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Oh, that is very strange. I think I might have been stupid and forgotten to actually send it? It wasn't critical anyway, I'd written that I had posted a Reworked-compatible patch for Great Animations. I don't know how many people have used those animations before, but I think they add a lot to melee fights.
Not on my end, I'm playing Oblivion, Steam finally decide to eat it's own links or something?
This mod is half QOL/lore appropriation, half demonstrating that you can't just take the word of a thief for ten thousand credits to be confidential with your base location or getting brutally hunted across the galaxy for being a Jedi regardless of what kind due to living in an Era where they are intended to be marked for a purge.
In Kenshi, visits/raids from factions are based on whether your base is within a certain radius of any of their outposts, even the smallest camps (including the randomly-spawning ones).
But on top of that, some raids have practically infinite range, including these smuggling visits.
That being said, I do think their implementation is dubious. These smuggler visits are designed as merchants who will trade with you, and are triggered by being allies of the Thieves Guild. I don't think it's a good idea to let them spawn as part of an enemy faction, as it seems ill-suited for the Empire's methods and can be unusually brutal for an unsuspecting player.
Being near a neutral or allied city also doesn't change much, as an enemy faction can still send their hostile smugglers to you anywhere on the map.
Rogue CIS Droids will do the same but disguise as officials to attack you. It's best that if you want smugglers that sell to you, be near a neutral or allied city. Smugglers are not credible people you can trust otherwise.
For example, the new AT-ST smuggler mod, which I use in my personal runs is compatible with PK:R. Mod in moderation and understand it's not the fault of this mod, but your mods or installation of Project Kathun if something goes wrong.
I’m honestly not sure what you mean about the commando droids causing instability. I know their lighting gets wonky, but I haven’t experienced anything downright unstable . I’m not the modder, but could you explain what’s happening?
Aside from that, it could be easy enough to use the FCS to edit commando droids out of Reworked, you just need to grab your workshop download and move it yourself.
(B1's skeleton without a backpack)
All that comes to mind is when you’re neutral, random Imperial patrols can run up and speak to you. Some will extort you for money, but some will be kind.
Of course, gate guards will also speak to you and search for contraband now and then.
Kenshi doesn’t usually have dialogue for most characters. Every interaction would need to be manually created.
There are more Imperial conversations in Kathun, but they only trigger under specific circumstances.
The newest update about dialogue? No. These edits rarely ever require import.
Imports are mainly required if you need to re-spawn something that is already spawned. Such as changes to NPCs and towns.
Wanted to make only wookies run and make kingdom of wookies but I see it would be hard as RP.
Super Battle Droids are sold by the Droid Engineers, both in their shops and in the caravans that come to visit your outposts.
But you can also recruit SBDs you have imprisoned, using a shared dialogue tree which most droids have.