Kenshi
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Talk to shopkeepers while in disguise
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4 Jan, 2023 @ 12:38am
3 Nov, 2024 @ 5:03am
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Talk to shopkeepers while in disguise

Description
Hello! Chaste here. Welcome to Talk to Shopkeepers while in Disguise, T2SwiD for short.
If you wish to trade with your enemy faction shopkeepers while in disguise, you've come to the right place
Credits for the header images goes to charmii_.

In one of my current playthroughs in Kenshi, I used to play as an armor supplier stationed in Catun. Used to play, until my trade caravan heading Drifter's Last was targeted by manhunters and eventually slaved. That's very bad. So I allied with the anti-slavers, freed my ex-slaves, and ransacked Drifter's Last until it is half-destroyed. And became enemies with the United Cities, Slave Hunters, and Traders Guild in the process. All is well. My armor shop is even stationed still in Catun! As long as I lock the doors and keep a silent operation, everything will be fine... It's time to supply my Catun neighbors with specialist armor! I'm sure they will still buy, as long as I put disguise on my ninja character. Success for the UC Construction Trader, and also the same for the Ranger Shop nearby. But Trade Goods? The Barmen? Catun Scrapmaster? Why can't I talk with them? I'm in a disguise! The samurai police don't even bat an eye on me, but I cannot trade with the shopkeepers? Why... Searching the web for answers proved unfruitful. This has been a concern ever since 2018, and questions about this spawned sporadically throughout the years, but remained unanswered. "I am afraid this might be hardcoded." I lost hope for my guys to trade prosperously in Catun again, and immediately relocated near the Swamps to strike an armor deal with the Hounds. Still, from time to time, I check if trading in disguise is still possible, or I just failed to uncover an ancient mod from years past. But no. It could have been an intended functionality of disguises, but just failed to be implemented. Maybe we really won't be able to utilize these disguises other than for reconnaisance, it seems... Not until today.


1. Shopkeepers will now talk and trade with you even if you are enemies, given you are in DISGUISE. Hooray for free trade!


2. Shopkeepers will now respond differently to disguised player characters, depending on a LOT of factors; be it the shopkeepers' personality, their faction, your decision making, your race, your sex, and many more. This means that your T2SwiD experience might differ depending if you trade with a traitorous Swamper, a Deadcat fisherman, or in the Holy Nation empire.


3. Slavetraders will now trade slaves with you even if you are enemies, given you are in DISGUISE. They are also more lenient trading with enemies as compared with normal shopkeepers.


All these add-ons are provided to improve game immersion while using T2SwiD together with certain mods. They are not required per se, but is highly recommended. Certain unique shopkeepers added by a mod might not have T2SwiD functionality without the T2SwiD function, or certain factions added by a mod might behave out of character because of using only the default T2SwiD function. These add-ons would be available to download in their separate pages for better visibility. The picture header here are all links to the Steam Workshop pages.

This integration patch allows the player to transact with enemy Adventurer Barmen and Adventurer Headshunter in the mod Adventurers Guild - Lore Friendly Recruitment by Haend.


This integration patch allows the player to trade with the enemy Belt traders in the mod More Belt Items 2.0 by Baby Shark.


This compatibility patch preserves the function added by T2SwiD even while using General Modifications by Seelenschwarz. Specifically, barmen and slavetraders should now respond appropriately when you are enemies with them, rather than offering you with licenses. I also allowed the added merchants of GenMod to remain responsive to your trade requests even as enemies as long as you are wearing appropriate disguise.


This add-on integrates the Talk to Shopkeepers while in Disguise function to the factions and shopkeepers added in the mod Universal Wasteland Expansion by Treadlightly77. As an example, you should now see the dynamic shopkeeper-player interaction while trading in the Holy Nation also in Hiningenteki Hantas territory. Or Highlanders.


This is a patch modifying the amazing mod NPC Barber Droid by Cattrina. Specifically, it restores the vanilla vendor lists deleted by the mod, restores vanilla function of some barmen, and reverts dialogue of affected shopkeepers to vanilla. Please use this if there are strange behavior happening with your shopkeepers while using NPC Barber Droid (not specifically together with Talk to Shopkeepers while in Disguise).


Please load this mod near the end of your mod list, after overhaul mods but before economy mods. This is to ensure that shopkeepers will remain approachable despite whole game overhaul mods changing many things.

This mod changes NPC Class of shopkeepers and allows their base dialogue packages to inherit from created player_disguised dialogue packages. This ensures high compatibility with most mods, unless they delete the vanilla shopkeeper dialogue package of NPCs. So far, I haven't encountered these, but please tell so we can make compatibility patches with these as soon as possible.

This mod also changes certain squads (1.0+: bank, slaver general and slave shops, 2.0+: empire animal traders, 3.0+: fish shop, 4.0+: holy slave processing in Rebirth, robotics shop in Black Desert City, flotsam armory and bakery) to change their squad leaders to something unique. Yes, this means that you can also talk to slaver bosses to sell slaves even as enemies. T2SwiD (trade to slavers while in disguise) indeed.

Despite all these changes, no need to import game after adding this mod unless you already met the squads mentioned above. Removing the mod might need an import to keep your save file healthy, but why would you do remove the mod then?

The mod is already functionality complete, barring bugs and compatibility patches. Please report the bugs here in the comment section so we can rectify these as soon as possible.

Still, creating well-fitting dialogue to different types of shopkeepers will take some time, so please bear with me. Most of the factions already have unique dialogue, but some do use default (disguised) shopkeep dialogue for now. Roadmap shows the plan and also updates for the progress. Comments and suggestions will go a long way to aid finishing this part of the mod.

Thank you very much~~
Popular Discussions View All (3)
0
9 Jan, 2024 @ 10:52am
Dialogue Condition Notes and Observations
Chaste
75 Comments
Fartlaser 30 Jan @ 6:33am 
No problem, glad I could help
Chaste  [author] 30 Jan @ 4:30am 
I already pushed the update in the T2SwiD UWE patch related to @Fartlaser's report. The main mod (Talk to shopkeepers while in disguise) would not need to have a fix regarding that issue.

Thank you once again for this!
Chaste  [author] 30 Jan @ 4:20am 
Hello @Fartlaster! I checked your report and I think this is connected to the recent update in UWE. The fix is for the T2SwiD UWE patch as the problem is connected to UWE's Holy Nation Barkeep dialogue package. Putting the fix here in the base mod could cause errors, specifically with compatibility with other mods

I'll push an update to the T2SwiD UWE patch in a little while to incorporate this fix. Thank you very much for informing me about this!
Fartlaser 29 Jan @ 10:23pm 
By the way, I was able to fix the mod by going into the Dialogue Package "Holy Nation Barkeep" and adding the talk to disguised_default inherit
Fartlaser 29 Jan @ 10:08pm 
I'm also having issues, unable to talk to the barkeepers in blister hill, only mods I have below this one are t2swid UWE compatibility patch, and CTD fix autogenerated patch
Chaste  [author] 22 Oct, 2024 @ 10:37am 
@crunk aint dead thanks!~ :steamhappy:
crunk aint dead 22 Oct, 2024 @ 9:12am 
Love this mod bro
Chaste  [author] 16 Oct, 2024 @ 8:57am 
@SkyeLine I rechecked the code of this mod (Talk to shopkeepers while in disguise/ T2SwiD) and can not find a cause that this mod triggered the (hilarious) response of the Okranites in Blister Hill.

This mod only causes (non-brave) barmen to call his/her shop guards to respond to the caught person in disguise. Unless the everyone in the town became part of the Holy Bar's squad, that shouldn't happen. This is most likely an effect of multiple mods overhauling squads in Blister Hill (T2SwiD is not one of those) or Kenshi spaghetti code.

I'd say such swarming would be an effective deterrent to Narko's agents in disguise XD
Chaste  [author] 16 Oct, 2024 @ 5:41am 
@Clan oooh I'll have to check that one out. Thank you for this!~
Cian 13 Oct, 2024 @ 11:55pm 
This mod has a conflict with Reactive World in Rebirth. It replaces Inquisitor Vitahaenli with a generic Paladin named Paladin.