Kenshi
Project Kathun: Reworked
838 Comments
Pico 11 hours ago 
The rebel spawn rates in Okran's Gulf seem too extreme at the moment. Stack is practically doomed with how many rebel squads will wander up and fight the town guards.
Maybe most of the rebel spawns in the region should be locked behind a worldstate?
Shogun_Sorrow  [author] 21 hours ago 
@Kapysta Sorry, only speak Capitalist and Nihongo, beyond my capabilities.
Kapysta Jul 22 @ 7:00pm 
эххх был бы перевод на русский....
Shogun_Sorrow  [author] Jul 22 @ 9:32am 
@fettideluxe The crystal cave has a RNG to spawn mats and random crystals. Jedi Knights and Dark Jedi Knights in the endgame raids have crystals, Krosag has his, and there is an Obsidian Cave later in the Jedi/Dark Jedi questline that has crystals/crystal mats as well. Small variety of them.

Also, possible, I will have to look at it's mats as I was considering giving Jedi/Dark Jedi this as well instead of masks.
fettideluxe Jul 22 @ 7:33am 
Would it be possible to make a a invisible Spec Ops Duster(belt) Variant? It glitches out of the most Helmets sadly.I Iooked through the patch notes and found that you buffed the crystals you find in the quest Caves, the only one I found was at Krosag is that right?
@shogun_sorrow

Thank you a lot love the mod
Pico Jul 21 @ 6:43am 
I have some unfortunate balancing news: Racial damage bonuses on ranged weapons don't work. I tested both ways to add the bonus on a blaster.
Shogun_Sorrow  [author] Jul 20 @ 5:39pm 
@Zoe_God_the_Prince_of_Persia

Debatable, Binary Lifters are great with crates, but the AT-ST/D, another droid/tank you can buy if you are Imperial-Aligned is just as good and arguable better due to being superior in combat. Though for a simple droid-- Binary Lifters carry slightly more. Droidekas can also carry quite a bit with their module and can fight well. It's matter of if you prefer to smuggle and fight or carry giant caravans.
@pico

I’ve seen it now that I checked that, thank yku :bad_beauty:
Pico Jul 20 @ 3:46pm 
@Zoe
The binary loader droid is supposedly one of the best, if you also buy a cargo crate for its backpack slot. They are sold in Droid Engineer caravans that come to visit your outpost. I think their outposts should also have them? Since they are treated as animals, you just talk to their Engineer owner to buy them

But the mod’s description would also tell you this. Be sure to read it thoroughly. There’s also an FAQ discussion post.
Hey my B if I shouldn’t post a question here love the mod, excellent experience so far.

I can’t seem to find any droid beside the B-1 and supers, and 1 astromech. I saw somewhere that astros were basically useless though.

Which droid is best for hauling and where can they be found? I heard the Gonks are great but can’t find em
Pico Jul 18 @ 2:02pm 
I didn't realize at first, but thank you for buffing the ammo quantities in this mod. Being able to carry so many more charges really helps to field a blaster team, and especially makes some power cell weapons more appealing to use.
In my current save file, my team consists of 7 battle droids who all use ranged weapons (so far, all E-5 and SBD blasters). It's very satisfying.
Pico Jul 18 @ 12:31am 
I'm not very familiar with the details in Galaxies, but the "Outcasts" I can find info on seem to be a very different faction, while the ones in Kathun are "the Federation Outcasts". Their carbine is a modified E-5, and their leader has a small amount of dialogue explaining their origins and purpose. If you talk to them a 2nd time, they'll give some more info too.
Shogun_Sorrow  [author] Jul 17 @ 3:22pm 
@Pico Likely, if they represent the LD-1 Rifle in SWG, but I intend to see it for myself in my own playthrough. I doubt they would be Separatist aligned either, considering their assets are based off those assholes who like in the Shadowlands in SWG.
Pico Jul 17 @ 2:59pm 
Aah, I didn’t get around to reading the Shadows’ notes. That settles it, then.
While the Outcasts are in mind, though, do you plan to buff the Outcast carbine? It’s rather weak for a power cell weapon (base Kathun made it this way). I think changing its ammo type or increasing its damage is in order.
Shogun_Sorrow  [author] Jul 17 @ 2:52pm 
@Pico Kathun Shadows are Isolationist and anti-offworld. They would never align with the Confederacy and consider them, the Sith Empire under Krosag before them, the Galactic Empire, and the Rebel Alliance as invaders. They use bodyguard droids simply because leftover Clone Wars foundries were laid on their planet in secret and have been exploited by the Sith for centuries. I've written many times and even edited their notes to reflect they are staunchly isolationist and near-ultranationalistic terrorists concerning offworld occupation.

Kathun has a dark history of being a secret Sith Empire fief under Lord Krosag and later a secret Separatist foundry world that never saw fruition in the Clone Wars, while the exiled Krosag exploited the planet until pushed away by the Federation. The natives are either driven mad or bitter to offworld occupation but helpless to it.
Pico Jul 17 @ 6:59am 
I also noticed two very small issues that cause the research menu to display 2 empty categories (Camping and Defense). Both are caused by blueprints, even though they don't show up in the menu.
The CIS Holdout Protocols say "Defense" when they should say "Defence", causing a 2nd category to show.
Meditative Techniques is set to "Camping", which there isn't any other research that uses. I would change it back to "Core", where vanilla camping research goes.
Pico Jul 16 @ 9:41am 
I'd been wondering if there may be plans to incorporate the Outcasts or Kathun's Shadows as potentially relevant factions to any players that ally with the CIS holdouts. I don't have anything specific in mind, but I found the Outcasts interesting due to their past relations to a member of the Trade Federation, and their use of modified E-5 Outcast carbines.
The Shadows don't have as clear of a link, but they despise the Republic and Empire at the same time while also using B1 bodyguard droids. They made me think they might have been aligned with the Separatists, at least in their personal stances.
I think if you want to make more interactions for a faction-driven playthrough, these could be useful factions to include, similar to how vanilla players can contact the Rebel Farmers on behalf of the Anti-Slavers.
Shogun_Sorrow  [author] Jul 14 @ 1:24am 
@Mulder61 Disagree, I had half of mind taking the lightsabers away from anyone that wasn't Knight+ lmao. It's not a matter of the orders having respective training ranks where these sabers did infact exist, it's more of a matter of this type of lightsaber, most of Jedi culture, and the presence of them being extinct. Of course there will always be a player that lorebreaks and kites enemies to scavenge a lightsaber they didn't earn or have a different feeling on how early they should get a lightsaber, I still keep the firm stance that they should be rare and people should shit themselves when they see one ignite.
Mulder61 Jul 13 @ 10:42pm 
Love the mod, but while I agree lightsabers should be rare, padawans and apprentices should start with training sabers, the low quality, full metal ones, but still.
Shogun_Sorrow  [author] Jul 13 @ 1:47pm 
@Pico Yeah, set it to Katarn's lore weight of 20kg as well but yeah I noticed that in my play through the moment I hit Tech 2. At first I thought it was because I recruited Crumblejohn but ultimately patched it and the values of the armors.
Pico Jul 13 @ 12:07pm 
Nice to see the clone armor research was fixed, it was bothering me a little that it had been left there in the base mod lol
Shogun_Sorrow  [author] Jul 12 @ 3:15pm 
@Rand0mR0b Congrats, and yeah even with half damage in global settings, I watched her do like 369 damage to a random infected and insta-kill them lmao
Rand0mR0b Jul 12 @ 10:56am 
@Shogun_Sorrow I imported and after about 3 days in game I found her and boy did she put up a fight. She downed half my squad before we finally beat her lol
Shogun_Sorrow  [author] Jul 12 @ 7:36am 
@Rand0mR0b Can confirm myself that she does infact appear in the Foglands, I played the Smuggler start, ran on foot to the Foglands, camped in Mongrel and lived off scavenging the infected, and encountered her. https://imgur.com/a/death-witch-of-kathun-y0PC5OF
Rand0mR0b Jul 12 @ 7:01am 
@Shogun_Sorrow ok I will import and go from there thanks for the help again.
Shogun_Sorrow  [author] Jul 12 @ 3:59am 
@Rand0mR0b You might need to import, cultists do not appear in the Foglands anymore. The Death Witch patrols alone in the Foglands pending the new update.
Rand0mR0b Jul 11 @ 9:59pm 
@shogun_Sorrow I am in the fog Islands looking for the witch and while looking for her I do come across some of the cultist of her faction patrolling around is that supposed to be the case, cause there armor keeps getting me when I see them I think I've found the witch only to have my hopes crushed when I get closer or hover over them lol
Rachel L Jul 11 @ 8:28pm 
i am just askinf if it possible, in case me (or someone else wants) and if it would be easy or it would be something more involved.
Also, couldnt you make a patch only using jawas as that is something we dont have currently?
Shogun_Sorrow  [author] Jul 11 @ 6:35pm 
@Rachel L I rather not replace them at all just for aesthetic pleasure alone, I am in much greater preference to sticking to Star Wars Galaxies content and their models/animations.
Rachel L Jul 11 @ 2:06pm 
@shogun would it possible to make a patch to make them work with replacing the models or its more complicated than just patch?
Shogun_Sorrow  [author] Jul 11 @ 4:19am 
@mykomark Already suggested and I have no intention to use non-SWG/Kathun assets.
mykomark Jul 11 @ 3:58am 
How about this https://steamcommunity.com/sharedfiles/filedetails/?id=3521415047&searchtext=?
Rodians and Trandoshans in this mod looks so much better than in original Kathun.
I guess problems would be with a Jawas.
Shogun_Sorrow  [author] Jul 11 @ 12:44am 
@Pico Lmao, I addressed their value and reduced it to 1k instead of 10k. Fried ones were also halved to 500. Their default sell price was ridiculous.
Shogun_Sorrow  [author] Jul 11 @ 12:29am 
She is no longer accompanied by her cult and roams the Foglands in a unique squad by herself, she will roam alone while her cult scours the Ashlands with a new Death Hand Elder NPC.
Shogun_Sorrow  [author] Jul 11 @ 12:28am 
As of the new update, the Death Witch can only spawn in the Foglands, so the search for her will be annoying but narrowed down to one place. Her cult of Death's Hands will only be active in the Ashlands and will be actively hunting for Lord Krosag while he is alive. They will also fight any and all Rogue Droid Legion and Krosag Exiles they see in the Ashlands that they patrol in. Death's Hands will stop spawning only when Krosag is dead. The Death Witch was made slightly more powerful to survive and heal from fighting hundreds of Fogland infected every day lmao.
Rachel L Jul 10 @ 8:38am 
If she is dead you can always import your save and not import dead npcs
Pico Jul 10 @ 7:23am 
I was recruiting some B2 droids yesterday and found it kind of funny they have droid brains on them. Their value basically just refunds the credits you spent on buying them. I think it'd probably be best to remove the brain death items from recruits & the Rogue Droids start, since all of them can just be dropped without consequences whenever the unit is standing awake.
Rand0mR0b Jul 10 @ 6:11am 
@Shogun_Sorrow ok I can try the foglands again just hate running around that big area luckily my people can handle the zombies. And @Pico ok cool I really didn't want to build a base this playthrough and yeah hopefully she hasn't spawned somewhere else.
Shogun_Sorrow  [author] Jul 10 @ 4:37am 
@Rand0mR0b From my attempt of legitimately obtaining her, she seems to appear the most in the Foglands, not the Ashlands, but the FCS seems to have her there as well. Her and Dark Troopers that can be legitimately recruiting are some of the rarest NPCs in the mod. The main issue is that she doesn't despawn, but can die to attrition in the Foglands. I'd have to study her behavior more, but is kind of like the Gunrunner, runs around with high stats, walks slowly, and has no other goal but to approach players with edgy neutral dialogue, and continue walking.
Pico Jul 10 @ 3:42am 
@Rand0mR0b Looking in the FCS, the only requirement for the Death Witch to spawn is that she's still alive, there are no requirements to build a base or defeat Krosag just to meet her. Normally, she can spawn in quite a lot of different biomes. I don't know exactly how Kenshi handles unique characters like her, so I am a little concerned that she may have randomly appeared in 1 location, gone unnoticed, and will now never leave that area. There's quite a lot of different biomes she can spawn in, after all.
As far as I know, the game shouldn't spontaneously despawn her, but I have some worries about how a patrolling unique character might be affected. In one playthrough, I was spontaneously told Eyegore had died even though he was last seen patrolling imperial territory without any issues.
Rand0mR0b Jul 9 @ 9:58pm 
Does anyone know how to get the death witch to spawn? I've been to all the locations people have said she can spawn but I still can't seem to get her to spawn. I understand its a 5% spawn chance in the Ashlands and 1% in the other locations but running around kenshi (kahtun) to all the locations just trying to get her to spawn is honestly taking the fun out of my playthrough. Do I need to build a base ? If so what location would it need to be built ? Or should I re-import my playthrough ? I really don't know what I need to do any tips or suggestions would be greatly appreciated. And yes I've defeated and killed krosag and have his holocron.
Rachel L Jul 9 @ 8:07pm 
Update on the Jawa mod. He made a compatibility patch for base project kathun.
Pico Jul 9 @ 2:23pm 
I decided to make another addon that buffs battle droids for the time being. I'm guessing a lot of the NPCs are due for some upgrades later down the line anyway, right?
Rachel L Jul 9 @ 11:22am 
@Shogun_Sorrow thats fair. Do and i mean, you are the only one (and pico?) that seems to be working on making things for your reworked version (that is overall better than the original).
what do you mean they have a conflicting Rodian race? you mean the modder has a rodian race that conflicts with Khatun?
Pico Jul 9 @ 6:29am 
I asked in the discussions about how the campaign override works, and Shidan gave me a helpful response. The override supposedly only works for campaigns that are triggered through dialogue, or for allied reinforcements.
If you feel up for it, the Thieves' Guild smuggling runs could be changed to be requested by the player via dialogue, though I'm still unclear on whether the guild's units have a location to spawn from.
Pico Jul 9 @ 6:00am 
Yeah, it's specifically the war campaign overrides I was talking about. It seems like the option itself might not be working, as a vanilla Kenshi issue, which is really a shame.
Shogun_Sorrow  [author] Jul 9 @ 5:52am 
@Pico the faction overrides were never fully implemented by the original author of Kathun and realistically the GCW conflict in Kathun is ultimately pointless due to being a ship-locked world, them being trapped there, and it's just leads to ruin. Asides from that, the only thing that really happens is various comments about killing Tengu or the alliance generals respectively while traveling with specific characters. As for the smugglers, just how it is, have to pick a side to benefit and it acts like a territory trigger from said faction to trade with you. The guild doesn't have enough men themselves to trigger anything so I had them leech to major settlements like parasites.
Pico Jul 9 @ 4:54am 
One unfortunate issue I just can't seem to solve is how the faction override on war campaigns doesn't seem to work at all. I tried it with both a testing raid and your Thieves' Guild smugglers, but the game just insists on making them part of the Empire/Rebellion.
Pico Jul 9 @ 3:31am 
Interesting regarding the raids, now I’m curious about how the game handles it. Were these raids triggered through territorial range, or some other means? I had thought it was only possible for the “real” factions to launch territorial raids, since that was usually the problem behind things like fogmen raids not triggering.
In any case, glad to see more content is coming. I had fiddled with a few things in my addon, like being able to ask allied Legion teams to bodyguard you like with the Shek - and then watched their squads with 45-50 combat stats get demolished by other factions, lol.

One additional change I saw was necessary to ensure peace between the Legion and the Droid Engineers was to make the Engineers' faction have a relation of 0 with them too, so it goes both ways. Otherwise, the default relations of the Legion still causes the Engineers to view them as enemies.