Kenshi
Companion Quest: A Drifter's Story... ('Definitive Edition')
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Dr. Igor Dolvich  [developer] 2 Jul, 2023 @ 4:58am
Spoiler Discussions!
Please, refrain from posting any quest spoilers in the Comments section on the main page... I wouldn't want others to get spoiled from the Finale sequence... :beeped:

Will also post big update logs in here, as it'll contain a lot of spoilers in the change notes.
Last edited by Dr. Igor Dolvich; 3 Jul, 2023 @ 10:57am
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Showing 1-15 of 38 comments
Dr. Igor Dolvich  [developer] 2 Jul, 2023 @ 5:08am 
There's currently around ~8 "Easter Egg" items and events... The rest are within the .mod itself...

Let me know if you can find them! :cactusrum:

(I recommend not looking at the .mod file in the FCS until you do at least one "playthrough" of the quest, the .mod contains a huge amount of spoilers)
Last edited by Dr. Igor Dolvich; 3 Jul, 2023 @ 10:57am
Dr. Igor Dolvich  [developer] 3 Jul, 2023 @ 10:41am 
Big Update!

Spoilers below, don't read unless you want to...

  • Fixed personalities for all of the characters, Big Dave, his Ninjas, Victor, his Mercs, and Morse himself should now have way more dialogue, will write more in future updates once I get nearing "completion".

  • Made Big Dave actually... Big.

  • Changed the Armor Penetration on Morse's sword, +25% Armor Pen is a little too crazy... it's now -15% (to balance it).

  • Fixed up the Ending Sequence for the Finale!

  • Fixed some dialogue issues for very specific things.

  • Added a new branch of Dialogue, for a specific item...

  • Certain lines should now fire correctly... had a bad "Score Bonus" on the dialogue line.

  • Made the Mercs and Big Dave's ninjas neutral / coexist to animals, this should prevent them from randomly dying from blood spiders...

  • Added more tips / links to guides and resources to the "Dialogue Creation Tips" in the .mod file itself, should you wish to use this as Modder's Resource (have fun!) :crusader_helmet:

  • Next update should fix up more stuff I've found, as well as finishing up small dialogues (minor dialogues for specific items, should you want to speak with Morse about something)...
Last edited by Dr. Igor Dolvich; 3 Jul, 2023 @ 11:00am
Dr. Igor Dolvich  [developer] 3 Jul, 2023 @ 2:42pm 
@Kobolds are tasty

Brought up a good point in the Comments Section and I really like the idea, I'll be working on a dialogue chain where you can convince Morse to give up alcohol, and to continue his Path... :crusader_helmet:
Dr. Igor Dolvich  [developer] 4 Jul, 2023 @ 11:48am 
Originally posted by Dr. Igor Dolvich:
@Kobolds are tasty

Brought up a good point in the Comments Section and I really like the idea, I'll be working on a dialogue chain where you can convince Morse to give up alcohol, and to continue his Path... :crusader_helmet:

Another Big Update!

Spoilers below, don't read unless you want to...

  • Fixed up Big Dave's House, this should now reward the players better... should they choose this Path...

  • Added a whole new branch of dialogues, particularly to help Morse quit alcohol, this is a one time event that should fire when you ask him about his Path... Shoutout to @Kobolds are tasty for asking for this!

  • Finished up rewriting a few dialogue trees that had "Filler Text", there might be like 1-2 more, but they're buried somewhere and I haven't gotten to them yet.

  • Resorted a bulk of Morse's dialogue in his Recruitment Accepted Dialogue Package, now very important information will be at the very top (hopefully), after you find specific items and information...

  • Cleaned up a few typos, please let me know if you find any more! (There's a lot of dialogue...)

  • Added more tips / links to guides and resources to the "Dialogue Creation Tips" in the .mod file itself, should you wish to use this as Modder's Resource (have fun!) :crusader_helmet:
Tantalus 9 Jul, 2023 @ 4:18pm 
I'm not sure if this is a bug or just a question, so I'm posting it here.

Once in Shark, I started heading southeast with Morse because I thought that's the direction the muddy map said to go. Came across Victor's house, assuming it was the thing near a big tree I was supposed to find. Told Victor the truth, even though I had no idea what I was talking about. Morse never told me his real name, yet I somehow knew that's who Victor was talking about. Spoke with Morse once I had Alina's letter, and after that, I could not speak with Morse anymore, but he kept following me. I still have Alina's letter in my inventory; I apparently didn't actually give it to Morse.

Shortly thereafter, Morse died because he likes running off to kill things in the swamp and I couldn't get to him in time to save him this time. Now I have his sword and his ring and I have no idea what to do with them - if there even is anything I can do at this point. I would have taken his body, but I'm carrying a live bounty.


So, the question I have is, did I fubar the whole quest? If not, can I get a hint on where to go now?

Thanks!

Also, thanks for the mod collection! I am using almost all of it (I left off 2 or 3 of the flavor mods that I didn't want), and I am really enjoying it.
Dr. Igor Dolvich  [developer] 9 Jul, 2023 @ 9:43pm 
Originally posted by Tantalus:
I'm not sure if this is a bug or just a question, so I'm posting it here.

Once in Shark, I started heading southeast with Morse because I thought that's the direction the muddy map said to go. Came across Victor's house, assuming it was the thing near a big tree I was supposed to find. Told Victor the truth, even though I had no idea what I was talking about. Morse never told me his real name, yet I somehow knew that's who Victor was talking about. Spoke with Morse once I had Alina's letter, and after that, I could not speak with Morse anymore, but he kept following me. I still have Alina's letter in my inventory; I apparently didn't actually give it to Morse.

Shortly thereafter, Morse died because he likes running off to kill things in the swamp and I couldn't get to him in time to save him this time. Now I have his sword and his ring and I have no idea what to do with them - if there even is anything I can do at this point. I would have taken his body, but I'm carrying a live bounty.


So, the question I have is, did I fubar the whole quest? If not, can I get a hint on where to go now?

Thanks!

Also, thanks for the mod collection! I am using almost all of it (I left off 2 or 3 of the flavor mods that I didn't want), and I am really enjoying it.

Haha yes, thank you for letting me know!

I accidentally broke this particular part of the quest in a recent update as I was changing probably... "Too many" things at once to try and get the mod closer to completion. It will be fixed hopefully soon once I go through all of the dialogue lines to fix things (there's a lot of lockers / unlockers depending on which dialogues you pick when talking to Morse lol :beeped:)

I'm also planning on rewriting a lot of the dialogues, as most people told me it's kinda confusing (and I agree my writing for this part was pretty bad lol).

To answer the spoiler text, slight spoilers:

You went the right direction! Victor is the intended destination. According to the map, I left it kind of vague. Depending on which direction you went at Shark, there's a little diversion in Morse's path. Morse is supposed to comment on the various locations you stumbled upon to kinda help guide you as well (these stopped triggering last update for some reason).

Once you reach Victor, depending on what you say Truth / Lie, or it you find a specific item in Victor's house...(it's locked in a safe) There's supposed to be like a back and forth dialogue between Morse and Victor, but for some reason the lines aren't triggering, so it makes it even more confusing lol... Depending on what you say, this is the point where Morse becomes a recruitable follower to your Faction. (Currently, it seems like he just runs off into the Swamps lol, this is not intended)

If you go South West (instead of South East) towards the little Swamp Village, there's a couple of bandits waiting for you at another "House by a Big Tree", similar to Victor's house. The diversion is to try and use up a bunch of Morse's timer, but it's worth it as the other house has some good loot, a couple of training dummies, and "Big Dave" has a pretty decent bounty you can claim in Shek cities (20k or so)

Big Dave also has a letter you can show to Morse for more information (and if you show the letter to Victor, he gives you some money for helping clean up the Swamp banditry)


I'm glad you're enjoying the RPG list! This mod was originally on the Roleplaying list but once I found the Ending was bugged, I temporarily removed it until I can fix it. And, I want to rewrite a lot of the dialogue to make it more fun and engaging lol.

Hopefully once I manage to fix everything up, I'll do an update to the mod and readd it back to the Roleplaying list. :crusader_helmet:
Last edited by Dr. Igor Dolvich; 10 Jul, 2023 @ 12:02am
Dr. Igor Dolvich  [developer] 9 Jul, 2023 @ 10:04pm 
Originally posted by Tantalus:
text

Also one more answer to your spoiler text,

If you managed to betray Morse (or he died somewhere and you took his things), if you show that Ring to Victor before you meet him with Morse, then there might be some consequences... You could always sell the Ring too, as it's worth around 6000 cats... If you loot the Ring by pickpocketing Morse when he's still alive... There's consequences for that as well.

Probably one of the few reasons this mod kinda broke when I began finishing it up lol, I tried to account for most things players would do and it became very complex all of a sudden :cactusrum:

I'm glad you're having fun at least, and thank you for letting me know! Hopefully next time this is updated, you can play it with all of the bugs fixed up! Haha
Last edited by Dr. Igor Dolvich; 9 Jul, 2023 @ 10:06pm
Tantalus 10 Jul, 2023 @ 12:07am 
Thanks for letting me know! Yeah, all Morse ever said in the swamps was "This seems right," but he said it in three different locations (two of which I knew couldn't be right), so it wasn't much help.

Also, because of the whole vanilla issue with bodyguard AI causing him to run off to fight blood spiders (usually in the opposite direction we were going), I ended up carrying him a good chunk of the way just to try to get him out of aggro radius (and to let his wounds start to heal). Probably why he didn't talk as much.
Dr. Igor Dolvich  [developer] 10 Jul, 2023 @ 3:59am 
Originally posted by Tantalus:
Thanks for letting me know! Yeah, all Morse ever said in the swamps was "This seems right," but he said it in three different locations (two of which I knew couldn't be right), so it wasn't much help.

Also, because of the whole vanilla issue with bodyguard AI causing him to run off to fight blood spiders (usually in the opposite direction we were going), I ended up carrying him a good chunk of the way just to try to get him out of aggro radius (and to let his wounds start to heal). Probably why he didn't talk as much.

Lol yeah... The "This seems right" dialogue is supposed to trigger around Victor's House, but I think I messed up a "score bonus" or something, as it appears to fire constantly in every town... I currently have around 5 or so lines written for different areas, with plans for a lot more once he's finally recruited.

Even very small tweaks to dialogues can completely throw things off, even a simple 1 vs a 0 could break things :beeped: Kenshi truly requires Arcane Knowledge to make things for lol

I do also end up carrying him a lot, I suppose it's a slight downside to the minor annoyance of the bodyguard AI haha. I couldn't think of a way to make the whole escort mission mildly engaging otherwise, because if you could immediately recruit them, it'll kinda defeat the purpose of his quest (I did account for this... If you find a specific "Easter Egg Item" at Victor's house before starting the quest, you can completely bypass the whole quest and auto recruit Morse from the start lol) <<< although this is meant more of a jokey type item, or if you're particularly wanting to Speedrun things lol. There's a couple of these things around, if you're skilled enough to pull off a fun pickpocket/thievery skill check. (If you find something unusual, or pick pocket someone quest related, show it to Morse)

I'm glad you got to try it out though and provided feedback. Can't wait to get this thing working as intended so I can finally start working on the next "Companion Quest" (Skeleton type person) with all of the hard lessons learned.
Last edited by Dr. Igor Dolvich; 10 Jul, 2023 @ 4:06am
Tantalus 10 Jul, 2023 @ 9:05am 
Oh I definitely like the idea of him not joining the player's party right away. It gives him depth and makes it clear he's not just your average, 2D Kenshi recruit. If occasionally needing to carry him to keep him out of trouble is the price for that, then I don't really mind paying it. I'll just have to do a better job of it next time.
Dr. Igor Dolvich  [developer] 10 Jul, 2023 @ 9:18am 
Originally posted by Tantalus:
Oh I definitely like the idea of him not joining the player's party right away. It gives him depth and makes it clear he's not just your average, 2D Kenshi recruit. If occasionally needing to carry him to keep him out of trouble is the price for that, then I don't really mind paying it. I'll just have to do a better job of it next time.

Haha, glad you agree. :crusader_helmet:

I'm actually working on the mod now, so hopefully relatively soon I can push an update that fixes the whole quest ending and possibly rewrite most of the dialogue as well (because it can be kinda confusing lol)
Last edited by Dr. Igor Dolvich; 10 Jul, 2023 @ 9:19am
Dr. Igor Dolvich  [developer] 14 Jul, 2023 @ 2:22am 
Huge update to the mod! It is now the 'Definitive Edition'

  • Rewrote pretty much all dialogues, and made it far better for Players to be able to navigate around Morse's dialogues (Ask another question...?)
  • Redid all of the endings for the quest, to make it way "smoother" of an experience!
  • Fixed up all known issues with Dave's House, Victor's House.
  • Completely redid all of Morse's "Misc" dialogues, ie. when you're roaming around / fighting / visiting towns, etc.
  • Added a lot of "Color Coding" to dialogues to emphasize very specific things (see screenshots for examples)... I recommend "Dark UI" to make it look as intended, but it works with Vanilla UI as well.
  • Fixed a lot of the AI issues with Morse (previous issues were mainly from doing lockers/unlockers/AI contracts badly lol...)
  • Added a lot more time to Morse's Bodyguard AI, you now have 7 days "standard" (you can potentially unlock more time if he trusts you...)
  • Fixed up Morse's sword Stats to make it less super OP (It's still a Meitou...)
  • Added way more links and notes if you decide to open the .mod to try and craft your own "Quest"! (Check out the 'Kenshi Community Discord' if you'd like to try modding yourself!)
  • And a lot more smaller changes!

:cactusrum:

Also, added a new Game Start called "Morse's Quest...", see screenshots for examples.
(Hid the "MorseQuestTest" game start as it's no longer needed)
Last edited by Dr. Igor Dolvich; 14 Jul, 2023 @ 3:08am
Klyn 29 Jul, 2023 @ 11:34am 
hey, i can't find him in Admag, do i need to do anything?
Klyn 29 Jul, 2023 @ 3:08pm 
after finish all the quests and recruit Morse, can i sell all items ?
Dr. Igor Dolvich  [developer] 29 Jul, 2023 @ 3:56pm 
Originally posted by Klyn:
after finish all the quests and recruit Morse, can i sell all items ?

Yes you can if you'd like :cactusrum:
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