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Not sure if you answered your own question or not, but yes, you can buy schematics for more advanced lightsabers as you advanced higher into the Sith/Jedi Order via doing the first quest. As finishing the quest sends you to the quartermaster who sells higher tier Sith/Jedi equipment. Some variants are lootable only, but I have properly made them masterwork/legendary so you get the best possible variant and reward for the very hard future events.
Though the lightsabers and gear your first Jedi/Dark Jedi vendor sells are the starting gear, advancing further unlocks a quartermaster who sells the higher tier blueprints. Everything after that requires killing high level Jedi/Dark Jedi or being a decent crafter. Hope this helps.
[From a cage that I own in my own base]
Would you be able to go into specifics for the recruiting requirements (Having a higher skill/ number of conversations/ world bosses slain) required to recruit normal npc’s from different factions.
You said dark Jedi and mandalorians only respect strength. Is that a literal meaning that my strength stat has to be higher than theirs? Or all of my skills for the conversation character?
When you talk about “breaking their faith in their order’s master” for converting Jedi is that just a conversation that you have while they’re in the cage a certain number of times?
Just found the Kathun conversion a week ago and I’m absolutely loving it. The tweaks from your mod are incredible and
I’m having a blast. The only thing I’m having issues with is recruiting any prisoners. Thank you for any help. Cheers
Your strength stat has to be literally higher then the prisoners in order to recruit them if they are Dark Sider users or Mandalorian. Unique NPCs save for the final bosses and Afah'tote are not recruitable.
Jedi will only join you if you kill the Jedi Master's former master in the shared questline that both Sith and Jedi use. They both attack the same targets, but in a specific quest and stage, killing the former Jedi Grandmaster opens up options to recruit Jedi. You must also, be stronger then them in Strength.
Also the Clone War and other conversions conflict with both lore and my mod's dialogue. They are not intended to be played with my expansion and can cause issues.
Prisoners need to be in cages you built and disarmed. Then about 2 ingame hours can pass for you to talk to them again if you failed to recruit them. Mandalorians can be recruited through a complicated dialogue tree, waiting game, and recruitment attempt or you can simply bribe them for 10k credits because they are Death Watch scum with no real honor to begin with.
My mod is simply a submod of the original Kathun mod that does behavioral; changes ect. You don't need my permission to do so. Though if you are designing the mod around my submod, I can only air caution as I won't be able to support it in the future should I decide to update/change states myself for that faction later on in development. You will most likely have to use my mod in the FCS with your mod to edit every little thing I do concerning the Alliance to Restore the Republic so all I can say is go ahead and good luck.
Since im just starting it i went ahead and removed the dependency for yours and am just using the base kathun.
Well best of luck with that. I'm personally using this mod only for SWG-like lore and not Clone Wars content. I'm fine with remnants of it existing and such, but most of my dialogue states, worldstates, written lore and such for it doesn't really go hand-in-hand with the Clone Wars like that other popular submod. Don't really mind submods of submods, it's just the changes to them would have to be consistent and I doubt I could keep up with the entire Kenshi community lol.
Yes, Kathun has it's own animations and combat balance.
I know that the Bugmaster was possible to get in the regular version of the Recruit Prisoners-mod. Did you do any changes to that?
No, neither NPC are recruitable. Though I modeled it after Recruit Prisoners' method, it's not a carbon copy of it and it use's my own dialogue and branches. Only two unique NPCs are recruitable in my mod: The Death Witch of Kathun and Afah'tote. This may or may not change in the future.
Do you have any other mods that affect forging quality or research?
No i don't, but i did just see that the ammunition bench now has the recipes.
What is it unlocked by?