This mod increases the utility of disguises by allowing disguised characters to transact with enemy shopkeepers. Different situations will cause different conversations while trading with these shopkeepers. Personality is important, especially if you are a notorious criminal.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
In case there is interest for translating this mod, please wait until I finish the custom dialogues for other factions. It's easier to translate when you already have the complete package. :D
File credits
Lo-Fi Games
Donation Points system
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Changelogs
Version 4.3
Changes in 4.3 There is now a way to secure (100%) trading as a woman with Holy Nation enemy shopkeepers while in disguise If allied, you can now talk to Holy Nation shopkeepers while in disguise. Don't expect them to trade with you however, unless you have the Phoenix's approval.
Details: Both these updates utilize the presence of special items to allow special interaction with Holy Nation shopkeepers. Not much detail can be given unless I want to spoil some stuff...
This version is the same with the latest upload (version 4.3) on Steam. No need to import for the changes from this patch to apply.
Version 4.2
Changes in 4.2 Skeleton bugfix
Details: The shopkeepers of towns under the Skeletons faction (Black Desert City) does not have T2SwiD functionality. They now have it, finally. Compatibility patches that add more Skeleton towns (i.e. UWE Add-on) are also updated in line of this.
This version is the same with the latest upload on Steam.
Version 4.1
Changes in 4.1 Catun Scrapmaster major bugfix
Detail: Catun Scrapmaster mistakenly uses the default shopkeep_disguised dialogue. It now uses the unique Catun Scrapmaster_disguised dialogue in this version now. This would be version 1 in Steam. <3
Version 4.0
4.0 HOLY Changes in 4.0 Unique dialogue additions for different kinds of Wandering caravan traders Unique dialogue additions for Holy Nation people T2SwiD functionality included for Flotsam shopkeepers Unique dialogue additions for FLotsam More unique dialogue additions for Shek New KO function to regain T2SwiD functionality after getting knocked out Universal Wasteland Expansion Integration Bugfixes and balance adjustments
Details: Outdoors shopkeepers will adapt dialogue depending on faction. All of them was default it seems. Also fixes rare case where pack animals will speak as leader of wandering trader squad Dialogue wordswaps created/enhanced to create unique interactions with Holy Nation/Flotsam/Shek Flotsam squads for shopkeepers and Rebirth holy slave processing squad have been revamped to accommodate T2SwiD functionality. Need import if already met them before in save. Holy Nation traders will now act differently when meeting non-beasts and women. Thanks for the answers in my dialogue question, @u/G3er0, @u/White-chedda-mac, and wanderers at r/kenshi! Specifically for Holy Nation, Holy Priests now have T2SwiD functionality. Thanks for reporting, @anothername! UWE adds a lot of factions. Most (appropriate) factions now have unique dialogue as response for trading with disguised enemies. UWE adds name wordswaps. Integrating this to T2SwiD adds another layer of immersion to the game. /JOBDISGUISED/ wordswap functionality fixed Bookshop trader T2SwiD functionality up once again. I misplaced it in T2SwiD default even though it should be in T2SwiD Outdoors Bark fish shop T2SwiD functionality up once again. Notdisguised check functionality tweaked - shopkeepers should be less combative now I hate this guy check rebalanced - now has small chance you can still trade with them (not possible before) Armour King now has T2SwiD functionality.
Version 3.1
Changes in 3.1 Bugfixes (No sorry, no shoo) Grammar fix (Revised sentence structure for some dialogues) Fleshed out the functionality for Talk to Slavetraders while in Disguise
Details: I misplaced the "No, sorry" choice, preventing you to reject a trade. All is fine now. I removed the DC IS TRADER check for vanilla shoo dialogues, since it prevents traders to trigger that (since they have Diplomatic Status now). Worry not, since only shopkeepers have this dialogue anyway. T2SwiD for Slavetraders now have functional notdisguised check, and all new dialogue from previous updates (1.3+) are now applied. Dialogue wordswaps created to provide appropriate dialogue for Slavetraders.
Version 3.0b
Changes in 3.0b
Allows player to trade with wandering (non-hive) caravan traders even if they are not in your town.
Details: Vanilla has a dialogue check for wandering (non-hive) caravan traders - in Non-Player Character Town = 0. This means that if the caravan trader leader is NOT in your town (in another town, in the wilderness, etc), you CANNOT talk with them. This has nothing to do with my mod, but it baffled me in my test runs because I can only talk to them when we are enemies and I'm in disguise... 3.0b version literally just removes that check, meaning that you can talk to them anywhere they are.
I'll merge this in the future depending on your response (seen through the download ratio between 3.0 and 3.0b). I like this version more though.
Version 3.0
3.0 OUTDOORS Changes in 3.0
Finished base dialogue for outdoor traders. Finished altered dialogue for Swamper and Deadcat shopkeeps Separate 3.0b to fix non-bug (illogical vanilla feature)
Details: Outdoor traders with functional T2SwiD integration: fish and drugs seller, caravan trader boss, slaver caravan boss, fish shop, Bark fish shop. [NOT A BUG. VANILLA BEHAVIOR] Fixed behavior that prevents you from talking to wandering (non-hive) caravan traders. You can talk to them even if they are not in your town now.
Version 2.1
Changes in 2.1
I overlooked finishing the base dialogue for outdoor traders in version 2.0. In case they cannot be talked with in your save, they can now do so again. Proof of concept can be seen through the newly uploaded integration patch for the mod More Belt Items. Please load the integration patch after the original Belts and stuff.mod or DR's version of the mod.
I also posted the Adventurers Guild - Lore Friendly Recruitment integration patch while motivating myself to power through the remaining dialogues for the Outdoors release.
No import required.
Version 2.0
2.0 EMPIRE Changes in 2.0 *Finished dialogue code standardization. Very useful for modders. *Finished altered dialogue for common shopkeeps in the Empire. *Catun Scrapmaster can follow you. With special trigger condition, dialogue, and goal.
Details: * Finished dialogue code standardization. Modders would (mostly) just need to edit WORDSWAPS to alter dialogues. Characters without talk to disguised dialogue package template would require the extra effort though. *Finished lore-friendly dialogues for Catun Scrapmaster, UC Animal Trader, mechanical shopkeepers, and robotics shopkeepers. *Finished special follow functionality for Catun Scrapmaster. Dialogue, AI Packages, Dialogue conditions, Unlocks, Wordswaps done.
Version 1.3
*After a lot of testing, shopkeeper follow functionality is now complete! If you qualify the conditions, you can make enemy shopkeepers follow you, and their trade functionality still remains! Hooray! They are still enemies though, so temper your swords while around them. *The various checks to prevent cheesing the "talk to shopkeepers while in disguise" functionality is now complete. You can try talking with them without a disguise, but be ready to fail and fight instead. *Balanced bribing option. Figured out it was too easy. Now has a chance shopkeeper asks for more! And if you're unlucky, it will surely frustrate you
Please take note that this will be the final release for version 1 until version 2 comes out. Thank you very much for your support.
Version 1.2
* Some common shopkeepers with a non-default dialogue (specifically mechanical shopkeepers and flotsam shopkeeper) would trigger default dialogue since it requires them to be traders. So I implemented a bypass for this. Their dialogue function should work now like it was before. *The stringent criteria in 1.1 does not work as intended, so I rewrote the code. I hope it works now without causing more problems! *Running also caused a problem where they will travel very far from the city... So that's why vanilla did not allow them to run. Anyways, I changed it to DEFEND.
Version 1.1
*Minor dialogue revisions (maniacal, shh...) *Minor functionality fix (following... still not fully functional) *More stringent criteria on shopping while disguised. You should not be able to shop with traders while the guards are fighting you inside their shop XD *Dialogue code standardization part 1. Not noticeable for end users but is a great help for me (and potential translators)
Version 1
Mod release. The dialogue for default shopkeepers when player talks to them while in disguise is finished in this version. Included are the base functionality, and special functionalities when shopkeeper is outside, player is notorious (bounty 10,000 above), very notorious (bounty 100,000 above), player in battle, and shopkeeper in battle.
Hello! Chaste here. Welcome to Talk to Shopkeepers while in Disguise, T2SwiD for short. If you wish to trade with your enemy faction shopkeepers while in disguise, you've come to the right place ?
Credits for drawing the header image goes to charmii_. Please visit her YouTube channel for more amazing artworks. ??️
In one of my current playthroughs in Kenshi, I used to play as an armor supplier stationed in Catun. Used to play, until my trade caravan heading Drifter's Last was targeted by manhunters and eventually slaved. That's very bad. So I allied with the anti-slavers, freed my ex-slaves, and ransacked Drifter's Last until it is half-destroyed. And became enemies with the United Cities, Slave Hunters, and Traders Guild in the process. All is well. My armor shop is even stationed still in Catun! As long as I lock the doors and keep a silent operation, everything will be fine...
It's time to supply my Catun neighbors with specialist armor! I'm sure they will still buy, as long as I put disguise on my ninja character. Success for the UC Construction Trader, and also the same for the Ranger Shop nearby. But Trade Goods? The Barmen? Catun Scrapmaster? Why can't I talk with them? I'm in a disguise! The samurai police don't even bat an eye on me, but I cannot trade with the shopkeepers? Why...
Searching the web for answers proved unfruitful. This has been a concern ever since 2018, and questions about this spawned sporadically throughout the years, but remained unanswered. "I am afraid this might be hardcoded." I lost hope for my guys to trade prosperously in Catun again, and immediately relocated near the Swamps to strike an armor deal with the Hounds. Still, from time to time, I check if trading in disguise is still possible, or I just failed to uncover an ancient mod from years past. But no. It could have been an intended functionality of disguises, but just failed to be implemented. Maybe we really won't be able to utilize these disguises other than for reconnaisance, it seems...
Not until today. After days painstakingly researching and experimenting with the Forgotten Construction Set, it seems that talking with enemies is indeed hardcoded to not be possible... EXCEPT! No, I won't spoil it. Just check the mod. Seriously. Somebody in-game will explain it to you if you are crazy enough to ask for it and they are smart enough to know about it. ?✨
MAIN FEATURES: 1. Shopkeepers will now talk and trade with you even if you are enemies, given you are in DISGUISE. Hooray for free trade! (See in action; please lower volume) 2. Shopkeepers will now respond differently to disguised player characters, depending on a LOT of factors; be it the shopkeepers' personality, their faction, your decision making, your race, your sex, and many more. This means that your T2SwiD experience might differ depending if you trade with a traitorous Swamper, a Deadcat fisherman, or in the Holy Nation empire. 3. Slavetraders will now trade slaves with you even if you are enemies, given you are in DISGUISE. They are also more lenient trading with enemies as compared with normal shopkeepers.
BONUS FEATURES: 1. Shopkeepers can be made to follow you, given you intimidate them enough. You can still trade with them even while they follow you! Special shopkeepers have special interactions while they follow, with some even having a mini-quest! (See in action) [since version 2.0] 2. Shopkeepers can eventually trade with you no matter your relationship is with them, but only after retrieving an ancient artifact for you to gain Diplomatic Status. Clue: this will involve the OG traders that you can trade with even if you are faction enemies - the Western Hive shopkeepers. [for version 5.0]
Please note that all these features were seamlessly integrated into the greater Kenshi world, meaning that you would not find them upfront and/or out of place.
ADD-ONS: [All these add-ons are provided to improve game immersion while using T2SwiD together with certain mods. They are not required per se, but is highly recommended. Certain unique shopkeepers added by a mod might not have T2SwiD functionality without the T2SwiD function, or certain factions added by a mod might behave out of character because of using only the default T2SwiD function. These add-ons would be available to download in their separate pages for better visibility and as optional files here for better organization]
C. T2SwiD - GenMod Compatibility Patch This compatibility patch preserves the function added by T2SwiD even while using GenMod [Nexus link] by Seelenschwarz (in Nexus). Specifically, barmen and slavetraders should now respond appropriately when you are enemies with them, rather than offering you with licenses. I also allowed the added merchants of GenMod to remain responsive to your trade requests even as enemies as long as you are wearing appropriate disguise.
D. T2SwiD - Universal Wasteland Expansion Add-on This add-on integrates the Talk to Shopkeepers while in Disguise function to the factions and shopkeepers added in the mod Universal Wasteland Expansion [Nexus link] by Treadlightly77 (in Nexus). As an example, you should now see the dynamic shopkeeper-player interaction when trading in the Holy Nation also in Hiningenteki Hantas territory (and HOC, in an extent).
E. NPC Barber Droid - Shopkeepers Patch This is a patch modifying the amazing mod NPC Barber Droid by Cattrina (in Nexus). Specifically, it restores the vanilla vendor lists deleted by the mod, restores vanilla function of some barmen, and reverts dialogue of affected shopkeepers to vanilla. Please use this if there are strange behavior happening with your shopkeepers while using NPC Barber Droid (not specifically together with Talk to Shopkeepers while in Disguise).
NOTES: Please load this mod near the end of your mod list, after overhaul mods but before economy mods. This is to ensure that shopkeepers will remain approachable despite whole game overhaul mods changing many things.
This mod changes NPC Class of shopkeepers and allows their base dialogue packages to inherit from created player_disguised dialogue packages. This ensures high compatibility with most mods, unless they delete the vanilla shopkeeper dialogue package of NPCs. So far, I haven't encountered these, but please tell so we can make compatibility patches with these as soon as possible.
This mod also changes certain squads (1.0+: bank, slaver general and slave shops, 2.0+: empire animal traders, 3.0+: fish shop, 4.0+: holy slave processing in Rebirth) to change their leaders to something unique. Yes, this means that you can also talk to slaver bosses to sell slaves even as enemies. T2SwiD (trade to slavers while in disguise) indeed.
Despite all these changes, no need to import game after adding this mod to see most of the effects. The aforementioned changed squads would not update if you already saw them unless you import though. Removing the mod might need an import to keep your save file healthy, but why would you do remove the mod then?
The mod is already functionality complete, barring bugs and compatibility patches. Please report the bugs here or here (Bug Reports) so we can ratify these as soon as possible.
Still, creating well-fitting dialogue to different types of shopkeepers will take some time, so please bear with me. Most of the factions already have unique dialogue, but some do use default (disguised) shopkeep dialogue for now. Roadmap shows the plan for this process, and also updates for the progress. Comments and suggestions will go a long way to aid finishing this part of the mod.