Kenshi
Nomad Cape Fixes
24 Comments
spacefiddle  [author] 21 Jun, 2024 @ 5:10pm 
Huh, interesting. I don't think I even looked at the costs when I was making these fixes, but it was a few years ago now. All changes are listed above in the bullet points. So i'm guessing if there's any weirdness in the costs, it's the original mod's weirdness and something I missed fixing.
|_| Clyax 18 Jun, 2024 @ 7:05pm 
Did this mod change the prices of crafting the belt variants, or are those unchanged? I'm asking because I noticed black and blue nomad capes have 0 item cost while black has 0.9 cost.
spacefiddle  [author] 4 Apr, 2024 @ 11:35am 
You're welcome! Nice to know people are still getting use out of it in 2024 ^_^
Mandalf 24 Mar, 2024 @ 11:57am 
thanks for this!
ERKEK2000 5 May, 2023 @ 6:00am 
oh that cloth research was caused by this then. Thanks for the mod!
DUCATISLO 24 Nov, 2022 @ 7:37am 
thx
spacefiddle  [author] 23 Apr, 2022 @ 4:23am 
@forgotten: if Genesis has included Nomad Cape in their megapack, then there's no reason why it shouldn't, as long as this mod comes after it as normal - it doesn't change, like, worldspaces or anything that Genesis messes with. Should be fine, but no way to know for sure until you try it, they do a lot of stuff i don't know 'em all.
forgottenDota 22 Apr, 2022 @ 12:25pm 
would this work for genesis?
spacefiddle  [author] 16 Apr, 2022 @ 5:29am 
ME TOO! Until i loaded this mod up in the editor to fix the other stuff and saw it there rofl
Yaltiaj 15 Apr, 2022 @ 8:27pm 
Very nice, thanks.

That "cloth" tab in tech has being confusing me for a long time lmao.
CRACKY大班 1 Feb, 2022 @ 10:33am 
Thanks for these fixes!
Koro 31 Jan, 2022 @ 9:43pm 
MVP
Wyrmwood 29 Jan, 2022 @ 6:43pm 
How interesting, thanks for the insights.
spacefiddle  [author] 29 Jan, 2022 @ 6:15pm 
(last) I say all this not to downplay his mod - on the contrary, it's an excellent example of how to use smoke and mirrors to get around the base engine limitations and make four things seem like they are a dozen things. He didn't just copy/paste existing effects, but created new combinations of visuals and screen effects to give them unique looks and feels, adding to the player experience of it being something new, which takes work. He even made some variations to the sounds (and modders are able to do almost nothing with sound in Kenshi).

But in the end, our only option is to re-use what's already there. We even discussed shuffling around the various racial immunities to try to get the Skeleton vulnerability we wanted, but there's no satisfying way to do it without making some other obviuous and unwanted change to make up for it.

We're hoping Kenshi 2 is more flexible :)
spacefiddle  [author] 29 Jan, 2022 @ 6:15pm 
(2) Shidan's mod is an excellent example, actually, as you can learn a lot from peeking in side it.

The gas in the Foglands is the same effect as the moving fog clouds from the Grey Desert. The "Deadhive are immune to the roaming pockets in the Foglands" is a clever illusion - he just made Deadhive immune to GAS as well as the ACID immunity they already had. This means it's nothing actually special about the Foglands gas.... Deadhive could go to the Grey Desert and they'd be immune to that gas too, because it's the same effect.

Rain (that isn;'t the acidic kind) literally does nothing at all to the characters, but obscures the player's screen and is a good cover and accompaniment to his lightning effects.
spacefiddle  [author] 29 Jan, 2022 @ 6:14pm 
@Wyrmwood:

Shidan is a master of bending Kenshi's limitations. This also makes him an accomplished illusionist.

There are four weathers in kenshi that can hurt you: BURNING, ACID, DUSTSTORM, or GAS. Shidan's lightning is actually BURNING damage, just like the Venge orbital heat beams.

This means that Skeletons are naturally immune to this lightning, since Skeletons take no damage from BURNING.

What we wanted to do was make "electric" lightning that not only did more damage to robotic units, including Skeletons ,but ideally, could cause them to briefly "reboot" or short out (like a 5-second KO). Sadly this is impossible.
(1)
spacefiddle  [author] 29 Jan, 2022 @ 5:57pm 
Uh... the main mod is a hard requirement... about three inches that way on your screen ->> and up a little, it says "Required Items" and literally has a button for the mod "Armor; Nomad Cape" which, if you already have it, will show a green checkmark. Otherwise just.... click it. Lol.
Daemonslime 29 Jan, 2022 @ 2:53pm 
For patches and such like this it would help everyone if you'd supply the link to the main mod.
and yes i know we can just search it up.
Wyrmwood 29 Jan, 2022 @ 2:00pm 
>(We were hoping we could make the lightning strikes in the Deadlands actually damaging....)

Check out Dangerous Hazards by Shidan.
spacefiddle  [author] 29 Jan, 2022 @ 1:18pm 
Drax: heh, actually, another modder and i looked at weather quite a bit, a while back. (We were hoping we could make the lightning strikes in the Deadlands actually damaging....).

Long story short: no. The weather types are hardcoded into the base game. You can choose one of the existing weathers for a place or thing, but you cannot make new ones, nor alter the existing effects already defined. Rain is just..... a wetness shader, lol. And always will be.
DraxTemSklounts 29 Jan, 2022 @ 12:07pm 
would there be any way to mod the "rain" effect. like make it so you move a tiny bit slower because you are "soaked" i want to mess with fcs myself but im experienced as a baby driving a car.
皓明 29 Jan, 2022 @ 7:28am 
thanks so much i got it !:steamthumbsup:
spacefiddle  [author] 29 Jan, 2022 @ 7:24am 
Thanks!
LAM 29 Jan, 2022 @ 7:17am 
very good man ^^