Kenshi
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Slaver Action Pack
   
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17 Apr, 2018 @ 9:30am
17 Apr, 2018 @ 1:15pm
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Slaver Action Pack

In 1 collection by CloudsInTheSky
Foxxy Mods
37 items
Description
Description:

This mod gives you the awesome ability to capture your own slaves. You can't do everything the Slavers do in the game but here are the aspects that are available to you:

- Any unconscious NPC will be shackled by your guys, even if they are KO by other NPCs
- An unconscious or crippled NPC will be carried automatically by your characters
- Slave NPCs automatically follow you and some might even try to escape
- Releasing the slaves gives you a very small chance they will join you (3%)
- Your characters will strip the NPC for weapons (make sure your inventory can fit them)
- When you are near your base and you have built cages, player NPCs deliver carried NPCs and lock them or the following slaves will enter on their own

Things that are missing and can't be correctly implemented:
- Automatically store looted weapons
- Make slaves work at your camp
- Sell slaves without carrying them
- Sometimes releasing slaves from cages migth get buggy (NPCs are invisible but their head is still in the cage)
- There is no negative diplomatic impact when you enslave NPCs and their allies don't become hostile towards you :(

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UPDATE: After a ton of testing, I concluded that the scripts are specifically designed for NPC interactions. So in order to remove the constant back and forth between actions I have removed the ability to let prisoners down once they are healthy.

I have made slaves enter player cages automatically when they are near one (but be careful, cages act weird when you pick up prisoners).

And I also removed the ability to place the loot in the chest as the characters kept leaving the bodies once they took a weapon. This could cause weapons to despawn from enemy NPCs as they can't be placed in the full inventory of your character so keep that in mind when fighting a boss.

Make sure you also have a healing kit so they heal the slaves and don't asign other jobs as they have priority over the default AI scripts.

If your character doesn't capture more than one slave, move him between squads so the script restarts.

Slaves will try to run away when it's night now!

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Detailed Log:

OK! This is my first attempt to make this mod work. So far it does what is supposed to do: Catch Slaves with shackles (you don't need any in your inventory, they are generated by the game) -> loot their weapons -> heal them -> carry them if they can't be conscious -> put them in a cage if any around / slaves enter on their own.

However, there are some limitations due to FCS:
1. This only applies to the squad you initially start the game, I could not find a way to apply it to the whole faction.
2. Slaves don't join your squad but they do follow you.
3. Sometimes player characters run through walls to reach and enslave characters, even if they are from fights started between NPCs. You can take damage from the combat around you while you shackle the prisoners.
4. I did try to make the slave work in my base, but the dedicated script for that is probably tied to specific camps. I do not have any ability to edit those.

I know that Paradise Falls does the same function as this mod, but that mod hasn't been updated for a while and the new FCS scripts have changed in that regard. This is the reason I made this mod because Paradise Falls have some weird bugs where my characters freezes in between actions. I think there is a loophole from the old scripts.

Note: I highly recommend you to put this mod last in the mod list order as I edited all the starting vanilla characters and squads. An import is not necessary and all you have to do is have your characters in the original squad you have started the game. If you don't have it anymore then you will have to start a new game.

My mod is compatible with Paradise Falls, but be warned: That mod hasn't been updated since 2017 as I am writing this description and there are many deprecated scripts.

I am open to feedback and suggestions, though I don't think there is much more I can do in what concerns the way the scripts work!

Check my other crazy mods: http://gtm.steamproxy.vip/id/seularts/myworkshopfiles/?appid=233860
Popular Discussions View All (1)
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24 Jan, 2019 @ 3:45pm
Малый перевод удачи вам :) ;)
GRIZLIMEN ДОБРЫЙ
98 Comments
Neutolian 24 Feb @ 11:11am 
Hello, does that mean when I shackle someone it will say on the npc "Slave of (Player)"?
rinneko 17 Mar, 2024 @ 7:55am 
奴隷がNPCを奴隷化すると言う感じでしょうか?
操作しているキャラがNPCを奴隷化は出来ないのでしょうか?
CloudsInTheSky  [author] 24 Jun, 2023 @ 5:09pm 
@the wanted - That is true. The game does not allow editing of the scripts. If you guys read in the previous comments, I have covered this topic related to the limitations due to how the FCS works. Hopefully Kenshy 2 will be made in a more developer friendly engine.
the wanted 24 Jun, 2023 @ 11:25am 
You can remove the script safely, it only alter the default behaviour of the first squad, or you can just leave that squad empty. Note that if you delete that squad, you can't reintroduce it back in the, expect by editing squad behaviour in the FCS.
And as for the scripts, I don't know, but I think that;s near impossible due to the limitations of the engine itself. Hope this helps. Maybe the author knows more
Gun_Shy 23 Jun, 2023 @ 6:43am 
I wanted this mod to work so badly. It does what it's supposed to, but I wish I could control when/if my squad would go a-slavin'. I don't want them running off to do stuff when I'm not in a slavin' mood.

But especially I don't want them to be healing every baddie in the area, or running all the way back to town to mend a random slave I've laid in a bed to heal.

Would there have been a way to tie the slavin' script to a toggle-able AI behavior? Either the 'Rescue' job at the bottom right, or one of the check boxes in the Squad > AI menu?

Is there a way to safely remove this mod from a playthrough?
the wanted 30 Nov, 2022 @ 11:50am 
nah. I am. o modder my self. The max I could do, was edit the squadAi and slave number onto other squads.
But this mod does work well with ayer slavery, although the slave output is quite low and inefficient. But you can at least roleplay though, with working slavery mechanics. Still great work with this mod :) I’ll say it again good job with the AI package :)
CloudsInTheSky  [author] 30 Nov, 2022 @ 3:33am 
@the wanted well you could try to revamp this mod with those scripts if you can find a compatible way. i do not mind sharing my code with other mod enthusiasts ^_^

Sadly, the coding part is pretty limited on the FCS and it does not seem I can make anything more for this old mod. Feel free to update me if you have succeeded in anything cool!
the wanted 29 Nov, 2022 @ 6:35pm 
This mod works perfectly, the enslavement part that is. Also I’ve found out that, to add the this function to any squad that you want simply edit their squadid and the slave number in the FCS( for the save file I mean, you can get those numbers from another save where it works, or start a new game with the edited starts, there it works perfectly)
Now if only we could get those slaves to work, as slaves I mean, and not as faction members, that’d be great :)
But I have no idea how to do this ?
Maybe you could “borrow” some of the scrips from Player slavery, or Paradise Falls , but then again I have no idea how “legal/ethical” that is xD
LazerGuana 1 Nov, 2022 @ 1:02pm 
Cool. Thanks for responding man. I hope to hear more about it if you manage something.
CloudsInTheSky  [author] 1 Nov, 2022 @ 5:11am 
@LazerGuana but I will take a look at the mod this week to see if there are any solutions that I might have missed since the release of this mod.