Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
After that, open the Fog Hounds' mod file in FCS as the active file, but check mine as well. Search for the Fog Hound SQUAD (there's a button named 'Changes' at the top bar which shows you everything that was changed/added by the mods you have currently loaded), double click it and select "dialogue animal" from the dropdown menu at the right, then find the dialogue added by my mod (should be at the top, colored differently) and select it. Make sure to do this to ALL Squads that include Fog Hounds in them, otherwise the squads that you didn't add the dialogue to will have untamable hounds.
If you don't know which dialogues to add, open any vanilla animal squad and look at the dialogues they have.
If you're asking if the new units from those mods can be recruited: no, unless either me or the authors of those mods make a patch for them.
what was strange is that the "Grassland Pirates" or something like that, were recruitable when first import the game with the mod, three or four recruits later, no more...
i tried all the quick save and load, with them in jail, with them on my shoulder even try to drop them, the only thing that happen, is that Dust bandits hate me...more than usual
sorry, but i'll unsuscribe until this got solved :S
Thx for modding anyway. :)
However, Christ stated that Kenshi will be getting an Engine and AI update soon, so hopefully we can look forward to that. Maybe it'll fix this issue!
It's not the end of the world, it works fine most of the time/ Just annoying when you have the sand ninja leader in a cage and have to just bounty them. she would come in so handy as an ally :)
thanks for your work on the mod
I can't remember having that problem myself, but maybe it's due to a recent update on the game. I'll update the mod today and see if anything changes. But regardless, thanks for letting me know about it!
now that I have started the game again and reloaded that save I cannot talk to the people I have in the cages, I can only Loot them set them free or pick them up.
and I think I should clarify last time when I Imported the save it didn't really fix the error as the people in the cages were lost during the import (they didn't appear in the cages or anywhere around they were just gone)
I think your mod may have a save state issue, or it's something wrong on my end
perhaps test it out yourself? capture people then talk to them to see if it works, then save the game and exit, then restart the game and load the save and see if you can talk to them still?
After trying several things to get it to work (moved the mod order as you said, tried quick saving quick loading, even tried without the two mods I installed after your mod) I still didn't get the options back in the end I simply did a import and while that caused me to lose the NPC's that were in the cages I was able to interact with the new ones I ended up capturing.
is a weird error and not sure if it was a hiccough from the game or your mod
but it's working again now so I guess...problem solved?
ether way great mod man
do you happen to know if you conflict with ether of those?
@cultivahabas try talking to them twice in quick succession. If that doesn't work, quicksave and quickload and try again. What happens is that they already have their own dialogue for being imprisoned, which the game seems to prioritize. But if you talk to them a few times very quickly, the recruit dialogue is able to be triggered while their regular imprisoned dialogue is on cooldown.
@Mr E I'll look into that tomorrow. If the devs released any updates while I was gone, there's always the chance it might've broken something. Meanwhile, try disabling some other mods you have, if you have any, to see if the issue persists. Saving/reloading seems to solve a bunch of issues as well such as new recruits not feeding themselves, but that doesn't sound like the kind of problem you're having.
If you decide to disable/enable some of your other mods to test though, tell me what happens! It sounds like some sort of compatibility issue to me, but I could be wrong.
Best mod.
The base building is great in this game, but it does need to right mods to make it enjoyable. For example, buying books every day and having to explore extremely dangerous ruins just for like, 3 ancient science books is extremely dissappointing, in my opinion. I'm almost done making a mod that lets you craft books/ancient science books/engineering research/AI Cores, so you don't always have to go risk your characters just to slightly advance your outpost. Currently just balancing out the materials needed to assemble everything. And thank you!