Kenshi
Vanilla Races Unlocked
35 Comments
That Fooz Guy 2 Feb @ 12:30pm 
In character creation I don't have the option to choose a Southern Hive Worker; The Prince and Soldier are available, but there's no Worker Drone.
cundt cat 5 Apr, 2022 @ 7:45am 
Got a 5 group fishman play through. Stealing from random nomad villages and trading with Hivers is how I got the start, the begining was ruthless though.
King McKenna 3 Feb, 2020 @ 2:30pm 
When I play as fishman everyone wants to kill me, I want to be a fishman shopkeeper... HALP
SoggyLoafOfBread 17 May, 2019 @ 1:51am 
@turbogum

nuh huh poopyhead cannibals r poopyheads
turbogum  [author] 17 May, 2019 @ 12:55am 
@SoggyLoafOfBread

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.
SoggyLoafOfBread 16 May, 2019 @ 1:55pm 
seems you made a mistake and put cannibals in the human subspecies

last time i checked cannibals weren't human at all
GhostSeeker 2 May, 2019 @ 4:51pm 
It's great to hear, that mod is not completely abandoned. Yeah, i know how boring it can be, since i was modding some other games myself, good luck with that :). Looking forward to try out updated mod.
turbogum  [author] 2 May, 2019 @ 4:31pm 
@GhostSeeker
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.
GhostSeeker 2 May, 2019 @ 3:56pm 
So, you're still working on update or was idea abandoned? It would be really cool to roleplay fishman or southern hiver with thier own start.
turbogum  [author] 20 Mar, 2019 @ 4:12am 
@كاذب زنجي
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.
Xscha 18 Mar, 2019 @ 10:14pm 
hunger should be adjusted for deadhive like it is normal hivers, since the game refills their hunger and doesn't expect them to be recruited, they have 1.0 hunger rate, which is abysmal for what they bring to the table. please fix, if you don't, I understand since you said you wouldn't edit stats, but this feels dire
turbogum  [author] 13 Mar, 2019 @ 2:32pm 
Well, it wouldn't really make sense lore-wise, and it would conflict with the new version that I'm working on (basically the recruits would get beaten up immediately after spawning by other NPCs). I might add some recruitable Fishmen, Fogmen and Southern Hivers to their major locations, but that would also require you to start the game with one of the racial starts that I'm going to add in the next update.
ZoraergazU 13 Mar, 2019 @ 2:25pm 
owh... i really want to see a random recruit for fishies, ust thinking the scenario of em ust there on waypointts or the like
turbogum  [author] 13 Mar, 2019 @ 2:15pm 
@zoraergazu
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.
ZoraergazU 13 Mar, 2019 @ 2:06pm 
can you recruit them in the bar?
turbogum  [author] 12 Mar, 2019 @ 1:10pm 
It should work like this for majority of the factions:
- 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)
LimeBlossom 12 Mar, 2019 @ 1:05pm 
Was the intent for the Hive to attack Fishmen on sight or no? The shopkeeper is giving me mixed signals.
turbogum  [author] 12 Mar, 2019 @ 12:49pm 
- CONTINUATION -
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.
turbogum  [author] 12 Mar, 2019 @ 12:46pm 
I'm glad that it works at least somewhat, but I'll probably have to rebuild the mod in some way. The issue is, whatever way I choose, I'll have to compromise something, basically:

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.
LimeBlossom 12 Mar, 2019 @ 12:31pm 
Well, I happened to load into The Hub after this change dropped and suddenly had to run for my life from everyone. With a high level Tech Hunter hot on my trail, I had fled to the nearest Hive Village, hoping that they'd be more receptive of my kind. The Hivers helped me out of my bind by ganging up on the peace disturbing Tech Hunter.
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
turbogum  [author] 12 Mar, 2019 @ 12:17pm 
Yeah, it's pretty basic since it only impacts Fishmen (and not Cannibals / Fogmen), and if you were to get 60+ relation with some faction or found one of the few NPCs that don't use this dialogue package, they'd use the common dialogue towards you. I uploaded it mostly for testing, to see if it even works the way I thought it did.

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.
LimeBlossom 12 Mar, 2019 @ 11:55am 
Captain Desperate 12 Mar, 2019 @ 10:04am 
Thanks for the update I will be trying it out soon. :steamhappy:
turbogum  [author] 12 Mar, 2019 @ 6:35am 
UPDATE:
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.

turbogum  [author] 12 Mar, 2019 @ 4:23am 
Actually, just checked it. Holy Nation's reactions to seeing a Skeleton appear to be built purely through dialogue packages, as an example:
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.
turbogum  [author] 12 Mar, 2019 @ 4:09am 
Yeah, the mod is definitely pretty barebones at the moment, I made it mostly for myself just to play around with the other races. I do plan on updating it though, since all the reactions towards different races should be doable through dialogue packages.
Captain Desperate 11 Mar, 2019 @ 7:06pm 
I just started a new game and yeah the fogmen don't seem to get the same dialog Responses as hive. I guess it's somthing to think about for the future
turbogum  [author] 11 Mar, 2019 @ 4:50pm 
@коммунизм
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.
Captain Desperate 11 Mar, 2019 @ 4:32pm 
Hey does the fogmen/Southern hive have the same dialog with western hive traders as regular hive do?
LimeBlossom 11 Mar, 2019 @ 4:14pm 
Works perfectly, thanks a lot!
turbogum  [author] 11 Mar, 2019 @ 3:51pm 
Updated, let me know if it works.
LimeBlossom 11 Mar, 2019 @ 3:33pm 
He is disgustingly overpowered. Please let me play him =D
turbogum  [author] 11 Mar, 2019 @ 3:16pm 
Actually checked it really quick: He has 800 HP on each leg and 600 HP on every other part of his body, and on top of that about 10% slower bleed rate. For a comparison, Sheks who are canonically hard skinned have 125 HP in all body parts, and Skeletons who have 200 HP in all parts suffer from body part degradation mechanic and expensive repair kits to balance it. If King Fishman is not disgustingly overpowered, then I don't know what is.
turbogum  [author] 11 Mar, 2019 @ 3:07pm 
@Ravarion
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.
LimeBlossom 11 Mar, 2019 @ 2:10pm 
Unlock the King Fishman! Give power to the players! Release the beast!
Thanks for the mod!