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Small features that could make making RPG style mods much easier.

Posted: Sat Sep 23, 2023 11:31 am
by Kodi Sky
There are a few things that really act as a road block to adding in more RPG style features to the game through modding.

- Having an NPC "take" an item from the player. It could be deleted too. But basically removing something from player inventory. Let's say you make a dialogue where an NPC wants the player to bring them Science Books. You can have books in your inventory and have that trigger a special convo, but you cannot give the NPC the books and the books cant be deleted from your inventory through dialogue options. So if you wanted to make a sort of repeatable quests where you hand objects in, you can't.

-Add a lock and unlock dialogue feature that is cross NPC. Right now the feature only works on the NPC it is used on. You can use relation values to achieve a similar effect but it is not 100% the same.

- Add a feature to buildings - functionality, which would allow you to set a hard stat requirement to use an object. Example, so I can make a control panel in a ruin that requires Science and Robotics to use.

- Add dialogues to objects. This would avoid having to make NPCs to pretend they are objects that you can "talk to" aka some AI mainframe.

Re: Small features that could make making RPG style mods much easier.

Posted: Sat Sep 23, 2023 7:34 pm
by Hatsune_Neko
would have to be for Kenshi 2.
as none of that is possible in the first game.

Re: Small features that could make making RPG style mods much easier.

Posted: Sun Sep 24, 2023 1:53 pm
by Kodi Sky
Yeah, I mean it was a suggestion for the FCS but if its in Kenshi 2 FCS it would be cool too. Especially the removing items from player inventory through dialogue part.

Re: Small features that could make making RPG style mods much easier.

Posted: Wed Sep 27, 2023 4:10 pm
by Hatsune_Neko
might want to edit your title then to reflect its for K2