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https://steamcommunity.com/sharedfiles/filedetails/?id=3066628535
And modified pathfinding:
https://steamcommunity.com/sharedfiles/filedetails/?id=3186856217
I still have two more major parts to finish anyways.
I haven't touched on the Holy Nation though.
There are a few more minor plans for this patch before I consider it done, namely:
* 1 more major faction and 2 minor faction (without hometown, but has region).
*There will be a way to permanently eradicate Rangriza. but that which can only happen AFTER the demise of Tengu and Longen. And it would be a Reaver-grade difficulty as well.
*Once there are no more issue with all of these, I will consider it done and won't patch anymore. I will instead work on the patches for one of the overhaul (Not Genesis or UWE) to give it more oomph. It will also expand some additional features that I can't provide here without going too far.
But I won't hold my breath when both Tengu and Longen are killed though. Those will trigger worldstates that will spawn a more powerful squadrons that *may* actually devastate Sho-Battai.
Thanks for such a quick reaction, I really admire your effort.
You will need to either reimport your save file, or get far away until a fresh batch of them spawns with nerfed stat. (Ones that had spawned prior will still have the old stat)
But how the heck are they destroying cities that easily? I tested a couple of times and they are always outmatched by the United Cities and Traders Guild under no world state override.
Were you playing with other mods? Or did you rushed in to kill/imprison Tengu and Longen immediately? Because that will trigger the strong variant of the squad to appear randomly.
I also noticed La'kara doesn't appear often. I added her potential spawn list in Tech Hunter base as well.
Once I can get the second phase of the expansion mod up I will update the Desc.
Seems to do just fine from what I can tell.
What overhaul mods?
I'm hoping it plays nice with my 3 overhaul mods.
-Add 3 sub-races, but these will not be available at start due to their unique stat and body part health. These will be exclusive for the hidden recruitables that are "super" in a sense with specific requirement.
-UHL will actually target Player Khajiits for racist babble. This will persist even with mod overhauls unless the entire dialogue is replaced. Unfortunately, I haven't figured out how to make it so HN will see Khajiits as beasts without affecting the Shinobi Thieves that resides at their town, so these won't be implemented yet.
-I will expand a few more unique-generic recruits (mainly) around UC/TG Territory and possibly Flats Lagoon once I figured out what to make them as... maybe a smith specialist? :v These recruits will also use the Player Khajiit dialogue. Moreover, generic Khajiit recruits found around UC will appear with other subraces now (the original ones still spawns only one subrace).
And lol, thats Teirdalin's doing.
and their Attack is around 20s to 30s and Defense around 20s to 40s
No sign of Inu anywhere :)
BTW, have you looked at the Trader's Guild leader? Don't ask why, but once you look, you know what I meant. (I can't change whatever was changed from the original.)
I will keep a good eye on my Emperor from now on, so he don't accidentaly die while falling from stairs...if my peace in Great Desert depends on his survival :D
I'll also nerf some of the npc, and raise their bounty for others. I'll split the character type you mentioned into two kinds so the increased bounty will make more sense.
However, their rate will still be increased if Tengu and/or Longen dies/captured since I wanna simulate other spawns aside from Samurai Bandits and Cannibals/Yabutas
Okay that settles it. I'll take a look at this bandit group and rectify it now.
He is the strongest member of the group, he has 5121 bounty (too low in my opinion) and always wearing no chest armor or shirt....only Samurai Clothpants and Samurai Boots and wielding Edgewaler type 2 weapon.....his Attack is 84 and his defense is 87.
This actually give me an idea what you can do one day, if you can give this bandits a world state, once their leader is killed this 20 group of bandits starts spawning around....all characters can be unique and if one dies said character will be removed from spawning (if such a thin is even possible in game that is).
So they should cary Catun type 1 to 3 weapons not Model Mk2 to Edgewalkers weapons, I recommend to diversify their weapons, keep them in Saber category but they can have all types of sabers.
Also, "Rangriza Bandits" are more meant to be of a low end plunderer, except they are more geared than the weakened wandering vagrants and the Rebel Farmers. Think of them as geared up like Manhunter but slightly stronger, not as strong as UC though, something I will rectify (or axe) once I get my mojo back from it.
The one that I want them to have friendly with Anti-Slaver were Khadari, which I temporarily removed from Spring as I don't have a suitable spot for their base of operation yet (people were getting crashes from AIs of Khadari in Spring, so I need to remove this part)
Also I noticed that this Bandits are all named...this makes me feel like this "NPCs" were meant for some sort of Unique characters rather then Roaming Bandits.
1. I realized that. I actually plan to nerf them or reduce their sighting when I can get my mojo back. I realized they are way too difficult to deal with as of current.
2. The "Caravan" characters to have them appearing as all of them as "Khajiit" were originally set up for Traders Guild by the main modder for the core mod, but I suspect this "Caravan Guard and Trader" was a bit of an oversight. I plan on reduce their existence so their race are less likely to appear.
1st: where the hell did Rangriza Bandits get all the Specialist and Edgewalker gear? They feel more like personal armi of another player then your average bandits.
Last few days I have been defending Heft because Samurai Guards had almost no chance agaisnt their attacks....my sugestion is either decrease their gear or make them rare sight to see (not unlike in my game where they are on every corner of the desert).
2nd: all caravans are being swaped by Khajiit members, normaly this wont be a problem....the issue is that even Holly Nation Caravans are completely overtaken by them "Am I the only one who see the issue in that?"