Kenshi
The Forgotten Ones - Recruitable Error Skeletons
107 Comments
Knight 23 Jun @ 7:33pm 
This is what I am looking for!!!!! awesome bro
anomalY 6 Jun @ 6:08am 
Excellent. Add me so I can list you as a contributor.
ZombiePotatoSalad  [author] 29 May @ 9:46am 
@anomalY Absolutely!
anomalY 21 May @ 1:58pm 
I'm making a new patch for Genesis that includes this mod's special dialogue package - Can I have your permission to do this?
Anrhaa 5 Feb @ 11:48pm 
@Acidity. Hi dude. It was an issue with 'Kaizo - Recruitable Prisoners Patch'. You can remove that mod from your subscriptions or way till the author get's around fixing the issues with their mod.
Acidity 5 Feb @ 9:42am 
Hello! Im doing a Skeleton Play through and was excited to try this mod, but after 10 attempts of opening the door to the workshop they just run up and down the stairs constantly and no dialog or anything, is there a special item or condition im supposed to meet? Thank you for the mod!
Mitsurugi 8 Sep, 2024 @ 8:08am 
This mod is great, but the way they are named adds some issues. Even after renaming them, they show up as weird names in the FCS. Doesn't appear to break the game, But it was buggy when trying to save a bod template and I noticed the name thing when poking around in the FCS
Alice in the Motherland 27 Aug, 2024 @ 12:12pm 
the mod works flawlessly, now i have 5 groups of 5 soldierbots each guarding 5 towers to the eternity with 3 extra as running scouts
GalacticSeal 5 Jun, 2024 @ 1:28am 
This mod doesn't seem to work on my end, even after an import. Not sure why, but there is no option to recruit the error skeletons in my game. Can't confirm if there is a mod conflict or if this mod simply isn't working.
Ersa 25 Apr, 2024 @ 4:12am 
actually how do you even put a command in this game? :lunar2019piginablanket:
Ersa 25 Apr, 2024 @ 4:10am 
managed to recruit them but the buffs did not work, is there a command to reapply the mod buffs or something?
PringlesMachoMan 5 Dec, 2023 @ 12:06pm 
@satonaro Have you figured out why you can't repair them?
Кот 2 Dec, 2023 @ 5:48am 
First I created a start with 20 skeletons for the convenience of developing and testing other mods.
Now I increased it for myself in fcs from 20 to 50.
In the process of working on the mod, they turned out to be not enough for me.
Then I downloaded this mod. )))))))))))) :steamthumbsup:
Not the fastest way, but fun. :cactusrum:
satonaro 14 Nov, 2023 @ 1:19pm 
Just found them and recruited them. However I noticed I can't repair them o.O anyone else?
Paan De God 16 Oct, 2023 @ 12:08am 
I love this mod, it is one of the must-haves in my gameplay,
nigcarnivore14 11 Apr, 2022 @ 4:10pm 
Are you able to replace their limbs whenever they come off?
Delivery Wizard 25 Jan, 2022 @ 8:25pm 
Do these guys still communicate just "Error"? Or have you given them the regular/skeleton dialogue package?
Doktober 10 Sep, 2021 @ 10:13am 
Thanks for this, I wanted a quick start-up all skeleton game and this helped a lot. I've got them running my fortress and manning turrets.

Tip for users, maybe untick or unsubscribe this once you've recruited all the soldierbots you wanted. I visited black desert city after an import and the soldierbots were razing it to the ground. Don't forget to leave a like or award!
Whisker :> 26 Jan, 2021 @ 8:11pm 
Just for those in my position and curious how this would work--

I added this in after having already discovered them. I didn't see anyone saying how this mod interacts when this is the case, but my experience was that they became recruitable and the one I looked at has stats (more or less) in the 20s: https://i.imgur.com/58Ujdnl.png

edit: their stats do seem to vary across the board. Some are in the 20s, others are in the 50s-60s. I'm assuming this is how in the vanilla game as well, but I haven't checked
JimmyMango 28 Nov, 2020 @ 6:35pm 
you buffed them too much i think, still very good mod
Mox 10 Sep, 2020 @ 4:39pm 
I've been trying to use them, but the mod doesn't work anymore. I can't interact to the error code skeletons at all.... Has anyone else had this problem and know how to solve it?
Marin Tact 6 Sep, 2020 @ 1:01am 
I made a game start mod that has you starting at the lab. I included a link to this mod in the description, but I can remove that if you would prefer.
Amber Dragonlord 29 Jun, 2020 @ 9:57pm 
Well this looks helpful. Is it possible to have them keep their original stats? Lore wise I see the skeletons as having inconsistent skills as being in keeping with the idea that they're halfway through being reprogrammed or disposed of, and may have been dumped there from a variety of former occupations in the first or second empire. Ideally the original game would have let you reprogram them properly if you had a high enough science skill (which really needs to be more useful).
73313WS 5 Jun, 2020 @ 12:35am 
the easy way to have lots of bot to serve you
Trickap 12 Jan, 2020 @ 3:20pm 
Is there any reason as to why they can't use turrets?
Trog 10 Jan, 2020 @ 12:14am 
every time I try to equip armor to the skeletons after recruiting them the armor gets dyed to the dark green of their initial rags, It only happens with armor that can be dyed (of course) but it is still rather annoying, is there any way to fix that or do I just have to deal with it?
ZombiePotatoSalad  [author] 8 Jan, 2020 @ 2:04am 
@Varsocona Thanks! When I found them, I thought it was hilarious that you temporarily had a group of robots following you, but I got sick of their random murderkilling of anything that wasn't me. So I figured I'd add a (as plausible as possible) method to recruit them, or leave them set to "murderhobo" if you so desired.
Varsocona 7 Jan, 2020 @ 11:15pm 
@ZombiePotatoSalad Thank you for the quick reply!! I grabbed the Skeletons and they work perfectly. Wonderful mod!
ZombiePotatoSalad  [author] 6 Jan, 2020 @ 8:09pm 
@Varsocona Nope, just plug and play.
Varsocona 6 Jan, 2020 @ 1:58pm 
Does this mod require an Import to function?
IAmCalledJay 19 Nov, 2019 @ 8:52pm 
Good point.
ZombiePotatoSalad  [author] 18 Nov, 2019 @ 8:19pm 
I don't think I touched their attack and defense. This is offset by their requiring of Robotics to be repaired, as well as expensive Skeleton Repair kits. They'd take a long time to repair unless you have someone dedicated to Robotics with a large supply of SRCs, by which time you might have a few characters in the 60s attack range. This is further offset by every one of them being individually recruitable, or you can leave them in their default "bodyguard" mode, which they will run off and attempt to murderkill anything that moves. So you can just take 2 or 3, and have the rest follow you around until they are destroyed.
IAmCalledJay 18 Nov, 2019 @ 7:06am 
When I found them they were 60 attack and higher, and there is like 30 of them.
ZombiePotatoSalad  [author] 16 Nov, 2019 @ 2:33pm 
IAmCalledJay Well, they aren't much stronger than the normal Soldierbots.
IAmCalledJay 16 Nov, 2019 @ 9:44am 
This feels kinda broken. I wanted to recruit them, but not have them strong AF.
Ganondorfs 30 Oct, 2019 @ 1:53pm 
Might there be any way to add more head variants to the soldierbot race so I can give them a head besides the loghead at the plastic surgeon?
nafary 8 Aug, 2019 @ 9:13pm 
Does this work if I have already found them? I just found them and have been searching the internet for what to do with them.
mr.cleveland2161 30 Jul, 2019 @ 3:37am 
ty
ZombiePotatoSalad  [author] 29 Jul, 2019 @ 8:58pm 
@mr.cleveland2161 In the Black Desert, there's a Reprogramming Lab.
mr.cleveland2161 29 Jul, 2019 @ 4:41am 
Where do i find them???
Fox in a Tank 21 Jul, 2019 @ 12:44am 
Am I the only one seeing the skeletons reset and end up with skills in the negatives?
MortalFolly 13 May, 2019 @ 1:27am 
To answer several questions I've seen, to get them buffed, you must make the command == to before they are recruited and after. Otherwise it resets them back to their base stats. Also, To make them a playable race go into the FCS and locate their character name in the file and on the right hand side add the start you would like making them a playable faction however. you will be messing with base game script. Be careful there. (What mod were you running that removed the re-programming lab @ATranquil)
ZombiePotatoSalad  [author] 12 May, 2019 @ 4:27pm 
It's no problem at all. It's best to cover all variables :)
Overlord Snow 12 May, 2019 @ 11:42am 
i had another mod that had apparently removed them sorry for wasting your time
ZombiePotatoSalad  [author] 11 May, 2019 @ 9:27pm 
Have you tried validating files? This mod doesn't affect the lab. It simply adds a dialogue option to the Skeletons themselves
Overlord Snow 11 May, 2019 @ 6:40pm 
i started a nwe game with this mod and the lab doesn't exist in the black desert, what am i doing wrong?
Morkonan 25 Apr, 2019 @ 4:59pm 
Interesting that it may not have worked. Do you plan on troubleshooting it or taking out that mechanic?
ZombiePotatoSalad  [author] 24 Apr, 2019 @ 11:03am 
I don't think the buff worked, at least not in my game.
Morkonan 24 Apr, 2019 @ 10:45am 
Sorry for doublepost - Perhaps you could revamp it and add it as a second mod or companion mod for those who don't want them buffed up so much?
Morkonan 24 Apr, 2019 @ 10:44am 
I'm with metanoid on this one - I would have instantly used the mod if not for the fact that they're now buffed-up versions. Having all these Skeletons available is powerful enough. That doesn't mean it's "bad," though. I'd just prefer them as they were.