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[MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Sat Dec 15, 2012 9:48 am
by Vaster
Turmoil
Let's see some bloodshed!

DOWNLOAD:
[NEW!][v 1.01] (Kenshi 0.33)
[Old][v 1.00] (Kenshi 0.33)

INSTALLATION: Extract the "data" from the zip to your base Kenshi folder. If it asks to overwrite any files, let it. Then go to Kenshi -> data and edit "vvturmoil.mod" (without quotes) on a separate line in mods.cfg.

One thing that Kenshi lacks right now is...excitement. There needs to be more battle. More action. More bloodshed. More...turmoil. What this mod does is increase spawns a little and (intends to) add several new factions. Most of whom all hate one another.

Currently there are 4 new factions.
Hoping to add a new faction every day until Kenshi threatens to implode your computer! There's no complicated new towns or anything, perhaps in future versions. For now, just new faction patrols that hate several other factions. Or everyone.

Grand List of Factions (adding more everyday)
Bandit Variants: Rust, Gust, and...Lust.
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"Probably the *only* bandit variants I'm going to add. Ever. Though there will still of course be bandit-like factions roaming around. Just not so...bandit looking, most likely.

The only difference between Dust Bandits, Rust Bandits and Gust Bandits are weapon type and faction color.

Lust Bandits are...a little different. They wear their hearts on their sleeves. ;) Or their backs, in this case. Real men dress in pink, and they're more than happy to look absolutely faaaaaaaabulous as they..."chase you down" <3. They're also stronger than your average bandit, and for this reason are considered a genuine menace rather than a mere annoyance. Their leaders fetch higher bounties than a Dust, Rust, or Gust Bandit boss would."
The Blackjacks
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"The Blackjacks. No one knows who they are or where they come from. What is known, however, is that they're hostile to everyone and *incredibly* dangerous. A single squad can prove a terrible danger to smaller towns. Even their newly recruited members fight as well as trained soldiers. Most of their members can be recognized by their signature black coats with a spade on the back.

The Blackjacks represent such a threat that every captured Blackjack is worth a substantial bounty. Their captains alone are worth 25,000 cats.

Fortunately, they are rarely seen. But it's advised to avoid them if you're unlucky enough to sight them."

Re: [MOD] Turmoil - Let's see some bloodshed!

Posted: Sat Dec 15, 2012 10:21 am
by ArcaneSaint
Ooh, this could certainly spice things up a little! :D

Though one problem that could seemingly arise is that by the time the player reaches another town, it's already been cleaned out by one (or more) of these new guys. And even though there are numerous advantages of stumbling upon a ghost-town (yay, loot!), the lack of a safe place to rest, recover and recruit would make an already difficult situation almost impossible.

Re: [MOD] Turmoil - Let's see some bloodshed!

Posted: Sat Dec 15, 2012 11:09 am
by Vaster
Not to worry. ;) I intend to make sure (Most. Heh.) towns can survive the new factions. Not everyone is going to be as absurdly powerful as the Blackjacks either (who, while they can cause serious damage to the gate guards, a single squad is not powerful enough to take a town).

Re: [MOD] Turmoil - Let's see some bloodshed!

Posted: Sun Dec 16, 2012 2:12 am
by zyphar098
to counter this you could up the Animation Blend Rate so that there is a larger advantage to having numbers as single person skill is not as effective, this would make the game a bit harder for the player early on before you have recruited enough people.

Re: [MOD] Turmoil - Let's see some bloodshed!

Posted: Sun Dec 16, 2012 2:34 am
by Vaster
zyphar098 wrote:to counter this you could up the Animation Blend Rate so that there is a larger advantage to having numbers as single person skill is not as effective, this would make the game a bit harder for the player early on before you have recruited enough people.
I'll consider the idea. I'm not entirely sure which direction I want to head in, in terms of gameplay, beyond factions. And I don't want to go terribly overboard with it.

Anyway,

Turmoil v1.0.1 is now released. ;) Here's the changelog.
-Adds three dust bandit variation variation factions. All of whom hate everyone.
-Rust Bandits
-Gust Bandits
-Lust Bandits

-The Blackjacks now have a white spade on the back of all of their coats.
New faction(s) and perhaps new features tomorrow.

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Sun Dec 16, 2012 7:49 am
by Mattk50
Any way to also increase spawn rates? new factions doesnt mean much if theres so few around.

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Sun Dec 16, 2012 8:46 am
by Vaster
Mattk50 wrote:Any way to also increase spawn rates? new factions doesnt mean much if theres so few around.
The chance for the new factions to spawn themselves, or spawn rates of the game in general?

The game's spawn rate has actually been increased already. Well, the "maximum spawns", anyway. If it turns out I need to increase it even more to for downloaders of this mod to see all of the factions roaming about, then I shall. But for now, it seems to be working fine.

There are very few factions in this mod at the moment, but I intended for it to be a "grows everyday!" type of thing. And it *shall* grow everyday. By one faction at the very least, until the number of factions in the game is no longer reasonable.

If you're talking about the chances for factions to spawn, refer to the above. You certainly won't see the new factions very often. At least not as much as the base game ones, but as the list grows, you'll begin to see wide variety of factions roaming about.

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Sun Dec 16, 2012 2:52 pm
by bn20
Hey Awesome mod! Can you reveal the basic run-down of how you changed the textures. For example the blackjack coat?

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Sun Dec 16, 2012 8:12 pm
by Santaissick
Thanks! Everything is looking good and I like this. It's great mod to have until we get all the "official" factions, that are planned, into the game.

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Thu Dec 20, 2012 2:22 am
by bn20
cannot wait for the next update buddy!

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Fri Feb 15, 2013 10:49 pm
by Vaster
Due to hard drive failure (which caused me not being here for several weeks), a new gaming computer (which allows me to play Kenshi in a higher resolution than 800x600), and the fact I somehow became silly and re-uploaded 1.0.0 instead of 1.0.1, I think I might just create a new mod. Anyone have any ideas on something they'd want? ;)

Or I can simply restart the mod and add the factions I had back in as well as my new ones. Anyone have preferences to what I do?



bn20 wrote:Hey Awesome mod! Can you reveal the basic run-down of how you changed the textures. For example the blackjack coat?
Sorry for the delay. Not sure if you'll see this, but. Here's a detailed tutorial on how to do that. Can't tell you anymore than this though, because this mod was literally my first time doing any texture work for a game.

First up, the way I added images to the coats (the heart/spade) was by creating a duplicate and editing the normal map texture for the longcoat. As seen here, I added a heart to it as a new layer in Paint.NET. The filenames of normal map textures are usually labeled as armor_name_N / etc

Image

In order to ensure it retained the creases in the coat, I had to use a layer property, called "Multiply" which ensured the heart was added in, beneath the crease textures.

Don't worry about the color of the coat itself. Because Kenshi uses a most interesting system where it colors armor pieces with the "(colored)" tag in-game by faction color rather than the texture itself (it's why the normal map texture looks so odd). It's also why every coat the player purchases from vendors is a light blue, because that's faction color of the merchants. It's also why the inventory icons often don't match up with the armor's color itself, because icons are of a fixed color while the (colored) armor itself is based on faction color.

Anyway, after that you have to go to the Construction set. First you need to go to Items -> Armor, and duplicate the item you're retexturing itself (in my case, Captain's Longcoat (colored)). Then you click on it to see what material it has, as shown in the below screenshot.

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captain coat black

So then you go to the Materials category in the construction set, and find that material shown from the item, and duplicate that. After that, you need to edit the material to use your new normal map, highlighted in the image below. Just replace the end filename with the name of your new normal map texture.

Image

Save it, then go back to the armor you duplicated and simply change its material to the new duplicated material you just created, and bam. Done. It'll show up in-game like it shows up in my screenshots. You just have to give it to an NPC, and that NPC has to spawn somewhere.

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Fri Mar 22, 2013 4:01 pm
by kouga
Abit late, but more factions! Perhaps with bases that you can attack ;D

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Wed Mar 27, 2013 10:28 pm
by frigy
Does this mod work for 0.4 version?

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Fri Mar 29, 2013 5:07 am
by SilentAssassin
Vaster wrote: Save it, then go back to the armor you duplicated and simply change its material to the new duplicated material you just created, and bam. Done. It'll show up in-game like it shows up in my screenshots. You just have to give it to an NPC, and that NPC has to spawn somewhere.
Could you explain how to add a coat to an NPC. I've been trying to create my own faction for Kenshi.

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Fri Mar 29, 2013 5:19 am
by Mikee251
SilentAssassin wrote:
Vaster wrote: Save it, then go back to the armor you duplicated and simply change its material to the new duplicated material you just created, and bam. Done. It'll show up in-game like it shows up in my screenshots. You just have to give it to an NPC, and that NPC has to spawn somewhere.
Could you explain how to add a coat to an NPC. I've been trying to create my own faction for Kenshi.
In the mid editor, create a new character item. Then click the drop list and select clothing.
open it and a list of items should appear, find a coat item and select it. it should show up in a list in the character properties, change the 0 to the right of the item name to how ever many you want the character to have, in this case, 1. Then bam, they have a coat

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Fri Mar 29, 2013 5:31 am
by SilentAssassin
Thanks, I'll try this right away.

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Fri Mar 29, 2013 5:32 am
by Mikee251
Anytime

Re: [MOD] v1.0.1 Turmoil - Let's see some bloodshed!

Posted: Sun Mar 31, 2013 4:23 pm
by kouga
frigy wrote:Does this mod work for 0.4 version?
I've only met the "blackjacks", the other factions don't seem to show up.