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He may or may not be on patrol (or doing XYZ), particularly if you use the Roleplaying Collection. Typically these characters tend to randomly not be there until the next time you return. A good example is Beep who also randomly disappears until your next visit lol
Sorry for the late reply bro. You can look up the World Overrides Table for UWE to find the correct configuration you want. Some overrides are inevitably going to happen, since it kinda helps push UWE's end game to actually happen instead of being more static. UWE's overrides are a little more aggressive (and there's a lot of possible combinations for nearly every town) than Vanilla's, so sometimes your choices may have unintended side effects.
I probably wouldn't look too deep into the Overrides table I linked, as it does contain a lot of spoilers. Just Ctrl+F and find the particular town you're trying to change.
I'm not sure if the Daymond quest is new, when I made this mod it didn't exist (Tread might've added it after this mod for an idea?). I'd probably need to rewrite some lines to help differentiate it.
The Quest is an entirely new dialogue chain that looks for the amulet in your inventory. It probably serves roughly the same function for the new UWE quest. It doesn't interfere with any base UWE dialogues for compatibility reasons (such as this new quest).
When you turn in the amulet, you become allied with the Deadcats immediately and get a ~50k reward, then eventually they'll move on their own since the Worldstate changes once the Cannibal Wizard dies and they'll form the new capital city. Since Kenshi doesn't "take" items from you in dialogues, you can do whatever you want with the amulet afterwards (trophy, sell it, whichever) .
* Updated various item descriptions to point to new "Quest Points" that can help guide Players in the right directions.
* Updated Quest Dialogue in the "Bastion", the Bounty Captain / Warden should provide additional information.
* Updated the Cannibal Heads Box to be 6x6 to account for "Stolen" heads that might mess up a stack of "Non-Stolen" heads lol
Sorry for the late reply, thought I already replied previously lol.
I'm going to try and update this mod soon to see if I can make a storage crate that is large enough to sort things around. I believe there's a way to clear the Stolen tag by using storage boxes, but I could never figure out how to do it lol
A storage box would help overall though, since the heads are 3x3, so like a 6x6 box can be used to sort "Stolen" tags from non stolen ones to help them all stack properly (hopefully).
Ah okay lol, yeah if they're marked Stolen (how do you "steal" a head?) then it won't stock as intended. Kind of like regular Kenshi behavior.
Cannibals Expanded I'm not too sure, since this is originally designed with UWE's various different cannibal groups (which I think *is* Cannibals Expanded merged into UWE's mod).
They're all the normal Cannibal Heads, with the same descriptions like in the Pictures of the mod?
I might need to check them again just to double check. For the spoiler part:
The Town is called "Deadcat" / "Deadcatun", depending on what part of the quest you're on. I might need to re-do the descriptions for various items in this mod to make it somewhat more revealing *which* area I'm referring to, but Deadcat is around North-West of the Bastion. This part of the quest is *revealed* once you find another "Warlord" you might have to deal with, also in the same general area.
Essentially, the idea was trying to guide Players in the right direction without outright telling them to go "X" area lol. Kind of hard with Kenshi because it's a big free roam map, and I didn't want to inject *too much* Dialogues into other NPCs as those tend to break when UWE, etc. updates.
It was a cut idea for various reasons (might reimplement it again later), but in the area there is another town that contains another quest, not at the Bastion, but slightly North-West of it where you can sell them for 50% additional profit. It also acts like a safe haven area.
It's more of a "guiding you in the right direction" sort of thing. There's a few more things to do up there, but I didn't want the description to be too spoilery.
Sure I can do that, I'll update it later today
Mainly so it's a bit easier to find and is on par with Fog Hunt Mod
Updating the mod now. Thanks for the suggestion!
Also fixed up some bugs that were reported by @Danger Close Dan
I know because I did the same when I added fog heads to all UWE's fogmen variants. All of them can be stored with no additional steps
Not sure the best way to do it, really. Because if I only require This mod, then it wouldn't have Kaizo compatibility natively. I wouldn't want to make This mod directly reliant on Kaizo, as then it makes it not compatible with Reactive World, etc. natively (gives more people options to pick and choose, etc.)
Sure, no problem. Only thing would be for your / my list would be the UWE+Kaizo cannibal head patch by @Danger Close Dan being able to be put in the same box.
Not sure the way you'd suggest, a new mod entirely (ie. Cannibal Head Box) or something else?
I agree, one day I can work out how to make it stand alone without requiring UWE. I'm essentially piggybacking off of some ground work that UWE implemented (world states, NPCs, etc.) with my own custom dialogue placed on top.
You can always check out my other Quest mod, which is compatible with all mods. It's a little more involved, but people seem to like it haha, so you might too
Companion Quest - A Drifter Story .
Thank you again for making this bro, I've been super busy IRL lately so I haven't had much time to do any modding, etc.
UWE - Kaizo Cannibal Hunting Patch - this will fix the issue presented below in the comments section.
Cleared out all the cannibals in the game and did the deadcat reward. The major thing I noticed for an improvement on the quest is just the after part cuz dead catun is just getting wrecked by cannibals still. I don't know if uwe gives dead catun back to the faction or if your mod solely does it.
If uwe also give dead catun back I'd asked uwe author to look at it myself. If it's your mod then editing the town to be somewhat defended might be nice for them.
Only other quirks I am almost positive come from uwe so I'll reach out for Treadlightly.
He does take suggestions / bug fix / continuity advice too, but it's probably better to reach out to them on the Genesis Modding Guild [discord.com] (on the UWE channel). Not sure if they check their mod comments and discussion pages directly, as there's like 1000s of comments
Good idea, I was thinking of doing that as well.
I'll just release a 2nd version for UWE+Kaizo, along with the general bug fixing for other things brought up (for both versions)
quote, "I might have to patch it in then (it'll change the mod requirements for this to also require Kaizo, otherwise you'll get a "Missing Mod" message on launching the game)."
Rather than suddenly change this Workshop item out of the blue to require a new mod, wouldn't it be more fair to existing mod users to just release a new, separate version that requires Kaizo? (You could add a note to the top the Description with a link to the new version, explaining that those who want to use this with Kaizo should use that version, instead.)
I'll fix all of these, thank you!
Actually that's very useful information to know lol, my Roleplaying collection also uses Kaizo. I didn't realize Kaizo also adds additional tribes, I might have to patch it in then (it'll change the mod requirements for this to also require Kaizo, otherwise you'll get a "Missing Mod" message on launching the game).
As for the reward with Daymond, it's kind of an unintentional bug that I'll need to fix. Kenshi has a game limitation where NPCs *can't* take items from your inventory (there's no function in the dialogue scripts for "Take Item", only "Give Item" and/or "Money").
I'll need to change the dialogue tree for Daymond to "once" so you can't just repeat the dialogue lol (didn't think about this when I was testing it
The cannibal leaders missing heads is still an issue as those parts I typed out while I was testing your mod with uwe alone.
I do apologize for not realizing that the tribes that were missing heads were not directly intended to be used with this mod
Also I did find a bug. When giving the grand wizard amulet over to Daymond he doesnt take it out of my inventory so I can just keep showing him the amulet and getting money and rep