Kenshi
Project Kathun: Reworked
Shogun_Sorrow  [developer] Jan 22, 2024 @ 11:06am
FAQ for Project Kathun: Reworked
FAQ

Here, I will be addressing frequently asked questions and complaints for my submod. I will update it if a relevant or complaint comes up often enough to put on my little wall of shame here, but the intention of this is to efficiently allow user's to self-troubleshoot or clear up any confusion with the content of this mod here. So here goes nothing.

MAJOR SPOILERS BELOW, LOOK AT YOUR OWN RISK

Q: I cannot seed your mod/What is the name of your mod in the load order?

A: RecruitPrisonersSW, it was originally named this as it was a simple framework that allowed you to recruit prisoners in this Star Wars overhaul.

Q: Is the Recruitable Prisoners mod for Kenshi compatible with this mod?

A: No, similar internal names, dialogue structure, and such but it was used as a study for this patch and converted to the Kathun overhaul. The two mods are not compatible, as the original mod was intended for basegame Kenshi, not this total overhaul. It works on NPCs, it can be used, but it's buggy as all ♥♥♥♥. Stormtroopers will refer to themselves as Samurai, a lot of the dialogue for Kathun will be messed up, just don't do it.

Q: Is this Kathun mod compatible with Project Kathun: Reworked?

A: If it modifies Project Kathun behavior like my mod? Most likely no, unless it's very light. If you use the Clone Wars overhaul, it will display various lore-inaccurate dialogue that does not match the Clone Wars as my mod is faithful to the original Star Wars: Galaxies theme to the mod. If you use the Lore-Friendly Overhaul submod, some of our armor, behavior, and dialogue patches conflict. I personally advise using mine as it covers more content, but no major issues have been reported with them being used together save for the armor changes no taking effect and some dialogue being changed. Any droideka patch for Kathun is also not compatible as I make my own changes to the Droidekas and balance them accordingly. If you use both, they will conflict and also negate most of the reworks I done to that droid type.


Q: My UI has black squares around the edges in strange locations.

A: Uninstall Dark UI or load it after Project Kathun, it conflicts with Project Kathun. Project Kathun has it's own built in Dark UI with modified textures. The UI is basically the same with a Star Wars theme to it, so you might as well remove it. It's playable, it just makes the interface look strange. I heavily advise removing map mods as well, since Kathun has it's own map textures.


Q: My game crashes, I see vanilla content where it should not be, ect.

A: These are very common issues for users who use modlists set up for Project Kathun or use too many mods in general. The author of Project Kathun and myself heavily advise that you DO NOT use mods that were not designed for Project Kathun specifically, as they are prone to conflicts due to Kathun being a total overhaul. My mod is not at fault for mod conflicts for outside mods, as it is entirely dependent on the Commando Droid race mod and the Project Kathun mod. If you do not properly follow their instructions for a stable playthrough, that is your own fault and I cannot help you save for advising you to use Kathun mods only. I'm ultimately more concerned with the stability of MY mod and eliminating myself as a problem with your load order when used properly.


Q: An error comes up in the load order about "DodgeStrafe" or Commando droids!

A: As long as you have the Commando droid mod, you are just fine. Just press OK and load anyways. The Commando droid mod is not made by me and originally required DodgeStrafe as the developer of that mod wished to give them unique dodging animations exclusive to their race. If you use my mod, these references are removed from the race and it's just a fired up false-positive since the dependent mod "Commando" droids race has it flagged as a requirement but functions perfectly fine with or without it. If you absolutely can't live with the annoying popup and the mod being yellow in your load order despite working, just install DodgeStrafe like the original author wanted. Though I personally just don't want to use it and have tried playing with/without it. Both instances are perfectly stable and do not cause crashes.

Q: "How do I obtain/craft better lightsabers?"

A: Lightsabers in this mod are rare, restricted, and highly illegal items (pending future update). In order to make your first lightsaber, you must talk to your Jedi or Dark Jedi Master and buy his/her blueprints to create training lightsabers. These function like other lightsabers but lack any good damage bonuses, so you are less likely to do armor penetration or bleeding damage with them. As for higher tier lightsabers, you must complete the first trial that your Master sent you to do on either side, from there, they will make you an official member of their respective order. Once you obtain this rank, your master will direct you to the local quartermaster who will sell blueprints to make more advanced Jedi equipment. When and where you unlock the ability to purchase from the quartermaster is dependent on your reputation with the faction you joined. The higher your reputation with them, the higher rank you are regarded as but only finishing the quests actually unlocks the quartermaster. Lightsabers can be found off Jedi and Dark Jedi, the assassination targets, or forged. There is no other way to obtain them and the quality of them depends on who you took them from. Jedi/Dark Jedi Masters can fight "Dark Jedi Challengers" and "Dark Jedi Knights" who raid their base for masterwork gear, as well as Jedi Knight and Master gear without crafting it. Only two Legendary tier lightsabers exist, the Blood Widow and Lord Krosag who are endgame bosses. In the future, more legendary lightsabers and Jedi/Dark Jedi targets will exist. To obtain purple/red colors, you need to be a Dark Jedi and unlocked the schematics. To obtain the rest of the colors, you need to have schematics from the Jedi quartermaster. Pending future updates, there will be ways for opposing factions to obtain these schematics, but the mod removed many lightsabers from the mod to make the weapon more rare, deadly, and valuable.

Q: "How do I obtain Mandalorian armor, recruits, or recruit special Mandalorian NPCs?"

A: Mandalorian armor can be obtained early-game in only two ways, starting as a Mandalorian using the special scenario start in this mod, or searching the Adventurer's Guild/Tech Hunter's bars, typically World's End for a Mandalorian Exile who can be recruited. These are of course weaker grades, and the legitimate way is to kill Mandalorian outlaw in Leviathan's Coast, kill their leader for the schematics to make your own, or set up a base near their outpost to farm them in the small raids they send towards you for being near their territory. If you are particularly immoral, you can also murder the unique Mandalorian bounty hunter Afah'tote for higher end Twilek purple Mandalorian gear and unique acid weapons exclusive to her hired gang. Though you can also recruit her for killing the outlaw leader of the Mandalorians (she must be killed and turned in as a bounty, reducing your reward since she is dead), but there is benefits for doing this such as being able to go to any cantina bar that has a recruiter specialist to recruit Mandalorians who you earned their respect for killing the dishonorable Mandalorian leader. You can also encounter Afah'tote in the southern Imperial cities, traveling by foot between them or looking in the various imperial bars to the south-- instead of attacking her, you can talk her down into boasting about killing Mandalorians, which she will recognize you as the killer of the outlaw leader, and join you out of respect if you pay off her gang for 20k. From then on, you will be allied with her gang, have her as a new recruit, and peacefully obtain the tech for the unique acid weapons. It's also to be noted that Mandalorian armor is an endgame technology, requiring steel material instead of iron plates in this mod, so if you do not have the tech to make your own steel, you will have to buy it manually to forge your own Mandalorian armor.

Q: "Who are/how do I recruit the special NPCs?"

A: This mod only covers two "special" NPCs that can be recruited at the moment, while focusing more on generic NPC enemies. These two NPCs are the legendary Twi'lek bounty hunter typically found in Clownsteady or other southern Imperial cities and the Death Witch of Kathun who is rarely found in the Foglands as a roaming world boss that is extremely difficult to defeat. In order to recruit the Mandalorian woman Afah'tote, you must have defeated, killed, and turned in the bounty of Toka Nhmymon's corpse. Though it seems like a reduced reward, it opens up the dialogue option of earning her respect when getting ready to instigate a bar fight dialogue with her if you gloat about the Mandalorians you killed before her. She can then be talked down into joining you and bought for 20k. The Death Witch of Kathun requires that you defeat Lord Krosag in the Ashlands, kill him, and obtain his Sith holocron. Additionally, the character recruiting the Death Witch must also have this item in their inventory, be physically stronger then her in strength stats (which is impossible without wounding or starving her, having decent cybernetics, or cheating-- basically forcing the players to actually be strong enough to deal with her to own her), to open up the dialogue of her origin and cement her loyalty to you for avenging her people. Choosing incorrect, disrespectful dialogues will just get your character knocked out, hurt, or blocked out of dialogue as she is ideally much, much stronger then you are at that point in the game.

Q: Who can I recruit/How do I recruit others in this submod?

A: Most Bandit, Pirate, Slavers, Jedi, Dark Jedi, Imperial, Rebel, Droid, or Mandalorian Clansmen can be captured, disarmed, and recruited into your squad via capturing them in cages you own and talking to them. Faction Officers, undead, animals, civilians, most unique characters and the like cannot be recruited this way. More NPCs and options to recruit others will be implemented in the future. Basically, if it doesn't have a name, isn't super important to the political or power atmosphere to Kathun, you can likely stuff them in a cage to recruit them. Dark Jedi, Trandoshan Slavers, and Mandalorians cannot be bought, they respect only strength. Jedi cannot be bought, only broken via defeating villains of the Dark Jedi/Jedi storyline, capturing them, being stronger, and breaking their faith in their order's master. Imperials and Rebels require patience, compassion of their struggle/beliefs, built up trust, or a very heavy sum of credits if you lack any of these. Pirates and Bandits are weak willed rabble who will join for food or credits. Droids cannot be broken, they must be reprogrammed through careful reading and memory, though once you learned how to slice one droid, you can do it to any humanoid droid, this includes the sentient SK-Series droids, if you are particularly immoral and wish to rob them of their sentience.

Q: How do I obtain illicit goods/goods from other factions?

A: Join the Thieves Guild like you would the Shinobi Thieves in basegame Kenshi via paying dues to the guildmasters in their towers in various cities. Build your own outpost once you are allied with them. If you are near an Imperial or Rebel city, you will receive a visit from a trader caravan from the Thieves Guild Smugglers. Depending on your alignment in the civil war, they will either sell Imperial, Rebel, or a mixture of these goods. Being allied with the Empire and Thieves Guild has Smugglers visit your base to sell Rebel goods. Being allied with the Rebel Alliance and Thieves Guild has Smugglers visit your base to sell Imperial goods. Being neutral in the Galactic Civil War but allied with the Thieves Guild has Smugglers visit your base selling goods from both sides, but in less quantity/quality.


Q: How do I obtain Droidekas?

A: Droidekas are nerfed in this mod in both the combat scene and the easy access of them. You need to have a decent sum of money and an outpost that NPCs caravans can visit obtain higher grade war droids since they are now illegal, needing to be smuggled to your home instead of bought out in the open settlements. If you want illegal droids, such as the Imperial Security prototype droideka or the Shadow droideka that the CIS Remnants use, you have to go to the droid foundry in Rebirth, talk to a droid engineer, and ask them about "advanced droids" or "illegal droids" in dialogue. Bribe them to send a caravan to your base, and they will arrive with droids for sale. Instead of regular B1s, the uncommon BX, lifters, protocols, and basic droids-- they will only be selling rare droids such as the droidekas, their variants, and the shy higher grade BX Commandos.Ddroidekas are more rare and uncommon is this submod to curb how powerful they are, even when balanced in the later patches of this mod. The name difference between a normal droideka, Shadow droideka, and Security droideka is how sturdy they, how much piercing damage they do with the quality of their blaster/combat module, and healing. Normal droidekas cannot self-repair and heal extremely slowly, being broken for weeks once taken down. Shadow droidekas heal slightly faster, are sturdier in combat, but are not as powerful as the Security Droideka. Security Droidekas are a Novatrooper prototype being able to be distinguished by their yellow stripes, being able to multi-attack more targets, have regeneration, and sturdy limbs. Droidekas cannot be recruited via reprogramming them and they appear as enemies in various Lost Armories and labs as the automated security for them. This makes it significantly more dangerous to hunt for research cores as in previous installations of the mod, only the player could fight with droidekas. Now the shadow droideka from the CIS Remnants will be an uncommon enemy type in patrols and make the world of Kathun more deadly.

Q: How do I make Denta Beans/Denta Bean Buns?

Q: Denta Beans are a delicacy native to Naboo and do not grow well naturally in Kathun. In order to make this powerful nutritional food stable for growth, you must either purchase them from cantinas to make them or unlock hydroponic technology to simulate their native environment artificially to make Denta Beans. Which can then be used to make this higher grade food. In the original mod, it was not craftable and only buyable. I decided to make it more powerful as a food, and to make it farmable/craftable. Farming requires hydroponics, but to craft this higher grade food, you need to research Advanced Cooking, which also allows you to make rations.
Last edited by Shogun_Sorrow; Aug 1, 2024 @ 3:47am
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Showing 1-15 of 16 comments
Shogun_Sorrow  [developer] Feb 13, 2024 @ 2:08pm 
Originally posted by Roo:
Regarding lightsaber crafting but trying to go "spoiler light" I'm fairly early but can only get blueprints to make "training" lightsabers--will I be able to make more advanced versions, or will I HAVE to take them off fallen enemies?


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.
Yummy8unny_TTV Feb 27, 2024 @ 7:09am 
Q: Who can I recruit/How do I recruit others in this submod?

[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
Shogun_Sorrow  [developer] Feb 27, 2024 @ 4:22pm 
Originally posted by Yummy8unny_TTV:
Q: Who can I recruit/How do I recruit others in this submod?

[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.
Zion Mar 10, 2024 @ 7:20am 
do you mind if i work on a mod that changes some world states for rebels? maybe a few others if i have time.
Shogun_Sorrow  [developer] Mar 10, 2024 @ 12:31pm 
Originally posted by Zion:
do you mind if i work on a mod that changes some world states for rebels? maybe a few others if i have time.

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.
Last edited by Shogun_Sorrow; Mar 10, 2024 @ 12:31pm
Zion Mar 10, 2024 @ 12:56pm 
Originally posted by Shogun_Sorrow:
Originally posted by Zion:
do you mind if i work on a mod that changes some world states for rebels? maybe a few others if i have time.

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.
Thanks! The nerd in me has already worked up a hub flip to galactic republic and added a police station. I'm just having fun but I like the reworks yours does with the base kathun. I'm floating in the gen discord as well.

Since im just starting it i went ahead and removed the dependency for yours and am just using the base kathun.
Last edited by Zion; Mar 10, 2024 @ 1:47pm
Shogun_Sorrow  [developer] Mar 11, 2024 @ 8:25pm 
Originally posted by Zion:
Originally posted by Shogun_Sorrow:

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.
Thanks! The nerd in me has already worked up a hub flip to galactic republic and added a police station. I'm just having fun but I like the reworks yours does with the base kathun. I'm floating in the gen discord as well.

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.
Zion Mar 14, 2024 @ 2:04pm 
Originally posted by Shogun_Sorrow:
Originally posted by Zion:
Thanks! The nerd in me has already worked up a hub flip to galactic republic and added a police station. I'm just having fun but I like the reworks yours does with the base kathun. I'm floating in the gen discord as well.

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.
Thanks. I wasn't making it for clone wars. Just Just base mod. Should currently work with yours. Just wanted to see if I could. If you want to look at it, its posted. Flips hub and allows for an attack on stack
Sectess Jul 30, 2024 @ 3:46pm 
Would it be a bad idea to use something like Battle Hardened - Hardcore Combat with this mod? I'm not sure if you adjusted how combat works/is calculated
Shogun_Sorrow  [developer] Jul 30, 2024 @ 5:52pm 
Originally posted by Sectess:
Would it be a bad idea to use something like Battle Hardened - Hardcore Combat with this mod? I'm not sure if you adjusted how combat works/is calculated

Yes, Kathun has it's own animations and combat balance.
themightyrotz Jul 31, 2024 @ 3:48am 
Is it possible to recruit Chosschik the Mad or The Bugmaster?
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?
Shogun_Sorrow  [developer] Aug 1, 2024 @ 3:37am 
Originally posted by themightyrotz:
Is it possible to recruit Chosschik the Mad or The Bugmaster?
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.
Can't seem to make the workbench that creates Blaster Parts, am i overlooking something or does that crafting station simply not exist?
Shogun_Sorrow  [developer] Apr 8 @ 8:39am 
Originally posted by Karak Sonen:
Can't seem to make the workbench that creates Blaster Parts, am i overlooking something or does that crafting station simply not exist?

Do you have any other mods that affect forging quality or research?
Originally posted by Shogun_Sorrow:
Originally posted by Karak Sonen:
Can't seem to make the workbench that creates Blaster Parts, am i overlooking something or does that crafting station simply not exist?

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?
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