[MOD]Interesting Recruits!

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Mon Sep 07, 2015 9:39 pm

NOTE: There's lot of additional updates, goto the Steam Page at https://steamcommunity.com/linkfilter/? ... =11&t=8386 for the best and most up to date details.

Hey guys, Deth here. I'm putting together a mod that, (For now!), will contain 7 new recruits. I always found Infinite WingWang rather interesting, and I wanted to have more recruits like him. I intend on giving WingWang his own Dialogue Package too :D.

Each follower spawns randomly in the towns' taverns and is unique in each world. Their stats vary between well-skilled to complete novice, but each follower will have a unique dialogue package, (Different lines for healing, being healed, attacking, etc.), in order to make them all feel unique. They will all have their own dialogue and recruiting trees, and some will require an initial investment and/or daily wages to hire and then retain them.

There are seven recruits:

Grimm
Grimm is your classic Samurai with a twist. He's old, disavowed, and ready to spin you the tale of how he lost his job. Of course, he's more than willing to bash in the face of every crapstain you come across if you can convince him...
Naked Pic: http://images.akamai.steamusercontent.c ... E074016D3/
Default Clothing: http://images.akamai.steamusercontent.c ... AD36D7D4C/
Optic
Optic is a disfigured scientist who yearns for the open sands. Unfortunately, his lack of strength and poor defensive skills prevents him from going out solo. With someone to help him ,though, he might be willing to lend his skills in Healing and Science...
Naked Pic: http://images.akamai.steamusercontent.c ... D8B252729/
Default Clothing: http://images.akamai.steamusercontent.c ... ED553E0DD/
Katharciss
Katharciss is a cannibal, born and raised, but hunting was a pastime that felt boring to her. So, she decided to abandon her tribe and status and instead seeks out the thrill of adventure. It's a pity no-one talks to her, let alone wants to adventure with her...
In-Game: http://images.akamai.steamusercontent.c ... 308C37D62/
100 Height Character for Scale: http://images.akamai.steamusercontent.c ... CA1E59806/
Okuro
Okuro was Sand Ninja. He had the misfortune to drink the prized rum of an influential jounin, and found himself on the wrong side of the clans. Thus, he fled to the nearest cities, where he earns his money doing odd jobs, waiting for the chance to cut throats and steal crap without fear of losing everything...
Naked Pic: http://images.akamai.steamusercontent.c ... A13DF3B11/
Default Clothing: http://images.akamai.steamusercontent.c ... 54E5A29DF/
Yunomi
Yunomi was your average everyday adolescent. That is, of course, before her mother was killed and her father eaten by a Leviathan. Forced to become a Street Urchin as a teenager, she lacked the charm a child has innately for begging and sympathy. She chose to steal some equipment and try to sell herself off as an adventurer, but everyone ignores her for her stature...
Naked Pic: http://images.akamai.steamusercontent.c ... 36BF2035E/
Default Clothing: http://images.akamai.steamusercontent.c ... EF3050D86/
Mikael
As a shopkeeper's apprentice, Mikael always had dreams of striking it rich and starting his own store. That is, until his boss caught him sleeping on the job and pitched him onto the streets. Mikael spends his days trying to bum passing adventurers for a drink and buying drugs with whatever cash he can scrounge. Of course, he might be willing to sell himself off for a humble price...or perhaps a drink or two...
Naked Pic: http://images.akamai.steamusercontent.c ... C4EF5AC68/
Default Clothing: http://images.akamai.steamusercontent.c ... 1EF82D685/
L'Cie
L'Cie is a promising Shek recruit, he's incredible with a sword, strong, and has a rather interesting aptitude for physical labor and building, (Grunt Work was always his specialty.) It's a pity he's too scared of his own shadow to actually hit anything that's actually flesh and blood...
Naked Pic: http://images.akamai.steamusercontent.c ... 3759EB858/
Default Clothing: http://images.akamai.steamusercontent.c ... 8E11928EE/

Furthermore, there are new Generic and Faction Specific Followers:

Beggar
Beggars usually wander the town searching for someone with a kind soul, or perhaps a naive one. Promises of wealth, food, and adventure will encourage these weaker men and women to join you.

Bored Farmer
Toughened by their days on the farm, but tired of the dreary, routine, and sometimes ritualistic work, these men and women have sojourned to the cities in search of work.

Bored Citizen
Citizens usually work around town, but oppressive governments, poor job security, or simple boredom can leave them disillusioned. These men and women search for adventurers willing to take on inexperienced recruits.

Bored Shop Guard
Guarding a shop is easy pay, but dreadfully boring. These experienced fighters have softened up from their time in the city, but are raring to have at the blood and loot in the sands.

Disillusioned Slaver
Sometimes, a slaver finds that slaving just isn't the job for him. All the perks of a slaver minus the cuffs, these men and women drink away their troubles. Promises of better work will often find them marching off to who knows where...

Embezzler
Having stolen money from the Trader's Guild and the Dead Cat, these guys ally themselves with all manner of bandits. Despite their newfound wealth, they find themselves at risk of being hunted by mercenaries and the like. A friendly adventurer could persuade them to hide behind themselves of course...

Escapee
Slaves often run away, but where do they go to? Why they hideaway in disguises and bars of course! An adventurer might find themselves on the wrong side of the slavers in exchange for men and women readily willing to join them.

Ex-Caravan Guard
Caravan Guards often find themselves out of work, or their charge dead. Sometimes, a passing adventurer might seem the perfect person for job security.

Ex-Cop
Even the seasoned warriors of Kenshi's police force retire, but not all find it easy to rest. Instead, they seek out employ as guards or running around babysitting adventurers.

Exile
While uncommon, Samurai Lords do rebel, the one lucky enough to be spared hideaway with the Dead Cat, or find asylum with the Holy Nation. Adventurers who dislike the United Cities might find it prudent to assist an Exile in his quest for revenge.

Failed Samurai Recruit
The United Cities' Samurai forces are an esteemed group of warriors. This quality, however, can be difficult to achieve. Often, one may find a recruit who failed to pass the tests wallowing in misery at the bar. It's a good idea to pick them up before they sell themselves off as mercenaries, or else choose the path of banditry...

Heretic
Even amongst the fanatics of the Holy Nation, there is dissent. Other times, there are those who speak out openly against their practices. These men are labeled Heretics and are marked for death by the roving Holy Nation patrols. Adventurers who zealously fight against the Holy Nation will find it prudent to recruit these disavowed Paladins.

Mercenary Captain
Everyone loves Mercenary Captains right? The Dead Cat mercenaries now have a surplus of men, and these out of work Mercs are searching for someone to give them a job!

Heavy Mercenary
Everyone loves Merc who can bash faces in right? The Dead Cat mercenaries now have a surplus of men, and these out of work Mercs are searching for someone to give them a job!

Mercenary
Everyone knows the standard Dead Cat mercenary that patrols the cities and guards the gates. The Dead Cat mercenaries now have a surplus of men, and these out of work Mercs are searching for someone to give them a job!

Reformed Bandit
Even bandits find it in themselves to realize that what they do is wrong. These reformees save up enough to pay off their bounty or do their time in the slammer, and then hire themselves off as seasoned veterans of combat.

Ronin
Ronin come in all shapes and sizes, but these blades for hire are welcome additions to any troupe of mercenaries.

Tribal Shek Warrior
The Shek are a people full of tradition and zeal. Tribal warriors occasionally find themselves disconnected from their tribe or out of work, and travel to human cities in order to hire off their skills as laborers and warriors.

Smuggler
Smugglers always need a few bodyguards, and good profit can be made off these guys. The only problem is you might find yourself on the wrong side of the law...

Veteran Holy Nation Soldier
Soldiers who climb up the ranks but fail to make the ranks of Paladin are occasionally booted out of the army in favor of more promising recruits. These experienced soldiers are always looking for new work.

Washed Up Holy Nation Soldier
Sometimes, a recruit isn't all he's cracked up to be. These poor men end up in the bars drinking away what's left of their paychecks. Occasionally, they find themselves in the employ of various adventurers who need a hand that's stable in combat.




Any To-Do's with questions near them are debatable. Feel free to PM me suggestions!
TODO
1:Dialogue Packages for Uniques.
1A: Timing fixes and additional dialogue lines.
2: Recruitment Dialogue on listed Unique Recruits: Mesilla
3:Retrofit Versions
4.Update on Lo-Fi Forum and Nexus Mods
5. Interactions between Palach and Orphis (1-3); Pepssim and Opsmit(1-3); Tortuga and Elizabeth (1-3); Gnume and Griffin (1-2 more); Eldritch and Okuro (3); Kazakh and Slezkh(1-3); Tyran and Opsmit/Pepssim(1-2); Ordis and Tyran(1); Ordis and Optic (3); L'Cie and Mikael (1-3); Mikael and Yunomi (1-3); Yunomi and Grimm (3-5); Ordis and Infinite Wingwang (1-3); Kazakh and Ruka (3-5); Dr. Chung and Optic (2); Izumi and Yunomi (1-3); Potpourri and Elizabeth (2-3); Bhujerba and L'Cie (1-5).
6. Biome Interactions/Shouts
Arm of Okran//Ashlands//Bast//Berserker Country//Bonefields//Border Zone//Burning Forest//Central//Cheaters Run//Darkfinger//Deadlands//Desert//Dreg//Empire//Fishman Island//Flats Lagoon//Floodlands//Fog Islands//Forbidden Isle//Greenbeach//Grey Desert//Greyshelf//Gut//Heng//Hidden Forest//High Bonefields//Howler Maze//Iron valleys//Leviathan Coast//Northern Coast//Obedience//Okran's Gulf//Okran's Pride//Okran's Valley//Purple Sands//Raptor Island//Rebirth//Royal Valley//Shem//Shun//Sinkuun//Skimsands//Skinner's Roam//Sniper Valley//Sonorous Dark//South Wetlands//Spider Plains//Spine Canyon//Stenn Desert//Stobe's Gamble//Stobe's Garden//Stormgap Coast//The Black Desert//The crags//The Crater//The Eye//The Great Desert//The Grid//The Hook//The Iron Trail//The Outlands//The Pits//The Pits East//The Shrieking Forest//The Swamp//The Unwanted Zone//Vain//Venge//Watcher's Rim
7. Possible Keeper's recruitment upon imprisonment, requires neutral/friendly with Flotsam Ninjas/Anti-Slavers, will cause endless raids if player has a base.


NOTE: Version 2.0 works with 0.93.28!

Link to Nexus!
http://www.nexusmods.com/kenshi/mods/16/?
Attachments
Interesting Recruits.zip
Version 3.5
(475.6 KiB) Downloaded 1613 times
NewRecRetrofit.zip
Retrofit Version 1.0
(76.94 KiB) Downloaded 1616 times
Last edited by thedethbot on Tue Feb 28, 2023 2:59 am, edited 18 times in total.

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Thu Sep 10, 2015 8:59 am

Hey, Deth here- I just posted the first Download for the mod, this one has all 7 characters, and they all work as far as I can tell. Dialogue Packages are not complete for every character, (Only Grimm and Katharciss)

Soooo- BUMP

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Sun Sep 13, 2015 10:35 am

Version 1.0 is coming along quite nicely.

Yunomi's DP is complete and Okuro's is probably 33% done; I haven't really done anyone else yet :p. Work really gets in the way of this.

However, I did create a Unique spawn list for the bars in Kenshi to choose from, so that way if one of the unique characters DOES spawn, they won't take up the spot of a regular hireable.

Furthermore, I've gone ahead and created 10 different Generic Followers that I also need to create dialogue trees for. In addition, I've gone ahead and made 4 Dead Cat specific hireables, 2 Holy Nation specific hireables, and 1 United Cities specific hireable. Amongst all of these new followers are people that, when hired, will piss off a certain faction, but may align you with another.

I'll update the description to accommodate these new d00ds ASAP.

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Sat Sep 26, 2015 9:04 am

All right! I've gotten quite a bit done! Took me a while, and Version 1.0.0 isn't ready just yet...

The additional followers, excepting the 5 listed below, exist in the regular bar spawning pool. Teh Holy Nation-themed ones only spawn in Holy Nation town and have a separate spawn list. Same with the Dead Cat mercs, and the Failed Samurai Recruit for UC. The Ex-Cop will spawn both in DC and UC.

I've successfully finished all the dialogue trees for each new follower- 21 in all I think. Not a lot if you have lots of free time, but I work night shifts! this is an accomplishment! The Exile, Smuggler, Embezzler, Escapee, and Heretic all properly make the corresponding faction angry, however for it to work properly, I had to make them actually be IN the faction you piss off. This is just my own limitation, as I'm unaware, (And was unable to find), a way to piss off another faction if you hire someone. As a result, you'll find these 5 followers wandering about the world, but you can only hire one of them! After that they'll attack you. They're in the same faction as the guys you pissed off, after all...

The Embezzler and Smuggler have an escort that will attack you shortly after you hire them. In addition, they have some cash they might be willing to give you. The Exile and Heretic also have some resources to present once you hire them. (I still need to do a bit of testing with this.)

They all spawn properly now, but I have yet to do the Dialogue Packages for L' Cie and Mikael. Sowwy. :lol:
I also have to do a bit more testing with the Bored Citizen, as they seem to ignore you half the time. Might have to do with the personalities, but we'll see!

I should be able to put this out Monday night, (9/28 I get home around 10:30 MST.) For now, bear with me!

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Tue Sep 29, 2015 8:10 am

Alright, all new followers are in and spawn in the game world! All dialogue trees and dialogue packages are complete.

Version 1.0.0 is now live! Have at it!

Please post any bugs and/or typos that you encounter and feel free to message any ideas/suggestions you would like me to attempt to implement! thanks and enjoy!

Loune
Posts: 7
Joined: Mon Oct 12, 2015 5:51 am

Tue Oct 20, 2015 11:22 am

cool mod, though is there a way make it working for Steam version 0.74.32

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Thu Oct 22, 2015 9:55 am

Loune wrote:cool mod, though is there a way make it working for Steam version 0.74.32
Luckily for you, I'm currently attempting to retrofit it as we speak. Something I added between the 0.66 and 1.0 versions of the mod is the root, but I'm not sure what. I may have to rebuild the mod for 0.74.32, but I'm hoping it doesn't come to that. Not that it'll take long, it's just... You know.

EDIT: You can also download Version 0.66 on the Nexus page, it's still compatible with 0.74.32, but is missing some features.

MOAR EDIT: Version 1.1 has also been released to fix some bugs.

EVEN MOAR EDIT: Version 1.0 for the Retrofit is out- it includes the bug fixes from 1.1 whilst being compatible for 0.74.32!

Loune
Posts: 7
Joined: Mon Oct 12, 2015 5:51 am

Fri Oct 23, 2015 11:04 am

thedethbot wrote:
Loune wrote:cool mod, though is there a way make it working for Steam version 0.74.32
Luckily for you, I'm currently attempting to retrofit it as we speak. Something I added between the 0.66 and 1.0 versions of the mod is the root, but I'm not sure what. I may have to rebuild the mod for 0.74.32, but I'm hoping it doesn't come to that. Not that it'll take long, it's just... You know.

EDIT: You can also download Version 0.66 on the Nexus page, it's still compatible with 0.74.32, but is missing some features.

MOAR EDIT: Version 1.1 has also been released to fix some bugs.

EVEN MOAR EDIT: Version 1.0 for the Retrofit is out- it includes the bug fixes from 1.1 whilst being compatible for 0.74.32!
yay best news I've heard XD

Yanderechan
Posts: 33
Joined: Fri Nov 06, 2015 10:01 pm

Thu Nov 12, 2015 12:21 am

Haven't found any of these. Looked through Brink, and....the one that starts with C. Clutch? But, no, nobody is in either bar.

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Tue Nov 17, 2015 2:43 pm

I've yet to update interesting Recruits! to the experimental Version 75.5. Forgive me, but with the rapid fire updates and the release of Fallout 4, I haven't really touched Kenshi. If you're not in the experimental, then make sure you check every town, generic and unique followers don't ALWAYS spawn, but it's kinda weird that you haven't seen any yet.

I promise I'll try to update it by the end of the week, if another update doesn't come out within the next 3-4 days.

For now, I'm gonna goto bed.

Yanderechan
Posts: 33
Joined: Fri Nov 06, 2015 10:01 pm

Tue Nov 17, 2015 8:26 pm

Ahh, ok. Neko said a new map was coming out 'soon' but not sure what she meant by that. Could be months.

Still, thanks for the reply! I look forward to finding some interesting unique people in bars.

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Thu Nov 19, 2015 10:21 am

Hey, guys- Just updated New Recruits! for 0.76.5

This version adds no new changes beyond compatibility with the new update, (I've been way too invested in Warband and Fallout 4 and the holiday craze at work.)

However, I promise I am working on this intermittently, as always. In the next version, (Unless another major update comes out in the very near future), each generic recruit will be fitted with a brand new dialogue package that coincides with their randomly chosen personality. It works off the 7 default personality tags already present in-game, and so each personality type will have a multitude of unique responses to given situations in-game. I intend to apply this to default recruits in order to give 'em some love too.

In addition, I totally haven't received any suggestions/recommendations towards generic followers, tropes, etc. that I should create, and I'm kinda at a loss. Welp, here's hoping you guys'll come through for me, 'cause the ones I've thought of so far aren't the best :p

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Fri Apr 08, 2016 6:50 am

Hey, funny story, but the mod is actually compatible with the Beta builds, since Chris hasn't changed anything about how followers/companions/new characters are added into bars and stuff. I've tested this upto the 0.90.9 build, so have fun with it while you wait for my slow arse to get things done :D

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Fri Apr 08, 2016 8:15 pm

New followers in the works!

Eldritch- a Greenlander Male who only talks in poems and riddles.
Potpourri- Female Concubine/Hooker. I'm gonna make it tricky to convince her to follow you, so good luck!
Pepssim- This Worker drone is waaaay too happy-go-lucky.
Opsmit- And this one is way too depressed.
Kazakh- A Shek follower styled after the Japanese Samurai Retainers, this one as a loyal vassal.
Tyran- A female Shek follower who was raised in one of the Hive villages.
Delend- A well-spoken cannibal proselytizer who wishes to travel indiscriminately.
Orphis- And old man well beyond his years with the skills of a master and the agility of a tortoise.
Arien- A young Scorchlander girl who was entirely fed up with traveling solo.
Tortuga- A skeleton themed after pirates!
Elizabeth- A skeleton themed after English privateers!
Ordis- A Soldier Drone turned nigh-mad scientist...
Irdat- A powerful Hive Prince seeking someone worthy to follow.
Gnume- An Ex-Paladin of the Holy Empire, his retirement has enlightened him to their foul deeds, and now he seeks to cleanse the Empire of its bigotry, in the Name of Okran.

Wayfaring Monks- Monks dressed in traditional garb, traveling across the world.
Disgraced Ninja- Sand Ninja who disgraced their clans through being captured; after serving their time, they seek a new purpose to serve.
Out of Luck Shopkeepers- Poor sods who started enterprises and went bankrupt, all they have now is the clothes and the very large backpack, on their back.
Thieves for Hire- Thieves of all kinds, looking for more lucrative work than fencing.

Andeddo
Posts: 1
Joined: Sat May 14, 2016 4:26 am

Sat May 14, 2016 4:32 am

Hey, i'm having a bit of trouble with this mod.
Whenever I download it, it only shows the movie clip but no bodies or characters... I'm trying to download the newest one.
But when I download the retrofit version it has the movieclip and the characters but that one is useless for me as i'm playing the experimental version, but when I use that version on the experimental anyway the character Katharciss is missing the cannibal tats..
I would really appreciate any help, thanks.
Oh yeah I have used the download links on this site and nexus to no avail.

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Mon Oct 24, 2016 5:50 pm

Hey guys! Version 2.0 is FINALLY out. I promise I'm alive. I've just been pre-occupied with work and my girlfriend, (Crazy right), getting promoted to a training position though gives me a little more time to work on the mod, but expect updates to be slow paced and clumsy. I'll do my best!

All new Unique Followers are 60% complete. What this means is that they're in-game, recruitable, and have clothes. Thye don't have a unique dialogue and for now, have a placeholder. Beyond that, you get a couple of bonus followers I had sitting around, Slezkh and Palach. Palach is pretty much Orphis, but his dialogue will be different- Slezkh is our Traitorous Vassal, dunno how I'm gonna make it work, but I'm eventually going to try and make him betray you.

In addition to that, I think I might've found a way to do incapacitated recruits out in the middle of nowhere. Expect them with the next update!

The 4 basic followers need dialogue and cannot be recruited at the moment.

Expect some bugs as I have not thoroughly playtested this one quite as much as I have previously.

As always, hit me with any recommendations/requests, I'll get to them if I like them and/or find them possible!

Please report any bugs via PM'ing me on the official forums, posting on the Steam Forums, or otherwise
posting it on the Nexus Forums. I'll try and keep up with it.

[KNOWN BUGS/MISSING FEATURES/STUFF I SHOULD FIX]
1: Heroes don't all have unique dialogue.
2: Heroes don't all have unique dialogue packages.
3: Animal comments from Dialogue packages continue to go off when you have animals in your squads.
4: Skeletons/Hivers spawn in Holy Nation towns.
5: New Basic Followers, {Thief for Hire, Out of Luck Shopkeeper, Wayfaring Monk, Disgraced Ninja}, do not have dialogue.
6: Katharciss and Delend don't have their Cannibal markings if you use the Hero start.

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Mon Aug 26, 2019 12:57 am

Sorry, I finally got around to updating this thing on the Nexus Forum for those that don't like Steam/Nexus. If it makes you feel any better, I forgot about the nexus too.

CHANGELOG (Backed up from Update 2.1)
**Version 2.8**
-Fixed Olena Monk Warriors, Olena Monk Zealots, Olena Outcast Warriors, and Olena Outcast Captains. They should all be recruitable and also attack enemy players on sight.
-You shouldn't have the option to attack Palach in his dialogue without having allied Orphis or pissing him off anymore. You can also no longer spam his dialogue to get the right options.
-You can now do the same thing to Orphis.
-Cleaned up the world states related to the Olena Monks/Olena Monk Outcasts in order to prevent unintended issues later.
-Josef should have Robot limbs.
-Gnume's Recruitment dialogue is complete.
-Eldritch's Recruitment dialogue is complete.
-Elizabeth's Recruitment dialogue is complete.
-Added Variable "Met Target Before == 0" to Grimm's See Neutral dialogue. Hopefully this improves compatibility with NPC/Slave mods and Mercenaries.

**Version 2.7c Hotfix**
-Kastor is properly in Port South this time, if you haven't imported he's in Port North.
**Version 2.7b Hotfix**
-Fix for Tortuga's Dialogue
-Ensured Slezkh and Kazakh didn't have the same issues.
**Version 2.7a Hotfix**
-Fixed an inconsistency in Slezkh's dialogue which would stop you from recruiting him temporarily.
-Albanh now properly has his head and better equipment than his goons.
-Took some lessons from putting together Kazakh's dialogue and applied it to Tortuga, leading to a smoother experience.
-Did the same thing for Slezkh.
**Version 2.7**
-Cleaned up Vanilla edits where possible.
-More recruit variety in the United Cities now.
-Bar squads should update with the town overrides now as well- since these are vanilla assets, let me know what it conflicts with.
-Updated Tech Hunter waystations with recruits.
-I think I cleaned the Incapped Recruits' Dialogue, lemme know if it's broken.
-Kazakh now recruitable following a quest.
-Nerfed Incapacitated Hive Princes due to complaints of wandering OP recruits.
-Added Factions to tags due to the addition of the Olena Monks factions.
**Version 2.6**
-I missed some in the last Hotfix, so I changed all existing dialogue packages to have a 6 hour repetition limit on anything I could see was being abused by characters. Let me know if anything's still being a pain in the butt.
-Irdat's Dialogue is Done.
-Re-Did Opsmit and Pepssim's hiring again. Also prevented an exploit for 75000 free cats. Can't get their interjections to work, though.
-You may now rarely run into 1-4 broken thralls just standing around in Venge. Give 'em a chat and you might have a new buddy!
-Palach is now recruitable. Like Orphis you need a level 2 or 3 town, and will be periodically raided by Orphis' troops once you recruit him. Palach will only spawn at Drifter's Last and Orphis will only spawn at World's End.

**Version 2.5b**

-Hotfix to address spammy dialogue complaints. Everybody has been extended to 6 hours, equivalent to Vanilla dialogue package options. I felt that worked best, but if it continues to be an issue, please voice your concerns. Other changes will follow.
**Version 2.5a**

-Hotfix for Ordis' dialogue.

**Version 2.5**

-Corrections to Slezkh's dialogues/Chances
-Addition of two new unique characters Josef and Yiannas
-Faction corrections
-Tyran Dialogue Completed
-Opsmit/Pepssim Recruitment method completed.
-Curious Hive princes should actually be Hivers.
-Ordis Dialogue Completed
-Cleaned up Mod
-Removed old Gamedata.base reference from the beggars that was ruining their AI behaviours.
**Version 2.4B**

Second Hotfix to disassociate Exiles from UC under their Character file.
**Version 2.4A**

Hotfix to re-add Exiles as Homeless Spawns around HN areas and Heretics in UC Areas, as well as introduce bounties on the Exiles.
**Version 2.4**

-Updated Slezkh's Dialogue to be more clear with his Mercenary Contract.
-Fixed a Continuity error in Slezkh's dialogue.
-Opsmit is Unique again
-Placeholder recruits can be recruited properly, you've got to pay for them now. Condition checks are unfriendly.
-Heretics/Exiles now modify relations in a more natural method, and are now set as drifters.
-Incapacitated Recruits now can only be interacted with once as intended.
-Orphis and Palach's stats have been slightly modifed to reflect their intended back stories.
-Orphis Dialogue completed
-Olena Monks faction completed, including associated world states and campaigns. Expect these campaigns to begin running after convincing Orphis to join you, and later, with Palach as well.
-Timing fixes for Yunomi. Nobody else has been modified yet, so let me know if Yunomi is a bit more breathable. I added new checks for Animal Only Squads as well as town checks and extended the timers.
-Tortuga is a Soldier Bot now (To complement his occasional errors. I also plan on incorporating some of the error code shouts into his package at some point.)
-Elizabeth is a P4 Unit now.
-Reformed bandits and Ronin can now be races other than cannibal.
-Set Cannibal and Cannibal skav to playable inside of mod to try and convince the editor to cooperate.
Quick Hotfix
-Timing fix on Yunomi's Dialogue
-Placeholder Dialogue Fix
**Version 2.3**

-Slezkh now has Dialogue and his own personal bodyguard contract AI package. Not playtested yet.
-Restructured Pepssim and Opsmit into a squad inside of residents of the Western Hive. They *should* spawn together now. Not playtested yet, either.
-Rebalanced the placeholder dialogue with stronger/weaker conditions that'll determine whether you'll get them for free or will need to purchase them.
-Updated Port South/North bars to only have one of: Ex-caravan guards, disillusioned slavers, Potpourri, and Eldritch to choose from with a chance to pick no one at all.

**Version 2.21**

-Rebalanced Orphis and Palach a bit
-Redistributed Unique and Basic Recruits
-I may or may not have fixed Pepssim and Opsmit, need to playtest the Western Hive area to be sure.
-Playtested and Pepssim and Opsmit are spawning in a randomly selected Hive Village now!
-Characters seem to spawn a little better after tweaking.

** S00PER LATE EDIT
-Totally forgot to mention at one point that Delend should have dialogue.
**Version 2.2**

-Tortuga has his own Unique dialogue now
-You can occasionally come across incapacitated recruits near Civilization and other areas homeless squads spawn. Fix 'em up and see if they'll join you! I haven't tested this in game, so please let me know if they do some crazy spawning stuff! (Playtesting Edit: I've come across these guys infrequently in my own test, but the interrupt conversation won't go away. The AI Contract won't automatically repeat itself while the contract is going, but it opens up a possibility of having a constant follower without actually having a party member. Kind of frustrating. Need to fix that.)
-Wayfaring Monks now have dialogue.
-Disgraced Ninja now have Dialogue
-Out of Luck Shopkeepers now have Dialogue
-Thieves for Hire now have Dialogue
-Curious Princes now have Dialogue.

**VERSION 2.1**

1:Arien now has her own dialogue.
2:Costs have been balanced on existing dialogues.
3:Agents of Narko are in game now, right now they're working like the Mercenary Guild. I'll make their own unique Mercenary Dialogue later- this is an option for people who dislike the Holy Nation and need some beef for their outposts or some extra muscle for a town raid.
4: Basic followers without dialogue have now been updated with placeholder dialogue for now.
5: The majority of non-human followers shouldn't spawn in Holy Nation towns. I'm sure some may have slipped past me, so if you see some, tell me!
6: Wandering recruits have been removed for the time being while I restructure them.

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Fri Jul 10, 2020 9:20 am

Just got around to updating the Lo-Fi forums with the newest update, Here's the Changelog:

CHANGELOG (Backed up from Update 2.8a Hotfix)

**Version 3.1**
-Fixed Potpourri's 4C Dialogue link.
-Tyran no longer scavenged the Second Empire ruins.
-Finally added contingency Dialogue for Kazakh regarding Albanh's, Altis', or Kastor's death prior to speaking to him. Also a little extra dialogue in case you went and retrieved what he was looking for beforehand.
-Fixed a bug with Gnume's Dialogue that only gave him the option to join you 10% of the time, even when you paid him.
-Removed Contingency spawns on Altis, Kastor, and Albanh, as they're now useless with appropriate world states and unique dialogue chains for Kazakh.

3.0a Hotfix
-Hotfix to address accidental mod dependency.

**Version 3.0**
-Added a 100K Cat chance gate to acquiring Gnume. I figured with those skills, getting him for free , (even with the chance gate) was a little OP.
-Unable/Unaware of how to mess with detection ranges on characters, so I've gone ahead and added additional modifiers to HOPEFULLY reduce spam.
-Finished Potpourri's Dialogue, she is now fully recruitable.
-Small edits to Potpourri's stats to better reflect her backstory.
-Got Recruits to spawn in seperate "Housemates" squads. Untested, but hopefully they won't help each other the next time they wanna attack you.
-Changed Incapped Recruits AI to "Wandering from Town to Town" to hopefully prevent them from clogging up town gates. Also add condition that they must be knocked out OUTSIDE of town walls, including your own, to prevent exploits where possible.
-Wandering Shek drifters MAY have been Exiles wandering Holy Nation territory. I've set their race as 50/50 Greenlander or Scorchlander, and updated Heretics to 100% be Greenlanders for obvious reasons.
-Added anywhere between 1-6 Skeleton recruits in Black Desert City
-Added Tinfist Wannabes. They're pretty much as stated, they wannabe Tinfist! They wear Gi and Gi Pants, are unarmed, and have mild training in hand to hand combat at the cost of being pretty useless at everything else. May spawn in Black Desert City, Outlaw towns such as Hub, the Swamp, Mongrel, World's End, or even in the Fishing Villages.
-The Black Tower will populate with Holy Deserters after the Keeper is destroyed. Romaing Agents of Narko squad are now tied to the Black Tower.
-Added an interaction between Grimm and Gnume if the squad Gnume is is is at minimum 3 large as it will involve one random squaddie. Look for goats.

**Version 2.9**
-Palach and Orphis will hang out in their respective bars instead of wandering town to ensure they don't get murderfied by guards.
-New POI "The Black Tower"; This is right next to The Hub and gives a permanent home for the Agents of Narko Mercenaries. Two new Unique characters reside here, The Keeper and Bhujerba.
-The Keeper is NOT recruitable for obvious reasons, but if ye can kill 'er, she does have quite the bounty on her head. I'll add an override destroying The Black Tower once I figure out how.
-Bhujerba has recruitment dialogue, if you've ever played FFXII you'll get the reference :D
-New Generic Recruits: Fletcher, Armoursmith, Weaponsmith
-Nerfed Ronin and Shek Warriors a bit.
-Nerfed Josef, Irdat, and Gnume, so they're not so effortlessly OP.
-I've started some legitimate work on Potpourri's dialogue, but haven't really got past the second phase of the conversation. You'll see my dev notes if you talk to her, at the mo'.

Hotfix Version 2.8c
-Completed some incomplete work I left in the last update for the Olena Monk dialogues.

**Version 2.8b**
-Nerfed Incapacitated Wanderers
-Incapacitated Recruits nerfed to 1 Character Maximum (Had them set to 2 maximum for some reason.)
-Added "Retreat and Refresh" AI Package to Incapped Recruits 'cuase they enjoyed standing around looking dumb.
-Changed Broken Thralls to factions Skeletons so they wouldn't get killed by the normal thralls.
-Fixed condition checks on Pilgrims.
-Can't figure out how to get Palach and Orphis to tak to each otherdespite being hostile so that's on hold. They'll give you a bit of a monologue before attempting to kill ye though.
-Added some Interactions for Vain.
-Added an Interaction for Wend
-Added my Wife as a contributor since she basically wrote Elizabeth.
-Fixed a gap in Gnume's dialogue.

Version 2.8a Hotfix
-Eldritch properly recruitable now.

TO-DO:
::Current To-Do List::
1:Dialogue Packages for Uniques and Basics.
1A: Timing fixes and additional dialogue lines.
2: Recruitment Dialogue on listed Unique Recruits
3: Wandering Animals that might join you?
4: Moar Basic Followers- Suggestions welcome!
5:Retrofit Versions
6.Update on Lo-Fi Forum and Nexus Mods
7. Sire and Billy the Squire (?)
8. Interactions between Eldritch and Okuro (3); Kazakh and Slezkh(1-3); Tyran and Opsmit/Pepssim(1-2); Ordis and Tyran(1); Ordis and Optic (3); L'Cie and Mikael (1-3); Mikael and Yunomi (1-3); Yunomi and Grimm (3-5); Ordis and Infinite Wingwang (1-3); Kazakh and Ruka (3-5); Dr. Chung and Optic (2); Izumi and Yunomi (1-3); Potpourri and Elizabeth (2-3); Bhujerba and L'Cie (1-5).
9. Biome Interactions/Shouts
Cannibal Plains//Central//Cheaters Run//Darkfinger//Deadlands//Desert//Dreg//Empire//Fishman Island//Flats Lagoon//Floodlands//Fog Islands//Forbidden Isle//Greenbeach//Grey Desert//Greyshelf//Gut//Heng//Hidden Forest//High Bonefields//Howler Maze//Iron valleys//Leviathan Coast//Northern Coast//Obedience//Okran's Gulf//Okran's Pride//Okran's Valley//Purple Sands//Raptor Island//Rebirth//Royal Valley//Shem//Shun//Sinkuun//Skimsands//Skinner's Roam//Sniper Valley//Sonorous Dark//South Wetlands//Spider Plains//Spine Canyon//Stenn Desert//Stobe's Gamble//Stobe's Garden//Stormgap Coast//The Black Desert//The crags//The Crater//The Eye//The Great Desert//The Grid//The Hook//The Iron Trail//The Outlands//The Pits//The Pits East//The Shrieking Forest//The Swamp//The Unwanted Zone//Vain//Venge//Watcher's Rim

thedethbot
Posts: 34
Joined: Tue May 26, 2015 6:38 am

Tue Feb 28, 2023 3:00 am

Just got around to updating the Lo-Fi forums with the newest update, Here's the Changelog:

**Version 3.2**

-Potpourri's dialogue should work properly now. I missed a single lock/unlock trigger for the next set of dialogue.
- Gnume is now only free if you kill/kidnap Phoenix. Changes will only apply on a new game/import.
-New Cannibal Fields barks from Grimm.
-Expanded Yunomi's dialogue package.
-New Arach barks.
-Changes to Palach/Orphis raids so that they're hopefully more consistent.
-Corrected Yiannas' getting treated as an escaped slave; New Footwear Item unique to her: "Prisoner" Shackles. Basically the same with significantly less negative bonuses and a small amount of leg coverage.
-Black Tower will override to a generic Dust Bandit occupation as opposed to a Holy Nation occupation if the Keeper is killed.
-Increased Albanh et al's combat stats by ~10 to improve general survivability against cannibals.
-Speak to Kastor after recruiting Kazakh with him in your squad. Fun stuff!
-Reduced equipment strength of Incapped Recruits so that finding them doesn't become an exploit for equipment.
-Incapped recruits inherit from other escaped dialogue now, so they should now have a chance to be recruited when freed from cannibal/fogmen prisoner poles as well.
-BDC recruits should now properly hang out in the bar.
- The Keeper's assassination level has been increased to prevent cheese as well as pave way for later recruitment setup.

**Hotfix 3.2a**

-Small update to the mod description.
-Fixed some spelling errors with Bhujerba's dialogue.

**Version 3.4**
- A few minour grammatical/spelling errors fixed that I noticed while playing.
- Altis failover spawn in the Border Zone if he's "okay" but the Dust King isn't, since he seems to be the failure point for most people. He will have the "Wander from Town to Town" and the "Hang out in a Bar" Ai packages set at 1 and 0 priority respectively. In threory this means he should end up either at the bar outside the Hub or at the Hub if he doesn't get murdered. Should help with an import, assuming he's not flagged as dead, (But then the conversation failover should kick in.)
- Unique Character spawns are now "themed". While they can spawn anywhere, they now have a higher chance to spawn in locations that make sense. E.G. You're not likely to find Grimm in UC territory.
- The Keeper relocates to Mongrel if the Dust King is killed, and enslaves Bhujerba. That way his dialogue still makes some sense. Should also help with Reactive World compatibility a wee bit. May require an import to work. (Reactive World is technically compatible in the first place, but overrides break the mod a little bit.)
- Mesilla now has a chance to spawn at most bars.
- Added a few Cannibal Fields barks.
- Added a dialogue interaction between Gnume and Delend
- Josef and Yiannas Recruitment Dialogue complete.
- Civilian-type recruits' dialogue package inherits from Vanilla Dialogue Packages, allowing for cross-compatibility between mods that add/increase speech frequency and content. Additionally, this means Civilian-type recruits will have a cohesive voice package. Currently affects Weaponsmiths, Out of Luck Shopkeepers, Fletchers, Bored Shop Guards, Bored Citizens, Bored Farmers, Beggars, and Armoursmiths. A few of these previously inherited from the "Medic" template, but overall this should result in more interaction from these characters.
- All basic recruits were assigned to player-style Dialogue Packages if they didn't already have one. They should all be more talkative with general situations.
- AI Goal change to Broken Thralls. They should stand still now. Also, should have hopefully fixed their dialogue.
- Orphis and Palach's dialogue choices when spoken to should force you into combat with them if the other has been hired.
- Made some additional changes to the Palach/Orphis raids to force them to fire. Please let me know if this has broken anything.
- Incapacitated Recruits have been removed pending changes.

**Version 3.5**

- Removed a non-functional effect from Bhujerba's dialogue in order to ensure proper monologue. Bhujerba should be recruitable again.
- Bhujerba's bounty should actually be applicable to the Agents of Narko. This not only ensures he doesn't have a random bounty, but also ensures his cost is appropriate.
- Added Bhujerba's recruit dialogue to being freed/purchased from slavery; this allows him to be sprung from jail without interacting with the Keeper, (In the odd event she's incapped but not dead somewhere in the world), while also allowing sneaky characters to simply release him. Increasing his cost to 20,000 cats to encourage this type of recruitment. This also encourages, or otherwise (traditionally) reduces the desirability of going to Mongrel due to the Agents of Narko presence there.
- Forgot that The Keeper's heavy armour reduces her combat skills. Increased associated stats.
- Relocated Pepssim and Opsmit to the Western Hive to improve compatibility with Hivers Expanded
- World states for Kazakh's quest NPCs were reversed and have been corrected. This should get his questline working again.
- Small correction to the Tinfist Wannabe dialogue.
- Correction to Vain shout for Pepssim
- Significant increase to Broken Thralls spawn, spawn now contingent on defeat of Venge boss.
- Small changes to Slezkh's dialogue to improve speech variety.
- Heroes Start now contains all unique characters added or modified by the mod.
- Removed Slezkh's non-hostile responses post-contract. Slezkh will absolutely attack you immediately after the end of the contract now. Recruitment post-battle is broken at the moment, however.
- Added missing character conditionals so Yiannas doesn't say Josef's lines.
- Civilian recruits should no longer randomly start begging and starting fights. Thanks to @kenpachi85 for pointing that one out.
- Beggar recruits should now start picking fights over food. No, they don't spawn in BDC.
- BDC recruits are now set to "Drifters" faction, which means that if they do start fights, it won't cause the whole town to come down on you.

Rubedo
Posts: 1
Joined: Mon Jun 10, 2024 11:18 pm

Mon Jun 10, 2024 11:31 pm

Not sure if you still check these forums, but I was hoping to get your help with the mod as it doesn't seem to work for me. I have the GOG version of the game and every other mod works fine when I drop it into my mod folder. However, for whatever reason, when I place this mod into my mod folder, it just doesn't appear. I'd love to use your mod so I'd appreciate any help if possible.

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