Kenshi
Not enough ratings
Companion Quest - Cormanth (UWE Dependent)
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.042 MB
25 Aug, 2024 @ 3:44pm
26 Aug @ 8:11pm
16 Change Notes ( view )

Subscribe to download
Companion Quest - Cormanth (UWE Dependent)

Description
If you made it to the distant homes of Kenshi's Hive queens, you might have been shocked for your royal reception to consist of shrieking and guards hurriedly shooing you away. This mod starts to bring my interpretation of "why" into Kenshi, with dialogue and item descriptions from several npcs. Seek a small outpost South of the border between the Floodlands and Okran’s Gulf (East of Mongrel) to get started.

New Start: Scum of the Hives - start with decent survival stats in Rebirth. Store your starting items in your… “ocular storage”… right away if you want to keep said items. Follow rumors of a Safehouse to the North to fully begin the quest. (If you haven’t been to the Safehouse north of Rebirth before, you need to climb to the top cliffs of rebirth and escape that way.)

Requirements: UWE
HIGHLY Reccomended: Dark UI (will work without but text may look odd)
Recommended:
Inspiration mod: Companion Quest - Morse by Dr. Igor.

This mod should be fully compatible with UWE/Kaizo and the rest of the mods in the collection "Lore Friendly Role-Playing Experience" by Igor. I was able to skip a ton of steps by using the framework and assistance provided by him. Took me only 15 days to make this mod as someone who has never modded anything before.

*PLEASE feel free to share your experience and suggestions in the comments/a discussion!*
**I've only implemented the first quest so far. If there is significant interest I will go back and try to add another leg of the journey. There's a lot of lore and stuff I'd like to add, but for now, there is a solid quest with a powerful recruit should you be interested in trying this mod out.
***The mod files are called Robowyrm in FCS sometimes.
Popular Discussions View All (2)
2
23 Nov, 2024 @ 6:24pm
[SpoilerAlert] First quest
Klyn
0
31 Aug, 2024 @ 9:11am
Modding Process Info
MrMcGreedy
87 Comments
MrMcGreedy  [author] 25 Oct @ 2:55pm 
@Jango I somehow do not have the building appearing on my end so I can’t delete it. Somehow someway I must have placed it and deleted it from my local version in a way that never updates to the steam upload. If someone could make a patch from their separate device of just deleting that building and upload it to steam I would appreciate them adding the link here or I could even merge the files assumedly so the fix is completely implemented into the mod.

Quest does end after recruiting Cormanth for the foreseeable future. I’d like to do more, but I don’t like the mod being reliant on someone else’s mod and am a hopeless dreamer that Kenshi 2 is coming out within the next year. I’d rather just Frankenstein the unused plot points there where there is bound to be more diversity for race and equipment that everyone has access to from the base game and hopefully some modding streamlining.
w-o-w 18 Oct @ 12:33pm 
The mod is amazing, but i experienced the same problem as anrhaa. An outpost -v inside the building terron's lair. I test just UWE and your mod and the building persist. Just UWE the mod isn't present.

Does outpost s-V can be move or removed safely or can mess up something?

Does the quest continue after recruting comranth?
MrMcGreedy  [author] 20 Sep @ 5:26am 
Yeah idk how to hide the scout camp location until the player begins the quest without making it super hidden and far and giving like map coordinates. I considered making the scouts neutral to reduce the chance of killing them early but idk they’re supposed to be hostile to anyone discovering them there. Killing the scouts first is always going to sequence break things because the scout leader’s condition is key to a bunch of dialogue.
blakebab 20 Sep @ 3:49am 
Quest breaks if you kill the scouts first, because the leader despawns.
[TLP] lucazz'tuoi 12 Sep @ 8:12am 
some bulding overlap in rusted ridge is this one and uwe
Anrhaa 6 Sep @ 1:45pm 
@MrMcGreedy. Alright. No probs bro
MrMcGreedy  [author] 6 Sep @ 1:38pm 
@Anrhaa I removed by local "Game" version of the mod and ran just the steam version and UWE and I'm not seeing that extra building at all after a couple fresh saves testing it. Assuming we are running the same modlist, I have no idea how this discrepancy is occurring. If you are able to delete the extra structure and make a mod/incorporate it into a general patch with that edit I would appreciate it because the building literally does not exist for me so I can't remove it from my end.
Anrhaa 6 Sep @ 10:52am 
@MrMcGreedy. Odd. At my end there's a duplicate building clipping Terron's lair and at F12 menu seems to be added by this mod. I noticed only because a friend told me he was experiencing the same issue
MrMcGreedy  [author] 6 Sep @ 9:41am 
I see Terron and his whole building just fine and no buyable buildings in the town besides the little metal wallhous shacks.
MrMcGreedy  [author] 6 Sep @ 9:31am 
Running just my downloaded mod and UWE, I am not seeing this outpost s-V building inside Terron's Lair Rusted Ridge. From my end it looks like some noble house in there, though I'm not seeing anyone named Terron if that's supposed to be there. Going to try subscribing to my own mod and see if that version is any different from my version. Definitely not supposed to be a building added in there so I'm not sure how or when this happened