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Shark Town Overhaul
   
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1.729 MB
4 Apr @ 10:25am
12 Apr @ 3:21pm
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Shark Town Overhaul

Description
Introduction
I've rebuilt Shark Town, breathing new life into it. A place like this should reek of crime and vice—a den of outlaws where gangs run the show, dealing in smuggling, drugs, and organ trafficking.

But when I first visited, it only had a few buildings—the town was as empty as my bank account.

It didn't have much of an outlaw vibe, so, I made some changes. Here's what's new:



Improvements
More buildings added, making the town feel populated.
Redesigned defense walls and gates.



New Buildings
Smuggler's Hideout – Sell stolen items.
Drug Dealer's Hideout – Sell hemp and hashish.
Swamper Bank - A bank controlled by the gang where you can loan money.



New Dialogues
There's a chance that Swampers in Shark will try to buy drugs from you.
Don't expect drug dealers and smugglers will trade with strangers—you'll need to earn their trust first.


7 Comments
KUNZITE  [author] 12 Apr @ 3:35pm 
Update:
One new building
Reduced the chance of Swampers asking for drugs
blacksmith 2 down to 1
profd 11 Apr @ 1:13pm 
Thank you. Was just little things I found a bit.. annoying.
No worries though. I don't usually stay there to get to the point I want to murder/delete everyone XD
As for the smiths.. I didn't check if they are from different factions..
Still well done.
KUNZITE  [author] 11 Apr @ 7:45am 
@profd
There’s an issue where a ton of NPCs want to buy drugs from the player.
Each NPC forms a new group, and they all use the same dialogue tree. I think this is causing the timer and conditions not working. I set it up this way because I wanted to populate the buildings in the town, making them feel less empty and ensuring there are actual swampers living in them.

I'm still adding content to the mod, and this issue will be fixed in the next update.
profd 10 Apr @ 2:43pm 
Now it's more lively and bigger. Well done..
.. but..
Lot of people here now.. so the recruitable npcs aren't always in the bars. It's a hunting mini-game XD
It's a constant flow of npcs with 'beep first meet' behavior, stalking you and asking something (yup.. I didn't even try to talk.. introvert here, leave me alone). Maybe reduce the amount a bit.. like 2 or 3?
2 blacksmiths?.. Feels kinda strange but I can live with that.
KUNZITE  [author] 7 Apr @ 6:16am 
I glad you like it. :D
acymetric 6 Apr @ 8:08pm 
Love this mod, Shark definitely needed some attention and these are great improvements/additions. With various weather mods + UWE the Floodlands provide a very cool environment but Shark itself was a bit of a letdown for the central hub and lacked sufficient player buildings. This makes it a fun/viable place to set up shop until you're ready to build an outpost (I just bought a whole block of shacks for my laborers/crafters to hang out in while I'm off adventuring).

It plays reasonably well with the UWE/Kaizo modlists for anyone wondering, only one major building overlap along with a handful of minor ones. All easily touched up in the editor.
KUNZITE  [author] 6 Apr @ 3:20pm 
Update:
Reduce the chance of Swampers asking for drugs