Zartury/PotatoMaster Mod Downloading Page
Posted: Sun Nov 27, 2016 11:47 pm
Decided to organize all the mods made into one topic page, since there are others who like to modify for their own use or who didn't buy this game on steam and so can't download it from there.
Re-made the Wandering Squads Mod into a modular mod, so you can pick what should run without the bulk or conflicts between mods.
Wandering Squads - Spawn Engine
Required to run any of the other wandering squad mods.It pretty much totals all vanilla spawns to 100 points, in proportion to what the developers set them to. Why? Makes life simple when adding spawn rates of other mods, especially when you don't want to crunch the numbers.
This will also serve as a patch for anyone who has recruited under the previous mod "Wandering Squads" or the current ones out "Wandering Squads - Recruits", should you turn them off so that you don't lose the recruited members.
Last modification was to reduce spawn amount from 1 to 0.25 for the Arm of Okran, because there are no spawned squads for that area. The mods add some to appear, so that its less desolate.
FAQs
Do I need this to run if I turn off Wandering Squads (original) or Wandering Squads - Recruits/Wandering Squads - Cannibals?
If you recruited anyone under these mods and wish to keep them, yes. If it won't bother you, no need to do so.
Why does this have to run for the other wandering mods?
It helps set spawn values for vanilla to 100 points (or 100% percent), so it makes it easy to decide what the spawn rate should be for each mod, like 5%, 4%, 2% and so on. Without it, you will notice that vanilla squads may spawn less or more often compared to mod spawns. A lot of the spawn figures are not easily divisible or workable without a calculator, and I would rather save myself the headache of doing that.
Wandering Squads - Trader's Guild
Adds wandering traders as part of the Trader's Guild faction, pretty much across the whole world. Two types of traders, the ones situated in reasonable areas of operation and dangerous areas. The ones in the regular areas are pretty much the same like ordinary traders. The ones in dangerous areas command high prices for their goods.
All caravans are composed of a trader and a buyer.
- 4 type of buyers which buy stuff from your counters: food stuff, trade goods, adventure goods (medicine and specialized food) and construction goods. Buyer is randomly chosen for each squad at spawning.
- Trader only handles direct trade with your character, with 6 different categories of purchasing available: food stuff, trade goods, construction goods, adventure goods (medicine, maps and bags), weapons and armors. Each category has a chance of being spawned. I have seen during testing only once that 5/6 categories spawned. It has occurred that none were spawned too, so its normal.
Also, there is diplomacy. If you attack them too many times, they will stop direct trading with you. Only bribery will help restore your relations but it will cost you!
Spawn rates:
Cores areas 6-8%, cannibalized areas 3-5%, spidered areas (excluding bugmaster's area) 3-6%
Wandering Squads - Recruits
Creates spawnable recruits for almost every region in the game. The recruits spawned are now related to the faction that inhabits that region. Therefore, recruits will not be found in places where no one inhabits.
Skeletons are predominantly found in Deadlands, Floodlands and Obedience, besides other areas like Swamper territory, Empire territory and Tech Hunter territories.
Humans are found anywhere there are human settlements, so excluding Vain and Shek territories. Tthe factions they come from are based on the area they are found wandering in, so Deadcats are usually found up north, Holy Nations in Hidden Forest and Holy Nation territories, Empire in The Hook and Empire, and so on.
Sheks are predominantly found in Spider Plains and Stenn Desert, but you can find them also in the Empire territory and Tech Hunter territories.
Hivers are predominantly found in Vain, but you can find them also in the Empire territory and Tech Hunter territories.
Spawn Rates:
5% for all areas where villages/towns are found in.
Re-made the Wandering Squads Mod into a modular mod, so you can pick what should run without the bulk or conflicts between mods.
Wandering Squads - Spawn Engine
Required to run any of the other wandering squad mods.It pretty much totals all vanilla spawns to 100 points, in proportion to what the developers set them to. Why? Makes life simple when adding spawn rates of other mods, especially when you don't want to crunch the numbers.
This will also serve as a patch for anyone who has recruited under the previous mod "Wandering Squads" or the current ones out "Wandering Squads - Recruits", should you turn them off so that you don't lose the recruited members.
Last modification was to reduce spawn amount from 1 to 0.25 for the Arm of Okran, because there are no spawned squads for that area. The mods add some to appear, so that its less desolate.
FAQs
Do I need this to run if I turn off Wandering Squads (original) or Wandering Squads - Recruits/Wandering Squads - Cannibals?
If you recruited anyone under these mods and wish to keep them, yes. If it won't bother you, no need to do so.
Why does this have to run for the other wandering mods?
It helps set spawn values for vanilla to 100 points (or 100% percent), so it makes it easy to decide what the spawn rate should be for each mod, like 5%, 4%, 2% and so on. Without it, you will notice that vanilla squads may spawn less or more often compared to mod spawns. A lot of the spawn figures are not easily divisible or workable without a calculator, and I would rather save myself the headache of doing that.
Wandering Squads - Trader's Guild
Adds wandering traders as part of the Trader's Guild faction, pretty much across the whole world. Two types of traders, the ones situated in reasonable areas of operation and dangerous areas. The ones in the regular areas are pretty much the same like ordinary traders. The ones in dangerous areas command high prices for their goods.
All caravans are composed of a trader and a buyer.
- 4 type of buyers which buy stuff from your counters: food stuff, trade goods, adventure goods (medicine and specialized food) and construction goods. Buyer is randomly chosen for each squad at spawning.
- Trader only handles direct trade with your character, with 6 different categories of purchasing available: food stuff, trade goods, construction goods, adventure goods (medicine, maps and bags), weapons and armors. Each category has a chance of being spawned. I have seen during testing only once that 5/6 categories spawned. It has occurred that none were spawned too, so its normal.
Also, there is diplomacy. If you attack them too many times, they will stop direct trading with you. Only bribery will help restore your relations but it will cost you!
Spawn rates:
Cores areas 6-8%, cannibalized areas 3-5%, spidered areas (excluding bugmaster's area) 3-6%
Wandering Squads - Recruits
Creates spawnable recruits for almost every region in the game. The recruits spawned are now related to the faction that inhabits that region. Therefore, recruits will not be found in places where no one inhabits.
Skeletons are predominantly found in Deadlands, Floodlands and Obedience, besides other areas like Swamper territory, Empire territory and Tech Hunter territories.
Humans are found anywhere there are human settlements, so excluding Vain and Shek territories. Tthe factions they come from are based on the area they are found wandering in, so Deadcats are usually found up north, Holy Nations in Hidden Forest and Holy Nation territories, Empire in The Hook and Empire, and so on.
Sheks are predominantly found in Spider Plains and Stenn Desert, but you can find them also in the Empire territory and Tech Hunter territories.
Hivers are predominantly found in Vain, but you can find them also in the Empire territory and Tech Hunter territories.
Spawn Rates:
5% for all areas where villages/towns are found in.