Kenshi
Project Kathun: Reworked
Addons and rambling
I left a chunk of comments on the main mod page, so I decided it’d probably be better if I made a discussion or something. Here I’ll list some addons I’ve posted which I use with Reworked, and I’ll mention if I find any technical issues that could be solved.

Base Kathun has an oversight that makes lightsabers unable to block thrust attacks. (Fixed now)

I also wanted to make B1 and BX droids taller, since their canon heights are around 6’3 and 6’4. In Kenshi, this equates to about 109-110 on the height slider (massive!).

Extra Battle Droid Dialogue was the first thing I wanted to add to Kathun. It seeks to distinguish the B1, B2, and BX from eachother, especially to make the B1 more entertaining to have in your party.
At first, this fixed a relation issue so the Droid Engineers would stop attacking the Legion. This is now fixed in Reworked.

Lastly, I wanted to buff battle droids, and many starting stats of droids have now been improved in Reworked to avoid situations where a faction's droids seem too weak compared to their regular guards, or the enemies they need to contend with.
The main difference in this tweak is now a buff to droid armour modules, and changes to the racial XP bonuses, health, and B2 run speed.
Last edited by Pico; 12 Jul @ 9:23am
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Showing 1-11 of 11 comments
Shogun_Sorrow  [developer] 11 Jul @ 7:22pm 
Lightsabers - Addressed. Might have been a reason for it but considering how all other weapons have it, no reason a lightsaber can't.

B-Series droid dialogue - Subjective opinion on how they act. Left alone as it's another author's vision and I take preference to the old legends content of them being mindless killers akin to their OG OOM counterparts. Their personality is a matrix that adjusts based on their role, they are all the same species of droid, not the same race. Changes for them are not made for this stance of opinion. Their faction issues however have been addressed.

B-Series canonical height: Also an extended opinion on their dialogue; In Legends they are 6'3 but this is very extreme on the sliders and I intend to leave it up to player customization and remain up-to-scale with SWG models. A majority of what I did in this mod is based on my experience of playing Star Wars Galaxies: Legends on an still-alive emulated server of the original game and a focus on the more-serious novelizations/publishing of Star Wars: Legends work. I.E. taking Republic Commando, OG Clone Wars 2003, and pre-movie Battlefront II lore over the movies and new Clone Wars giving them personalities to be cute/funny. In the novels and old canon, they had more variety, less personalty, and were competent war machines that didn't get beat up by the same clones and main character cast every episode for an entire season.

Buffing Battle Droids: They are an outdated, almost 30 year old foundry in the middle of the Dark Times era with little leadership and coordination other then overclocked BX-series brain with half of their army being hijacked by a sleeping stark-raving mad Cold War Era Sith Lord. Military power and cohesion is not intended to be perfect. They are a common enemy with a scare factor larger then bandits. They are weaker on purpose in other areas so that exploring the ruins/factories is possible for the player and not locking to endgame. Some places are stuffed with droidekas sure, but others are meant to have weak fodder, rusting shut-down foundry B-Series. Their crazed and erratic behavior/combat inefficiency is lore accurate to their post-war neglect scenario. I've only given B2s more strength and BX more stealth ability to create a distinction of the roles, nothing more or less.
Pico 12 Jul @ 12:51am 
Thanks for looking into it and addressing some of the points. I am glad that these observations are able to iron out the mod.
Things like the dialogue are very subjective, yeah, I was just listing it for anyone who might be interested, and to include the faction relations quirk. I am also a huge fan of the 2003 Clone Wars (and, ironically, never properly watched the new one), but I always found the sillier B1 endearing from Revenge of the Sith and other sources. I was contemplating to maybe even make a more OOM-like dialogue variant for B1s that have the “cold cruel” personality.

I don’t intend my buff tweak to be endgame-centric either, it’s just to make sure the droids found in the world aren’t too weak to compare to the other NPCs in their immediate vicinity. It was sparked by seeing the Legion being unable to defeat the renamed Reavers all around them, as well as the Nhymon B2s folding in half.
While battle droids are old, I think it adds a lot of intrigue when they turn out to still be very competent machines of war, especially the B2 and BX. I felt the player and factions with good maintenance should be able to have quite an effective result from it. This can also be compared to the custom lore about the skeletons, stating SK droids are extremely old and yet very functional.

As for the heights, it does make the droids stand out compared to randomly-generated characters, which I like quite a bit. Kathun has some wonky heights here and there, like some stormtrooper body files that are actually kind of monstrously tall.
Oh, but also- did you edit the portrait values for the B2 races? Changing "portrait offset y" to -1 will allow their heads to fit into the portrait frame, so the game doesn't only show a small bit of their body.
Last edited by Pico; 12 Jul @ 3:57am
Shogun_Sorrow  [developer] 12 Jul @ 4:21am 
Nhymon's droids are really only meant to outline the kind of coward and Dar'manda she is. Though most unique droids, including Socket has been buffed. All B2s have a standard of 50+ strength while BX series have 50+ stealth. As I said, I don't care for balance in an lore-accurate setting, they are intended to be a weaker, minor faction, it's up to the player to develop them and take advantage of all the free droids begging to be reprogrammed and amassed in number if that is their choice. SK droids are different in the fact that they are sapient AI, they preserved themselves because they are afraid to die/prioritize their self preservation. Even then, the average skeleton operates on largely unavailable Sith Empire technology and has fallen into disrepair. They are labeled as Rogue Droids for this purpose, they fancy themselves Separatists or the last remnants of the Sith Empire (depending on what unit you ask lmao Elder) but they are all outdated, way far away from their original supply chain, and exist to be a pain in the ass to people wanting Clone Wars loot and research mats.

As for portraits, no, I do not believe I addressed it. It will likely come with the future patch but at the moment I am playtesting my own mod and changes to confirm the recruitability of the Death Witch. Outside of height scaling, it's left alone on purpose, I prefer this mod to more closely reflect the mechanics of Star Wars: Galaxies so the random height mapping will be a thing. If you ever took a walk around Theed in SWG, you could pretty much see exactly what you described for Kathun heightmaps.
Pico 12 Jul @ 4:26am 
I'm sorry if it has sounded as if I wanted these ideas to be mandatory or fast-tracked into updates, it's completely fair that you're focusing on the areas of the mod that are deemed a priority. Everything in this thread is just suggestions, observations, or even things I've shared which I know are only subjective interests (the dialogue).
If I find more technical issues in the future, I will most likely post them here, but they are by no means a demand.
Shogun_Sorrow  [developer] 12 Jul @ 4:45am 
Originally posted by Pico:
I'm sorry if it has sounded as if I wanted these ideas to be mandatory or fast-tracked into updates, it's completely fair that you're focusing on the areas of the mod that are deemed a priority. Everything in this thread is just suggestions, observations, or even things I've shared which I know are only subjective interests (the dialogue).
If I find more technical issues in the future, I will most likely post them here, but they are by no means a demand.

I did not take them as demands at all, I take all suggestions seriously, even if I do not agree with them. I'm not really transparent with my roadmap since I only occasionally pick at this mod but I try to patch out things that are blatant issues that could easily be fixed.
Pico 18 Jul @ 3:33pm 
Two things I’m thinking would improve Reworked at the moment is upgrading some cities (such as adding police stations & other missing features to those that belonged to the Holy Nation in vanilla),
and adding more distinct player dialogue packages, such as dialogue for recruited stormtroopers that would give them a more organized attitude on the player’s squad.

I may try to do these things at some point, but is there anything you’d want to see in particular? I’m looking for suggestions.
Last edited by Pico; 18 Jul @ 3:42pm
Shogun_Sorrow  [developer] 18 Jul @ 8:43pm 
@Pico personalities are possible and it's only a matter of time constraints for me though building is outside of my skillset, it would take some time to relearn the FCS manner of making these changes, apply the builds to the main mod instead of separating it ect.

There is plans in motion to make Mongrel a Clone Wars deserter faction with the main man himself "Arc" being a literally former ARC that never speaks, that and add the extremely rare encounter of Clone Deserters, specifically the lore accurate Katarn-Clone Commandos who sported yellow-black colors and were cybernetic in SWG. Which will naturally inherit some of Crumblejohn's new dialogue package which is mainly RC and BF2 memes. Outside of that, a new Bounty Hunter dialogue package is in the works, but the only complete part is the recruiting package to make it harder to recruit tougher lowlifes instead of giving them the "Im desperate and starving" sob story most of them have.
Pico 18 Jul @ 10:21pm 
Oh! Very interesting. I had actually been wanting to make a clone addon myself, but I only added a few basics.
Personally, I had wanted to keep Mongrel the way it is, so I had instead added a new outpost on the Iron Trail where clones had fortified some ancient armories and built their own walls and iron shacks to supplement it (their low-level wall had an opening out to the water, but I mainly wanted them to hold off the zombie attacks). The clones didn’t have dialogue finished, but it had gate guards, patrols, and 2 officers (one being a quartermaster I decided to name Pipes).

Would you want to take a look at it? I was also using a body file for all the clones to guarantee they looked identical. I’m not very good at character creation, but I do think it helped a bit.

As for why some clones would be out in the Iron Trail, I had planned to make them sit out of the way of most political conflict, and their dialogue (which wasn’t written) would say this is only a staging point for their spread troops. The faction would be neutral, but players who are enemies of the Empire would be told they have been stealing supplies from the nearby forces in the Frigid Wastes.
Furthermore, I wanted to give them interactions asking the player to take out Clan Nhymon, which they would call “a matter of sentimentality”.
Aside from that, the clones didn’t look old, so I was thinking of some simple plot explanations. One that came to mind is setting up a mystery where the clones had been transported here during the Clone Wars in cryosleep by an unknown actor who had the authority to do it, but I did not yet know where to take that plot.
Pico 21 Jul @ 8:48am 
I have uploaded some dialogue fixes and an attempt at fleshing out the Imperial dialogue for stormtroopers and recruitable characters. There are disclaimers in the description that explains why some of the content was broken, and what can or cannot be fixed.
You can merge these changes into Reworked, if you approve of them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531186062
Shogun_Sorrow  [developer] 21 Jul @ 4:39pm 
I'll be sure to take a look at them when I decide to work on that later this week.
Pico 21 Jul @ 4:42pm 
Originally posted by Shogun_Sorrow:
I'll be sure to take a look at them when I decide to work on that later this week.
Thank you! If you want me to adjust anything for use in Reworked, feel free to let me know.
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