to implement. It would be possible, but not convenient at all as it'd require its own custom weapon crafting bench just for the 1 lightsaber, and the quality level you end up with would still be dependent on your own skill as it is hardcoded.
Cyclops1522 преди 1 час 
@Shogun_Sorrow
I think the backpack should be exclusive to the first trial with a perk that it being the only one that can stack things like the squad leaders. As for the force mend, i'm no mod developer but maybe you could take a look at the infinity food mod (a mod that makes forever ration packs) and reverse engineer it to your bandage?

As for the lightsabers being rare.

The trials right, are your upbringing. On each of the trials there should be the quest item for proof of the kill but also that quest item is used to make your own lightsaber. Masterwork. to prepare to for the ashlands. So like in my brain it would be cool to take the first trials boss, combine that with the ring and boom thats your crystal and emitter. I think you see where im going
Shogun_Sorrow  [автор] преди 3 часа 
@Cyclops1522 I feared as much that it would do that since I was playing with integer values. Though I was planning on replacing all "Thief" backpacks in the game-- that backpack for the time being is unique and was spawned as a 'safeguard' to ensure the first target carried all his loot. Though I also think it's a good trade-off for a starting lightsaber since I still firmly believe they should be rare.
Cyclops1522 4 дек. в 1:35 
@Shogun_Sorrow

the update is amazing! really like the first trial changes. I would like to unfortunately report when i found the force mend kit it had only 1 or 2 durability out of an negative insanely large number and when used, it completely disappears. person can no longer heal. BUT its okay I shall take the backpack with a smile on my face. (saw the change notes and figured I would report as you said its in beta)

Thanks again for everything and keeping the spirit of kathun alive.
Shogun_Sorrow  [автор] 3 дек. в 7:03 
@Zega Couldn't tell you what went wrong, those glad importing worked I suppose. Might have aggroed something outside the cave before you ever arrived? Force knows.
Zega 1 дек. в 15:37 
You need to import with dead NPCs unticked

This was it thank you!
I don't know why I never unticked it before, I never needed to import a character until this happened. Everything is up to date and I'm only running the SW mod and this one.
Shogun_Sorrow  [автор] 1 дек. в 3:45 
@Zega If Jaavi Hunthar doesn't have his datapad, Force Mend kit, mace, and power crystal, you likely have a mod conflict and/or are using an outdated version of this mod. It is assigned as an death item on his body, it is not cave loot. It is specifically on him and will confirm his kill when taken. You need to import with dead NPCs unticked if he doesn't respawn and/or address any mod conflicts you have.

The item in question is "Jaavi's Power Crystal" and spawns as death item on that unique NPC.
Zega 30 ноем. в 22:38 
I had an issue where the first jedi questline bugged. The fallen jedi/sith is supposed to have a crystal on them I need to bring back and they don't. I imported my save with and without this rework mod and I have cleared the crystal cave about 4 times now looting everything there is to loot.

The specific jedi doesn't spawn since the first time I beat them and I can't advance the questline.
What's the name of the crystal in question and is there a way to debug/cheat/forcably move past the first trial?
Pico 23 ноем. в 0:24 
@Shogun_Sorrow
Nice! Glad to see an update.
Shogun_Sorrow  [автор] 22 ноем. в 20:07 
@Pico Needless to say, an attempted fix was including with the current patch 90.