Kenshi
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Less Shit Slaves (And Jailbreaks)
   
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14 Sep, 2023 @ 10:35am
9 Feb, 2024 @ 10:22pm
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Less Shit Slaves (And Jailbreaks)

In 1 collection by Snicks
Snicks' Kenshi Improvements
6 items
Description
Enhances slave (and prisoner) dialogue and statistics and allows slaves that could not be recruited or leave their cages to do so under correct conditions. Also effects cannibal or jailbreak escapes, allowing unrecruitable characters to be recruited.

This is done by removing their "recruitable" tag checks (something the game uses to prevent characters that are even marginally powerful from joining you) and tweaking trigger chances, as well as adding new dialogue and condition checks for player strength and traits of the prisoner or slave.

This mod is still maintained and updated. If issues arise, tell me.

Specifically:
(Some) characters which couldn't comment on an escape now should be able to.

Slaves who are bought from shops should no longer loot bodies on their way out before they ditch or join the player. Slaves escaping as part of a raid or breakout will.

Slaves have generally had their stats improved. They are by no means strong, but are now on par with a starving bandit or other very early game enemy. There's absolutely no way a nation is operating off of slave labour if their slaves can't swing a stick around at full speed. This also increases purchasing cost, but as this mod makes purchasing a more viable form of gaining recruits, all's fair.

Purchasing slaves will now sometimes yield a recruit even for people deemed too powerful by the game - this is far more likely, and at times only possible, if you are stronger than them

Fewer characters refuse to leave cages, and those that do can be repeatedly released to eventually convince them to leave. They do this faster if you are stronger than them, or character-specific conditions are met. Hive slaves are the most obvious example of this.

Slaves you release through purchasing will no longer full sprint away as if they are convicts, but become wandering NPCs like a dismissed PC would. Slave escapees will still sprint away at full speed.

Slave dialogue has been expanded generally, including differnet dialogue depending on what type of NPC you're releasing and escaping or caged slaves reacting to you if you have a reputation with major factions.

Mod in the images is the currently unreleased indev build of a total Hive overhaul mod.

If specific characters that would normally be able to be freed, through purchasing or escapes, are simply unresponsive even if freed, they are likely fundamentally bugged. It isn't an issue with the mod or an issue I can solve; it appears to be a Kenshi error.


NewVanilla LEGACY Racial Tweaks v.1.3 causes a compatibility issue where slaves will become very, very expensive due to the changes made to slave prices in that mod conflicting with the stats of the slaves in this mod.
36 Comments
Boneless Pizza 26 Jun @ 9:33am 
Is this compatible with slaves join their saviour mod?
Snicks  [author] 1 May @ 1:28pm 
That makes sense. I should probably put down that anything that increases the value of slaves will scale unpredictably with this mod, as higher statistics on slaves will obviously interact with a higher base price
Zriphelo 1 May @ 10:49am 
Hi! Here to say that the mod "Profitable Slavery" also breaks the prices. I was having 15k-20k prices with it.
Laughing Forest 31 Mar @ 9:52am 
Yeah - was a weird one mate!
Snicks  [author] 31 Mar @ 8:18am 
I was correct, then! This happens pretty often in general where people go "I NEED TO WORK A MACHINE." and run into somewhere stupid. I once had a mod that added Tech Hunters that would storm ancient ruins not in the name of their job, but so they could 'go shopping' in the counters inside.
Laughing Forest 30 Mar @ 3:08am 
@attila.jenkins- it is apparently believe it or not a vanilla issue. Crunk figured it out and it has to do with higher population of slaves running out of things to do and turning to the stove

Here is Crunk’s fix:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3404677792
attila.jenkins 29 Mar @ 5:30pm 
Regarding Laughing Forest's issue with slaves wandering into the noble house, it's happening to me as well, though I don't have this mod installed. So it has to be some other mod causing that behavior.
Laughing Forest 27 Dec, 2024 @ 1:39pm 
Thanks for the feedback Snicks, sounds like it’s the wandering in to work a machine then

And thanks again for this great mod and your work
Snicks  [author] 27 Dec, 2024 @ 1:37pm 
If they're wandering in to work a machine, that'll do it. If they're not, something is probably adding a 'wander town' flag to them, but that shouldn't try to enter noble buildings since they're private

Not something this mod changes
Laughing Forest 27 Dec, 2024 @ 1:35pm 
Already working slaves. Been trying to figure out if it’s some sort of slave behavior issue or building. Looks like it might be a workable machine put in a restricted building by a different mod (CATO) but still trying nail down if that is definitely it …