Kenshi
Reprogramming rods (Now with new start!)
49 Comments
Bookhead  [author] 10 Jun, 2021 @ 4:13pm 
I've lost the original file to this mod, so RIP those errors, really lol
Bookhead  [author] 10 Jun, 2021 @ 4:12pm 
My dyslexia is at it again!
Draxiss 10 Jun, 2021 @ 1:14pm 
I've found a minor issue. "New master regestered. Desegnation required." has two misspellings. The word 'regestered' should be 'registered' and the word 'Desegnation' should be 'Designation.'
Hazard_Tiltedttv 22 Feb, 2020 @ 10:18am 
can you make it work on Ashtron?
Conspiracyphreak 15 Feb, 2020 @ 11:41am 
old machines is the faction it belongs to i think. my game is heavily modded so maybe who ever added them didnt add some kind of thing to them so game recognizes as skeletons.
Bookhead  [author] 13 Feb, 2020 @ 11:54am 
I searched FCS and could not find this old machine you speak of. It would be awesome if I could just tell the game "use it on all skeletons." but that is not the case. I have go to in case by case to add the dialogue options to the specific character =/
Conspiracyphreak 13 Feb, 2020 @ 7:49am 
does this work on "old machines"...if not could you add it please, ty.
Bookhead  [author] 3 Jan, 2020 @ 12:32am 
Yeah I'm not sure why that was taken off, but it has been fixed.
Zephlos 2 Jan, 2020 @ 9:03pm 
for some reason this mod removes skeleton repair kits from the robotics bench.
Bookhead  [author] 6 Jul, 2019 @ 8:44pm 
Look for the initial plans in ancient labs throughout the world.
✞ Dark0wnt ✞ 6 Jul, 2019 @ 7:59pm 
Is there a location where the blueprints spawn?
Bookhead  [author] 28 Apr, 2019 @ 2:43pm 
It should be at the robotics bench.
Kiddo.Gata 28 Apr, 2019 @ 2:19pm 
I may be pretty dumb but how do I actually make the rods? which crafting bench do I need?
Saman 30 Mar, 2019 @ 11:25am 
I have to disable this mod to interact with the Broken ones of the Deadlands, so they become my bodyguards (I'm using the Forgotten Ones mod too). As they turn in to my bodyguards and I enlist them to my squad, them I can turn this mod on again.
Too bad I have to lose my Liberator ultimate rod in the process : (
Conqueeftador 9 Mar, 2019 @ 11:23pm 
@lucidmadness, i dont have Recruitable prisoners, the only mod i have that interacts with AI and people is Paradise Falls, Slavers Edition, might that be the issue?
Conqueeftador 9 Mar, 2019 @ 4:31pm 
if that was directed at me, i'll give that a try, dont think i have that one though.
Bookhead  [author] 9 Mar, 2019 @ 4:18pm 
Not sure what to say, but it seems Recruitable Prisoners is the culprit. Try unloading either mod and trying that way.
Conqueeftador 9 Mar, 2019 @ 12:38pm 
i have an ultimate control rod and i cant talk to them at all
Bookhead  [author] 9 Mar, 2019 @ 11:03am 
Skin bandits need advanced control rods or better. Other than that it would be an entire section of the mod that does not work.
Conqueeftador 9 Mar, 2019 @ 12:02am 
Skin Bandits look like they arent programmable
Arety 2 Feb, 2019 @ 12:29am 
Ah ok amazing mod tho.
Bookhead  [author] 1 Feb, 2019 @ 4:16pm 
If it's not a character with a dialogue package option I can't add them :)
Arety 1 Feb, 2019 @ 3:32pm 
I cant talk to skeletons from the hook raiders so i think it doesnt work with them.
Zεn1ΘL 25 Jan, 2019 @ 2:40am 
Heh, no worries. Thanks for the speedy fix!
Bookhead  [author] 25 Jan, 2019 @ 12:06am 
Done! And I added 5000 cats as well to save some of the initial grind
Bookhead  [author] 25 Jan, 2019 @ 12:02am 
oh shit! lol i'm new to making starts ill fix that asap
Zεn1ΘL 24 Jan, 2019 @ 10:06pm 
Just tried The Liberator start. The starting build menu is completely empty. Can't build a research bench or small house.
Bookhead  [author] 30 Dec, 2018 @ 10:33pm 
TBH one of those names you mentioned is from the $50 donation I gave :D
Athoen 30 Dec, 2018 @ 9:26pm 
I expected them to be randomly generated NPCs... thanks for looking into it.
Bookhead  [author] 30 Dec, 2018 @ 9:18pm 
Unfortunately I can't find any of those npcs in the character list in the FCS. If there isnt a 100% chance of them being a skeleton I would most likely have skipped over them as well. I wish I could just make all races have the dialogue packages, but right now I have to go into each unique character and add it.
Athoen 30 Dec, 2018 @ 9:14pm 
EDIT for the last comment : there is no "talk to" option when those guys are in a cage.
More Spring skeletons :
Benjie
Alec
Ice
(Pin: killed this guy too fast so couldn't check)
a last one before I can duel Tinfist : Thoke, I suppose it will be the same (if not, I will comment on it...)
Athoen 30 Dec, 2018 @ 8:18pm 
Hello again :)
It works for the Elder, thanks.
Currently cleaning Spring to add Tinfist to my collection and there are some skeleton NPC/bodyguards I can't turn :
Soto
Slowline
Fish
Takao
(some others I did not capture yet)

I do not know if they are pre-named NPC or if the names/races would change in each game.
Bookhead  [author] 29 Dec, 2018 @ 10:30pm 
done!
Athoen 29 Dec, 2018 @ 10:15pm 
Checked, it works for both :)
Thanks
... and found another one :p
The Elder (skeleton bandits leader)
Bookhead  [author] 29 Dec, 2018 @ 9:10pm 
Should be working correctly now.
Bookhead  [author] 29 Dec, 2018 @ 9:03pm 
I will look for them and add now. Thanks for letting me know
Athoen 29 Dec, 2018 @ 8:45pm 
Hello
Great mod thanks for doing and sharing it ! :)
I found 2 bots I couldn't turn (with the ultimate rod)
- Ponk (a thrall master, no "talk to" option available)
- sniperbot (can talk but just 1 dialogue option with ...)

Hope you can fix this and keep up the good work ! :steamhappy:
Bookhead  [author] 28 Sep, 2018 @ 1:00pm 
Should be fixed now.
Bookhead  [author] 28 Sep, 2018 @ 12:57pm 
So I'm pretty sure it got pretty buggy, but I'm simply adding them back to robotics because the FCS is telling me the robotic repair kids are not supposed to be crafted there regardless of what mod I'm looking at.
JimmyHillUK 28 Sep, 2018 @ 11:41am 
Using this mod seems to have removed my ability to craft skeleton repair kits :/

Haven't gotten around to finding the research, but figure that shouldn't have anything to do with it?
Bookhead  [author] 15 Aug, 2018 @ 5:34pm 
I based the rod requirements based on their given skill level, + or - randomness. (in the description). Not just the ultimate rod works on lower levels. i think it used to be posted but when i reuploaded it put up the old version
Doc Morbid 15 Aug, 2018 @ 7:13am 
So, the high-grade rods are for higher-level skeletons, and Ultimate will work on any?

How do I tell their level?
Bookhead  [author] 29 Jul, 2018 @ 2:44pm 
Find the blueprints for the rod research, then research each tier. Once you have the research done, make the rod and put the skeleton npc you wish to recruit into a prisoner cage. Have the rod in your inventory, then initiate dialogue (in prison you have to right click and manually talk). If you have the higher version of a rod you no longer need the lesser versions.
Mr. Bear 29 Jul, 2018 @ 2:56am 
Hello there, i would like to ask exactly: how does this work? thx
Bjardok 28 Jul, 2018 @ 5:50pm 
Thank you! this is a very usefull mod:rise:
Bookhead  [author] 28 Jul, 2018 @ 5:49pm 
Added it. you should be able to recruit them now with any rod
Bjardok 28 Jul, 2018 @ 5:39pm 
the skeletons are called Weak Thralls and their faction name is thrall masters i think
Bookhead  [author] 28 Jul, 2018 @ 5:23pm 
Do you know the name? I can't find anything in the dust.
Bjardok 28 Jul, 2018 @ 3:20pm 
can i recruit those weak thralls that are running around the eye?