Kenshi
Talk to shopkeepers while in disguise
 This topic has been pinned, so it's probably important
Chaste  [developer] 9 Jan, 2024 @ 10:43am
Changelog
Changes in 4.5
More T2SwiD integration in the Holy Nation
Changed implementation of added shopkeepers in squads without non-shopkeeper leaders

Details:
I did not notice that a significant amount of shops (bakery, hospital) in HN is led by non-shopkeepers (like holy citizen)... This update aims to resolve that by:
Making Surgeons/Doctors OT_DIPLOMAT
Adding shopkeepers in squads of shops that have non-shopkeeper leaders

The implementation of the shopkeeper-adding-to-squads have to be changed though to prevent compatibility issues (such as the one reported by @CIan with Reactive World). This was done thru:
making a new squad with the unique shopkeeper being the leader of it
making the new squad a "housemate" of the vanilla squad

The previous implementation involved deleting the non-shopkeeper leader in its squad, and then replacing him/her with a shopkeeper leader. This implementation can cause incompatibility in selected cases (unknown to me before). The revised implementation ensures that no compatibility issues will arise anymore, whatever other mod you use together with T2SwiD.
Say hello to the Diplomatic Paladin in Rebirth for me then XD

*Also reminding that Holy Nation's non-human allies can trade with HN shopkeepers, given you have the Phoenix's approval. (one of the main features of T2SwiD version 4.0)

Changes in 4.4
Fixes the conflict with Reactive World involving the Rebirth Inquisitor Vitahaenli. Thanks @Clan! This fix spawns a separate "inquisitive" paladin to retain T2SwiD functionality in Rebirth.

Details:
"Holy Slave Processing" squad in Rebirth was once edited to remove vanilla Paladin and add a custom Paladin that is a diplomat. This unknowingly causes incompatibilities with other mods, mostly overhaul mods, that touch Rebirth. A workaround was done to not need to remove the vanilla Paladin but instead, add a special Paladin that has T2SwiD functionality.

Changes in 4.3
There is now a way to secure (100%) trading as a woman with Holy Nation enemy shopkeepers while in disguise
If allied, you can now talk to Holy Nation shopkeepers while in disguise. Don't expect them to trade with you however, unless you have the Phoenix's approval.

Details:
Both these updates utilize the presence of special items to allow special interaction with Holy Nation shopkeepers. Not much detail can be given unless I want to spoil some stuff...

Changes in 4.2
Skeleton bugfix

Details:
The shopkeepers of towns under the Skeletons faction (Black Desert City) does not have T2SwiD functionality. They now have it, finally. Compatibility patches that add more Skeleton towns (i.e. UWE Add-on) are also updated in line of this.

Changes in 4.1
Catun Scrapmaster major bugfix

Details:
Catun Scrapmaster mistakenly uses the default shopkeep_disguised dialogue. It now uses the unique Catun Scrapmaster_disguised dialogue in this version now. This would be version 1 in Steam. <3

Changes for 4.0
Unique dialogue additions for different kinds of Wandering caravan traders
Unique dialogue additions for Holy Nation people
T2SwiD functionality included for Flotsam shopkeepers
Unique dialogue additions for FLotsam
More unique dialogue additions for Shek
New KO function to regain T2SwiD functionality after getting knocked out
Universal Wasteland Expansion Integration
Bugfixes and balance adjustments

Details:
Outdoors shopkeepers will adapt dialogue depending on faction. All of them was default it seems. Also fixes rare case where pack animals will speak as leader of wandering trader squad
Dialogue wordswaps created/enhanced to create unique interactions with Holy Nation/Flotsam/Shek
Flotsam squads for shopkeepers and Rebirth holy slave processing squad have been revamped to accommodate T2SwiD functionality. Need import if already met them before in save.
Holy Nation traders will now act differently when meeting non-beasts and women. Thanks for the answers in my dialogue question, @u/G3er0, @u/White-chedda-mac, and wanderers at r/kenshi!
Specifically for Holy Nation, Holy Priests now have T2SwiD functionality. Thanks for reporting, @anothername!
UWE adds a lot of factions. Most (appropriate) factions now have unique dialogue as response for trading with disguised enemies.
UWE adds name wordswaps. Integrating this to T2SwiD adds another layer of immersion to the game.
/JOBDISGUISED/ wordswap functionality fixed
Bookshop trader T2SwiD functionality up once again. I misplaced it in T2SwiD default even though it should be in T2SwiD Outdoors
Bark fish shop T2SwiD functionality up once again.
Notdisguised check functionality tweaked - shopkeepers should be less combative now
I hate this guy check rebalanced - now has small chance you can still trade with them (not possible before)
Armour King now has T2SwiD functionality.

Changes for 3.1
Bugfixes (No sorry, no shoo)
Grammar fix (Revised sentence structure for some dialogues)
Fleshed out the functionality for Talk to Slavetraders while in Disguise

Details:
I misplaced the "No, sorry" choice, preventing you to reject a trade. All is fine now.
I removed the DC IS TRADER check for vanilla shoo dialogues, since it prevents traders to trigger that (since they have Diplomatic Status now). Worry not, since only shopkeepers have this dialogue anyway.
T2SwiD for Slavetraders now have functional notdisguised check, and all new dialogue from previous updates (1.3+) are now applied. Dialogue wordswaps created to provide appropriate dialogue for Slavetraders.

Changes for 3.0b
Allows player to trade with wandering (non-hive) caravan traders even if they are not in your town.

Details:
Vanilla has a dialogue check for wandering (non-hive) caravan traders - in Non-Player Character Town = 0. This means that if the caravan trader leader is NOT in your town (in another town, in the wilderness, etc), you CANNOT talk with them. This has nothing to do with my mod, but it baffled me in my test runs because I can only talk to them when we are enemies and I'm in disguise... 3.0b version literally just removes that check, meaning that you can talk to them anywhere they are.

I'll merge this in the future depending on your response (seen through the download ratio between 3.0 and 3.0b). I like this version more though.

Changes for 3.0
Finished base dialogue for outdoor traders.
Finished altered dialogue for Swamper and Deadcat shopkeeps
Separate 3.0b to fix non-bug (illogical vanilla feature)

Details:
Outdoor traders with functional T2SwiD integration: fish and drugs seller, caravan trader boss, slaver caravan boss, fish shop, Bark fish shop.
[NOT A BUG. VANILLA BEHAVIOR]
Fixed behavior that prevents you from talking to wandering (non-hive) caravan traders. You can talk to them even if they are not in your town now.

Changes in 2.1
Hotfix for outdoor traders unable to talk with

Details:
I overlooked finishing the base dialogue for outdoor traders in version 2.0. In case they cannot be talked with in your save, they can now do so again. Proof of concept can be seen through the newly uploaded integration patch for the mod More Belt Items. Please load the integration patch after the original Belts and stuff.mod or DR's version of the mod.

I also posted the Adventurers Guild - Lore Friendly Recruitment integration patch while motivating myself to power through the remaining dialogues for the Outdoors release.

Changes in 2.0
Finished dialogue code standardization. Very useful for modders.
Finished altered dialogue for common shopkeeps in the Empire.
Catun Scrapmaster can follow you. With special trigger condition, dialogue, and goal.

Details:
Finished dialogue code standardization. Modders would (mostly) just need to edit WORDSWAPS to alter dialogues. Characters without talk to disguised dialogue package template would require the extra effort though.
Finished lore-friendly dialogues for Catun Scrapmaster, UC Animal Trader, mechanical shopkeepers, and robotics shopkeepers.
Finished special follow functionality for Catun Scrapmaster. Dialogue, AI Packages, Dialogue conditions, Unlocks, Wordswaps done.

Details:
Non-default dialogue for shopkeepers has condition It depends on OT_TRADER rather than Is Trader = TRUE so...

Changes in 1.3
After a lot of testing, shopkeeper follow functionality is now complete! If you qualify the conditions, you can make enemy shopkeepers follow you, and their trade functionality still remains! Hooray! They are still enemies though, so temper your swords while around them.

The various checks to prevent cheesing the "talk to shopkeepers while in disguise" functionality is now complete. You can try talking with them without a disguise, but be ready to fail and fight instead.

Details:
Finished AI packages for shopkeep_follow, shopkeep_stay, and shopkeep_leave.
Finished AI packages for shopkeep flee and shopkeep defend.
Finished integrating to the main shopkeep_default dialogue package the dialogue for triggering the newly minted functionalities.
Finished wordswaps for default and UC regarding these functionality additions
Added dialogue: extortion loop. When bribing, they might request more.
Revamped dialogue conditions: as of now, T_TARGET must not be detectable as an enemy (therefore, in disguise), currently not in combat with T_ME allies, and is not hated by T_ME (meaning, squad not defeated by T_TARGET)

Changes in 1.2
Some common shopkeepers with a non-default dialogue (specifically mechanical shopkeepers and flotsam shopkeeper) would trigger default dialogue since it requires them to be traders. So I implemented a bypass for this. Their dialogue function should work now like it was before.

The stringent criteria in 1.1 does not work as intended, so I rewrote the code. I hope it works now without causing more problems!

Running also caused a problem where they will travel very far from the city... So that's why vanilla did not allow them to run. Anyways, I changed it to DEFEND.

Details:
Separated dialogue for T_TARGET not running. This does not work when in EV_TALK_TO_PLAYER.
Rebalanced running
Minor modification for dialogue that depends on condition Is Trader = TRUE (OT_TRADER): Shek shopkeeper shoo, mechanical shopkeeper

Changes in 1.1
Minor dialogue revisions (maniacal, shh...)
Minor functionality fix (following... still not fully functional)
More stringent criteria on shopping while disguised. You should not be able to shop with traders while the guards are fighting you inside their shop XD
Dialogue code standardization part 1. Not noticeable for end users but is a great help for me (and potential interested parties)
Please report bugs and dialogue inconsistencies (especially this one) as soon as possible! It would be a great help. Thank you very much!

Details:
Dialogue minor fix: /SHOPTRADECRAZY/
Add functionality: shopkeep follow you with functional trade (full functionality in progress)
Add dialogue: witness generic assault leading to crime alarm
Add functionality: shopkeeper will FLEE/FIGHT in this situation. With matching dialogue that prevents using trade with shopkeeper
Add shopkeep dialogue condition: T_TARGET Not Running

Changes in 1.0
First release on Nexus[www.nexusmods.com]
Last edited by Chaste; 3 Nov, 2024 @ 5:05am