Kenshi
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Grineer Mod - A Warframe Faction Mod
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4.459 GB
9. Nov. 2022 um 14:34
29. Apr. um 9:19
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Grineer Mod - A Warframe Faction Mod

Beschreibung
GRINEER MOD IS HERE!

[Version 29 - Living the Vida Loka]
Adjusted Solid's stats.
Gave him a weapon too.
New Loka's base is complete.
Balance fixes:
Removed the Argon Arms merchant from the Hub and re-adjusted the Drinks MOA.
You can access the dev prices again by having the correct item in your inventory.
Removed the Sentinel Seller from the Hub. Visit Squatter's village for your sentinel fix.
Re-adjusted the squad size of the Smuggler Start.
Tuned the Auto Vend over at Corpus Territory. Now you can no longer exploit the easy food for easy bucks.
Same with the medical moa. So you can't farm them for easy money with self-terminating medicine.
Adjusted Argon Fences. Now they shouldn't spawn everywhere.
Stock got balanced. Argon Shops however got a buff. They have more equipment compared to the fences and better quality stock.
Adjusted Grineer shops. Weapon stocks are determined by location.
The Merc base won't have the complete set compared to the one at the Capital for example.
Quality of goods you can buy from wandering peddlers has been downgraded.
In addition Scaldra weapons have been renamed to their proper names in Warframe


The sprawling ranks of the Grineer are formed of rotting hordes of simpleton clones, bent on consuming everything that remains of the Solar System. They live short, violent lives, much of it an inheritance of the genetic stunting by their former Orokin masters.

This mod has been a passion project for me for the past year, I've been porting Warframe Assets into Kenshi for what seems like an eternity and now we've reached the BETA stage!
It would have taken an eternity if not for the help of Don Fuego, author of the Skeleton Radio mod, for his help I am eternally grateful, he helped massively with the dialogue, cities and worldstates and without his help we would not be here today
We've got functioning worldstates, city-swaps, trading cultures, interiors, shops, research and so on and so forth, you should be able to access everything from the mod without issues

The mod contains:
-New Race: The Grineer, a variant of a human, more combat suitable
-New Factions: Grineer and the Corpus, two high tech factions which you can interact with, along with a few lesser factions, including the Argon Cartel, the Steel Meridian and the Kavor
-New food and items: Self explanatory, we've got Fisheries, Neo-Foods and other cool stuff, including fusion generator
-New Weapons and armours, of both Grineer and Corpus Variety
-New Animals with (Admittedly ♥♥♥♥♥♥) custom animations, skeletons and other stuff!
AND MANY MANY MORE

Lorewise, a single Grineer Galleon crashlanded onto Kenshi and are now stuck there, whether they stay here or die out, it's up to you, but their mere appearance has started a big change on the good ol' moon. You can expect Grineer to appear around the western shores of the island, Do discover what they're up to
In response to their crash-landing a Corpus expeditionary fleet has made a landing at the Ashlands, setting up a space port alongside many outposts and a bustling enterprise, they may be good buisness partners.

Despite the changes on the moon are also options for the natives to acquire such good tech and loot. The Grineer sell their technologies at their stores in the Kuva Capital. The Corpus Space Port have a research center where you can acquire theirs. But for some of the more wilder technologies, you need to steal them from blacksites. Centers where both factions conduct research and development far from their main holds. Of course, if all else fails, you can always count on the Argon Cartel squatting in the Burning Forest to sell you the tech you need to get started. Just look for their stores or find their boss. And remember, sometimes, theft is the only way to acquire certain things and goods!

MIND YOU
This mod is still kinda unfinished, expect some amount of Jank, If you notice any errors, I'd be grateful for any feedback and bug reports, so we can iron out the issues ASAP


CREDITS:
- Digital Extremes - Original Creators of the Assets used in the mod
- Don Fuego - Co-Author, city builder and dialogue writer
- Zeski - Porting Assets, The Original Creator of the mod

MANY THANKS TO:
- Ninya - who helped me out with Blender long time ago when I was first starting the mod
- /keng/ on /vg/ - for being a great place to discuss Kenshi
- Theta - For some help with the Grineer footage that was helpful for accurate Grineer unit recreation
- Better Community Pending - for keeping the spirits high
- Mykomark - for repeated bug reports
- Quilava - for repeated bug reports

LINKS:
Chinese Translation of the Mod

Grineer Mod - Lite

The Haydee Affair - Grineer Mod/Haydee Crossover episode

More Combat Animation Patch

Radio Skeleton mod Expansion Patch

No Cut Efficiency for Grineer Armours

MEGA Animation Collection Pack

MEGA Pathfinding Collection Pack

Grineer Mod, but only the items - In case this mod doesn't run well enough for you, but you still want the items

Disclaimer:
Assets used in this mod are Non-Commercial I don't profit from the direct sale of Warframe's IP. I do not charge users to access or own my Warframe mod.
Beliebte Diskussionen Alle anzeigen (2)
227
1
20. März um 0:23
BUG REPORTS! SUGGESTIONS!
Zeski
10
1
26. Sep. 2024 um 8:22
ANGEHEFTET: [Mod Contents] - A Semi Comprehensive List
Zeski
485 Kommentare
ֆֆ Fall 12. Apr. um 18:43 
Hi for some reason, I cannot talk to the adventurer in Ghost Town. Wondering if I am doing something wrong. @Zeski
Lord_Beefcastle 3. Apr. um 14:17 
No worries, dude. Idk if "Radiant Faces" alters the entire skeleton, or just adds facial textures, but that's all I can think of that may alter the actual races. Everything else I use is mostly just weapons, armor, and a few additional races, like "rare skeletons", your mod, Haydee, etc. It sounds like a mod conflict on my end then, so that narrows it down a bit lol.
Zeski  [Autor] 3. Apr. um 13:16 
Hmmm, I'll be honest, it's the first time I'm seeing the issue like that on my end
If I were to hazard a guess, since you've mentioned the Scorchlander and Greenlander thing
Perhaps the issue is caused by a mod that changes their Skeletons?
I mean, are you using any mods that massively changes the meshes of these races?
Sorry for asking
Lord_Beefcastle 3. Apr. um 12:03 
Shit my bad, idk what happened with that link. Let me know if these also don't work.

Flayer Greaves
https://drive.google.com/file/d/19bYWqoU3PqS3nJaa-YFBJwhAEwm5__sx/view?usp=drive_link

Smelter Plate boots
https://drive.google.com/file/d/1YGSp0ic2gme1hhh3S7DBmZc-17DQqpVB/view?usp=drive_link

I didn't think of that! Thank you. I've combed the internet and no one seems to know or care how to do that. I've been fucking with FCS for a couple months to see if I can chain as many mods together to make Kenshi as chaotic as possible. It's pretty fuckin wild now lol.
Zeski  [Autor] 3. Apr. um 11:46 
Kind of an issue with the links you've provided, for some reason I cannot access them :(
Also, regarding Zombies, what I'm suggesting is creating an Animal type creature with human animations and use that as a Zombie, it's not the best idea, sure, but it'll stop them from picking stuff up permanently
Sadly, I'm not the most well versed in the arts of FCSfuckery, I'd suggest you ask that question to someone else :(
Lord_Beefcastle 3. Apr. um 10:50 
I should mention, I banned the zombies from using ammo, and they still got it for their ranged weapons. Then I banned them from having ammo and ranged weapons, they still have both and still use them - to devastating effect. I know I could just remove the ranged weapons, but I've watched NPCs loot the gear and weapons, then they're in Lancer gear or Draga gear or Ballista, etc, instead of tattered rags and a rusty butter knife and are much more capable of defending themselves against the Grineer/Corpus/Infested/Zombie apocalypse lol.
Zeski  [Autor] 31. März um 12:35 
Alright, good news is, Infested melee weapons are actually on the pipeline, we're adding the Motovore, the Pizza Cutter of Warframe, It may be slightly more biological than before, but it's here and I'm happy enough with it
The Sickle is also getting added, it's been put into the files and we're working on implementation
As to showing the stretch, I'd suggest uploading the screenshot somewhere and dropping a link to it
Sorry for the issues, but yeah, Infested weapons on their way, possibly some Infested armours too
Lord_Beefcastle 31. März um 11:33 
Also, dude you should totally add more infested melee weapons! And the rapier, and definitely the sickle. The Ni'duhl and Tributaker are great. I like passing out Ni'duhls to all the slaves I free en masse. The slaves go from helpless, to a human wall of death, like a living combine harvester lol.
Lord_Beefcastle 31. März um 11:23 
@Zeski - I got a screenshot of the anomalous pixel stretch effect with the Flayer Greaves. It's like there's an image stretch of the boots from the place they're put on, to wherever they go, til they're out of frame or in an area that's unloaded. I put a pair on a knocked out Reaver whelp. The same thing happened when put on either of the two characters in frame as well. It's not a big deal, just trying to figure out if it's a mod conflict, as the Flayer Greaves kick ass.

How can I show you this?
Lord_Beefcastle 27. März um 14:49 
No worries, dude. It's nothing game breaking, your mod is the only reason I'm still playing Kenshi lol. I'll see about getting a photo of the greaves pixel drag/tearing. If all is well in FCS, in regards to the Flayer Greaves, I'm guessing it's just a conflict with another mod. I think I put them on races from other mods (like Robotic Limb Based Skeletons, and the Giants from Swish Mods East Coast expansion), and maybe that's the issue.