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(Unlisted) Project Kathun: Reworked - New Imperial dialogue & fixes
   
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21 Jul @ 8:44am
26 Jul @ 4:51pm
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(Unlisted) Project Kathun: Reworked - New Imperial dialogue & fixes

Description
I have included a number of disclaimers and explanations in this description to help understand how some content in base Kathun was broken.

You can use the FCS merge feature to take any of these changes if you want, and you can further modify them however you please, but please give credit if you use the Imperial dialogue as I would like to contribute to the mod in this way.

Dialogue
I have attempted to write new dialogue for Imperial characters, which is primarily for the sake of fleshing out the player's characters to be more talkative and interact with eachother. The dialogue packages for NPCs are not completely unique, and still use some pre-existing dialogue since I did not feel the need to change all of it.
The packages have been added to recruitable Imperials and gamestart characters, along with some other relevant units I could find. But I'm sure I've missed some.
If you don't like the dialogue, it's fine to leave it out.

I also made existing dialogue more likely to work when rebel & Imperial troops in the wild try to approach and interrogate you, as I often saw it failing to initiate properly.

Fixed a number of dialogues for alien races which were missing certain types, including the Imperial Loyalists League harassment. Many of these lines did not check for Rodians, Mon Calamari, and Southern Hivers.
Removed the racial requirements for some acid & gas dialogues (unnecessary vanilla leftover, they should only trigger if the character is actually affected anyway).

Wordswaps & Names
Updated the wordswaps FLATSKIN, MERACE, RACENAME, RACENAMEHIVE, and RACISTNAME to work properly.
In the FCS, using the "my race" or "target race" condition will count the entire race group as being the same, and therefore they do not let us distinguish Zabrak, Twi'lek, and Chiss from eachother. Only MERACE is able to accurately do this with the "my subrace" condition, and we don't have equivalents of this for targets.

Updated RANDOMNAME to make the names of Zabrak, Twi'lek, and Chiss be properly exclusive. They now have a 75% chance to use a race-exclusive name instead of the default human list.

Gear fixes & blueprint changes
I have increased the stealth multipliers of Shadow Stormtrooper Armour, Storm Commando Armour, SpecForce Captain's Armour, and Style III Clone Armour. Due to how Kenshi calculates armour stats, their previous values were not enough to bring them into positives, even at Masterwork grade (except for the Storm Commando & Clone III torso).
I wanted to strike a balance where High-grade armours would reach neutral stealth, but unfortunately this was not possible without making the higher grades far too overpowered. Instead, I aimed to land the stealth bonus on Masterwork-grade.

The Shadow Stormtrooper & Clone III now has 1.6 stealth mult, and the Storm Commando now has 1.44 stealth mult. This gives them both the following in-game stealth effects:
  • Masterwork: 1.1x stealth
  • Specialist: 0.95x stealth
  • High: 0.75x stealth
  • Standard: 0.55x stealth
The SpecForce armour bonus is calculated differently. I have made the boots have a stealth mult of 3.78 (which still leads to 1.1x stealth at Masterwork), and given the others a stealth mult of 1.22, which gives them 1.1x stealth at any quality.
The stealth multipliers of the helmets from these sets were removed, as helmets don't penalize your stealth to begin with, and adding any more would be overkill.

The T-21 variants have minor changes to their stats, since they seemed unfinished. The sniper/heavy configuration now has the most range and slowest reload time, while the stockless light version has the fastest reload time and slightly less range than the base.

I removed the racial damage bonuses from some blasters because the bonus doesn't work on ranged weapons. I did not go through every blaster for this, so more would still need to be adjusted if you want to be rid of the misleading bonuses.

Blueprints
I have made separate blueprint items for the E-11, T-21, DH-17, SR Combat Pistol (SE-14C), and the Elite Carbine. Each one now unlocks all of its variants (only the ones you could already craft). So for example, the DH-17 blueprint will teach you how to make the pistol, carbine, black carbine, and short carbine all in one. Vendor lists are updated to use these combined blueprints, which reduces clutter and makes it easier to find the niche versions of the blasters (this is still compatible with any other vendors added in addons, it doesn't break any features).

I have also removed the CDEF blaster blueprints from vendors, as you automatically unlock them upon researching blaster crafting.

The Imperial Trenchcoat is now unlocked in the Imperial Officer Uniforms research because you couldn't craft it before.
Most blasters have been removed from faction Armour research. Players might not even have realized they were unlocked since store blueprints don't say so.

Some blueprint-only research has been changed to tech level 0 because the level has no effect on blueprint items (I only did this for a few of them).

Correct green & yellow blueprint icons are now used for armours & blasters respectively. Some of them are 2x2 blueprints, but this can be changed to 1x1 if preferred.

Icons & Portraits
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A bunch of item icon settings were fixed to render better, but you need to delete your saved icons of them if you want to see it. These include the T-21 variants, E-11 with stock, DC-15 rifle, all Storm & Scout & Clone Trooper helmets, Composite Helmets, and Mandalorian helmets.

The racial portraits of AT-STs, Droidekas, R5 units, Binary Load Lifters, Rancors, and Gonk droids were improved to fit into frame and better display the unit.

Miscellaneous
There are some miscellaneous fixes that aren't very important, such as changing base Kathun guard banter to only trigger if the player is in talking range, which prevents it from firing when the player might be too far away to notice.
A handful of descriptions & item names were updated to make them more unique and flavorful. New descriptions were also added to Droideka and AT-ST races.
Novatrooper armours were renamed to distinguish Elites (type I) and Medics (type II).
Max simultaneous hits on each Droideka and AT-ST attack were reduced (3 and 4, respectively).
The "Honorable" personality that was bugged in vanilla Kenshi is now fixed.
The armour stats on Scout Trooper gear were made equal to Scout Troopers, and the two Novatrooper types were also made equal.

Other possibilities:
  • If you wish to make unique dialogue that can tell more races apart, it is possible to split up their race groups. If you do this, you just need to be extra certain you will update racial dialogue to check for the individual races.
  • The "has package" condition can be used with the Imperial dialogue if you wish to flesh out more interactions such as biome dialogue. As a side note, in my tests I found out this will also work for any packages that inherit your chosen one (useful in the event you make unique versions of the package that inherit the base).
  • If there are many player dialogue packages in the future, it would probably be fun and interesting to make more dialogue where certain packages interact. For example, rebels and stormtroopers commenting on working together, clones and battle droids, Jedi and Dark Jedi, etc.
  • The Imperial & Rebel armour research could be rebalance to have prerequisite paths, such as Stormtrooper -> Assault Trooper -> Shadow Stormtrooper -> Novatrooper. Their combat stats could also use adjustments to give them their own niches or direct upgrades.
  • If you like flavor text as much as I do, you can potentially take any blaster & armour blueprint you want and make it an item the same way I have done it here, which lets you give each of them a description.
1 Comments
Pico  [author] 3 hours ago 
I think I have actually run out of space for the description of this page. Oops.