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Project Kathun: Reworked
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29 aug, 2023 @ 3:49
1 dec @ 3:45
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Project Kathun: Reworked

Beskrivning
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.
Populära diskussioner Visa alla (6)
37
12 nov @ 15:58
My addons and rambling
Pico
26
1
1 dec @ 3:37
FAQ for Project Kathun: Reworked
Shogun_Sorrow
1
6 nov @ 3:44
Bugs and Rambling
Meta Bluejay
956 kommentarer
Cyclops1522 4 dec @ 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  [skapare] 3 dec @ 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 dec @ 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  [skapare] 1 dec @ 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 nov @ 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 nov @ 0:24 
@Shogun_Sorrow
Nice! Glad to see an update.
Shogun_Sorrow  [skapare] 22 nov @ 20:07 
@Pico Needless to say, an attempted fix was including with the current patch 90.
Shogun_Sorrow  [skapare] 22 nov @ 20:07 
@Pico I think I see the error. I did infact base them off squads since Kenshi usually only has animals/spiders in there that spawned in pairs of two for some strange reasons. I tried to replicate this with Droidekas and well-- yeah. They should now all only spawn one squad, or three if you have higher population sliders like me.
Pico 22 nov @ 17:40 
@Shogun_Sorrow
I'm just on default population settings. I saw in the FCS that the numbers stem from the "lost armoury" squad having its housemates set to spawn 0 to 5 squads of lost armoury security, where I'm guessing it was meant to be 1 squad.
Shogun_Sorrow  [skapare] 22 nov @ 17:26 
@Pico lmao I'll have to look at that though do you happen to have 3x population set?