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nuh huh poopyhead cannibals r poopyheads
I did it on purpose, because according to lore cannibals are descendants of humans that devolved into flesh eating savages due to "environmental toxins, the effects of lab experiments, or simply severe famine".
I figured out it'd look cleaner and make more sense to set them as a sub-species of humans rather than a completely separate race.
last time i checked cannibals weren't human at all
I put the mod on indefinite hold due to me being busy with other things.
Don't get me wrong, it's not that hard to pull off the relations, since I've got a bunch of finished dialogue packages for various races, so all I have to do now is to dump them into NPC dialogue packs. Problem is that I have to do this one by one so it's a quite long and honestly boring process. Then I'll also have to quickly add the game starts and traders to each hostile faction that doesn't have them.
I'd feel bad about abandoning the mod, so I'll most likely finish it, but I don't really know when, sorry.
I might actually do that while working on the bigger update, although I recently put the mod on hold, since I was busy with other things.
As for Fogmen, Fishmen and Cannibals, I'd say that it's best to use them in a combination with cannibalism mod, especially since in the next update most (not all) NPCs / factions will be hostile towards them, so your early-mid game food gathering will be pretty limited.
I'll also add special game starts for them, so that you can start out either as a single member of their species or a group of five inside of one of their major locations while being fully allied with their respective factions. The only exception will be Cannibals, since Reactive World mod makes it "a bit" more complicated, and lots of people use it.
This mod doesn't add any NPCs on it's own, so you will have to create your own characters if you want to play as one of the unlocked races, or find a mod that adds recruits of said races. You can also make your own mod, since adding recruits themselves is pretty easy.
- Civilian (including most traders) - Runs away, calls for help, alerts the guards
- Noble - Runs away, calls for help, alerts the guards (I believe I made noble hunters actually attack the Fishmen)
- Military / Police - attacks on sight
- Thug / Bandit - attacks on sight
- Mercenary / Adventurer - attacks on sight
- Starving Bandit - runs away, calls for help (figured out it might be pretty funny and reasonable for them)
3. I could actually add my dialogue packages to every single existing NPC type directly, one by one. That way I could precisely decide who attacks, who runs away and who's completely indifferent to the fact that you're a Fishman. The issue with that is that if you were to use modded NPCs, that change wouldn't affect them at all, even if they used the base game dialogue packages.
Unless someone knows some other, better way to do this, I'll most likely have to pick one of the tree none of which is perfect.
1. I can inject my dialogue packages into inheritsFrom of majority of base game dialogue packages one by one, which is what I did in this version. The issue with that is that it pretty much clutters the NPCs response list, and if it ends up causing problems, it might be hard for me to fix them because I'll have to go through all the dialogue packages linked to whatever NPC spilled their spaghetti.
2. I can do the same thing, but only into the core / basic dialogue packs that most of the NPCs use, effectively reducing the clutter by a lot. The problem is that most of the NPCs use them, but not all, because it seems that some of the NPCs have completely unique dialogues and don't even use inheritsFrom to get the basic dialogue trees, which means that they wouldn't react to Fishmen for example.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1681112293
However, the Hive Shopkeeper seems to be more than a bit wary of my appearance.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1681112445
If no one finds any big issues with how it currently works, I'm planning on adding similar kill/run on sight behavior towards Fogmen and Cannibals. I'll most likely also work on making Western Hive act differently towards Southern Hive, I haven't decided yet if I want to make them straight up hostile, or just make it so they basically tell you to GTFO, similarly to how they treat Hive outcasts.
Yeah, that certainly worked.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1681083724
I've just uploaded a new experimental version which includes dialogue packages for both civilian and military NPCs that make them react to Fishmen characters. By default they should now either attack them on sight or run away, unless they consider them to be their allies (60+ relation). There are few exceptions, but almost all civilized NPCs should react one way or another.
Feel free to report any issues in the comments, I can revert the mod to it's backup version if needed.
HN civilian crime package has couple of reaction lines triggered by T_TARGET DC_HAS_ROBOT_LIMBS == 1 that will make them yell, run away and trigger an alarm. The thing is though, it's completely independent from your faction's relation with HN, so even if you're considered neutral (below 60 reputation), they will still act the same way.
I could try replicating the same behavior, but towards fogmen / cannibals / fishmen, making "civilized" factions hostile towards them, but as I've said, it would take some time.
I haven't checked the dialogue conditions, but I'm pretty sure that is the case. These races / sub-races weren't designed to be played as, so for the most part they don't really have any special dialogue or relation triggers. You could add all that which I might consider doing later, but it's a time consuming task, especially if you want to check if all the dialogues work properly in-game.
Oh, and FYI, it's the same with Fishmen and Cannibals as far as I know, they don't get any "special treatment" when you play as them, because in game all the hostility comes from faction relations, not dialogue conditions related to their race. I'm pretty sure you could replicate the effects of Holy Nation's attitude towards Skeletons and basically make Fogmen / Fishmen / Cannibals or even Southern Hive pretty much kill-on-sight for most other factions.
I might actually consider doing this later and updating the mod, but I didn't do it simply because King Fishman has like few hundreds of health points in each body part IIRC. He's as if you took few skeletons, taped them together and then used them as a body armor.
Thanks for the mod!