Kenshi
Companion Quest - Cormanth (UWE Dependent)
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
Anrhaa 5 Sep @ 11:37pm 
Hi there. The mod is adding an outpost s-V building directly inside Terron's Lair at Rusted Ridge
MrMcGreedy  [author] 24 Aug @ 3:19pm 
@That Might and Magic Guy idk what Terron's Lair is but none of the buildings I've added are buyable and there's no gate in the town I made. I believe Rusted Ridge is a UWE added town; I haven't touched any towns besides the one I created in this mod.
Slave to the Kenshi Grind 18 Aug @ 1:53am 
Hey there, was bumming around Rusted Ridge up in the Floodlands and found that you've got a building for sale stuffed right in the middle Terron's Lair for UWE. I'm not sure what the process is in moving it but it does make walking around inside the building wonky. Could probably stuff it where that one ruined outpost is in the corner of town or up in the hill beside the front gate. Either way, eager to set up shop here, cool little town you got made~! Have a good one! :mhwilds_goodbye:
MrMcGreedy  [author] 17 Aug @ 9:56pm 
@Bird As long as you have UWE installed, you don't have to do anything about that warning. The only mod this mod requires is Universal Wasteland Expansion by TreadLightly77. It does have a dialogue line reference to another mod, "Companion Quest: A Drifter's Story..." by Dr. Igor. If my mod is not below/after UWE in load order then it will not work. If it is not below/after the OG companion quest mod, then there is one line of dialogue that is missing a possible target, which means you'll get that mod load order warning, but nothing really changes.
Bird 17 Aug @ 9:04pm 
its still saying missing mods, what should i do ? is thatt intentional ?
MrMcGreedy  [author] 17 Aug @ 6:22pm 
Should be cleared out for that issue now
MrMcGreedy  [author] 17 Aug @ 6:11pm 
Ah yeah I added Mogwai hivers I think to be recognized for a hive-race specific dialog line a while ago but didn't hit publish; just so any hiver race should be recognized for the line. I can that part of the condition check it if it's annoying
Wirlocke 17 Aug @ 3:44pm 
After the recent update it says it's missing some Mogwai model references.
MrMcGreedy  [author] 17 Aug @ 10:45am 
@Raizzen That's what I love to hear! :beeped:
Raizzen 16 Aug @ 6:37pm 
Cool Mod, I'd love to see more. Cormanth gonna be a wonderful addition to Beeps squad. :beeped:
MrMcGreedy  [author] 16 Aug @ 3:08pm 
I now realize that the condition "has AI contract" doesn't actually scan for any bodyguard contract on the player, only if the character with that condition on the line is also the bodyguard, or the leader of their squad is the bodyguard. This is what was messing up the dialogue so I'm gonna have to add a few items that function as dialogue unlockers
MrMcGreedy  [author] 14 Aug @ 7:23am 
@[TLP] She is supposed to say where Cormanth is, must’ve put an extra condition on that line on accident. There are minor world states Just some local bandits move in after taking out the bounty and Nona’s town should empty out and have a few aggressive wolves. No wandering spawns are added because I didn’t want to be intrusive in a mod pack already full of stuff
[TLP] lucazz'tuoi 14 Aug @ 6:42am 
strange there isnt a dialogue in case you dont have the guy, all of the have him and the only one that dont is a attack option, bwt there is world state if you kill nora or the bounty?
Bayrain 13 Aug @ 11:28pm 
Yeah I found Nora first because I was coming up through Obedience
MrMcGreedy  [author] 13 Aug @ 5:43pm 
I can add a few words about his location being north of Rebirth into Nona's dialogue or I can make it so she gives the player character a note with directions. I didn't want to overuse notes but if that would be better for gameplay I can definitely add one more.
MrMcGreedy  [author] 13 Aug @ 5:36pm 
He can be found in the flotsam safehouse which is north of Rebirth and east of the little scum hive town. I gotta take a look at the side of dialogue for speaking to Nona first and see if I can make that clearer
Bayrain 13 Aug @ 3:53pm 
Neat little mod, problem is I don't even known where Cormanth is
MrMcGreedy  [author] 4 Jul @ 10:44am 
Ah yeah had to go back and add the modified garru race under the backpack allowed races not just on the garru's data side. I'm not sure if the incoming update and an import will fix the garru if you already have it in your squad, but future instances should work as intended :beeped: thanks for mentioning this
[TLP] lucazz'tuoi 2 Jul @ 4:11pm 
i did read in the pach notes you added that but it dosent work
[TLP] lucazz'tuoi 2 Jul @ 4:10pm 
could you make that the garu can wear vanilla backpacks and from uwe?
MrMcGreedy  [author] 1 Jul @ 10:33pm 
@Flowers thank you:cactusrum:
MrMcGreedy  [author] 1 Jul @ 10:31pm 
Is it actually profitable though? I think the kits have a value of like 4k but only sell for half value so you’d be buying and selling at about the same amount
[TLP] lucazz'tuoi 1 Jul @ 7:28pm 
You left an exploit inside the mod, you can buy discounted repair kit and sell It back full price in the bar
Flowers 23 Jun @ 7:20am 
Thank you for the updates! This was one of the first things that I came across when I started my absolutely modded to limit playthrough. Awesome to see you adjusting things as well.
MrMcGreedy  [author] 4 Jun @ 8:05pm 
The modified garru is now recruitable. Gave it starting damage that it is healing from so the fight still has some aspect of risk if you convince it to join. Should be a valuable companion across any save file :cactusrum:
[TLP] lucazz'tuoi 4 Jun @ 12:43pm 
if is for balance issue just make it a pup
[TLP] lucazz'tuoi 4 Jun @ 12:42pm 
i mean in uwe you can litteraly buy leviathan and beak thing you think an alpha garu would be too strong?
MrMcGreedy  [author] 4 Jun @ 12:33pm 
*Import is likely necessary for the cages to pop up in an existing save
MrMcGreedy  [author] 4 Jun @ 12:29pm 
Cages should be fixed now, apologies for that annoyance at the end of the quest lads.:beeped:

@lucazz'tuoi That is a solid point. Idk if that type of garru is normally recruitable in UWE and I like the idea of it just kinda chilling after its revenge. I'll look into moving its prison cage outside of the building and see if that'll work; if not I'll just hint at it somehow with the dialogue. I'd like there to be a "stealth option" in my mod.
[TLP] lucazz'tuoi 4 Jun @ 8:42am 
i mean usual to get inside you have to kill them first and at that poin it useless, and if you free him it go aimless, at lest make that you can recruit it
MrMcGreedy  [author] 4 Jun @ 8:21am 
That garru serves two purposes, its drops are a bit different for lore if I ever get back and work on this again and it should fight the robots if you free it, giving players an option to win the fight beyond simply being strong enough . I will go check on the hq cages
[TLP] lucazz'tuoi 4 Jun @ 1:01am 
And does the garu inside the structure have a purpose?
[TLP] lucazz'tuoi 4 Jun @ 12:59am 
Confirm i did the Quest too and i didnt see a single cage in the HQ "i did the (Quest) in reverse i go straight to kill the leader and talk to the hive scum leader and the dialogue still think i recruit that other guy"
Flowers 4 May @ 9:39am 
strange. there isnt a single one in mine
MrMcGreedy  [author] 2 May @ 10:11pm 
Yeah in the hive scum hq there should be several
Flowers 2 May @ 8:06pm 
There... is a cage somewhere?
MrMcGreedy  [author] 28 Apr @ 12:51pm 
I think I have it set so you just put the bounty in the cage to continue
Flowers 27 Apr @ 8:14am 
/spoiler Is the hive scum faction not meant to take the robot scout leader off of my shoulder following me taking him to them?
SadPirate 11 Apr @ 6:36am 
He fights you so u can get meele attack and deffense, but after he K.O you doesnt do anything let u heal sleep in bed in house and u can repeat process till u beat him steal his stuff and he will still be friendly to player
MrMcGreedy  [author] 10 Apr @ 12:18pm 
You mean he just stands there if you attack him? Interesting