Kenshi
Generic, but fitting Taming & Recruitment.
90 Comments
Щ0Щ 5 Jun @ 11:04am 
with this mod i just requited Lord Phoenix when i placed him in a jail for Rock Golem, and then i tried to talk to him game thought he was a beast so i requited! PEAK MOD!!!!
mayson89 9 Aug, 2022 @ 7:13pm 
Also, I think iron spiders should be tame-able. If you're able (and willing) to work this out, I suggest making one of those electric poker-sticks that's main use is to fry iron spiders into trusting you.
mayson89 9 Aug, 2022 @ 7:11pm 
This mod is gorgeous. I'm finding 4 or 5 star mods with grammar errors and it's been killing me. Also my english teacher has been killing me. Thank you for giving me something to read while I build walls for 2 hours.
Mega  [author] 25 Aug, 2019 @ 9:06pm 
No problem friend, glad I could help.
RandomEdits 25 Aug, 2019 @ 7:49pm 
Hey, I got it to work! Thanks for your help!
Mega  [author] 20 Aug, 2019 @ 6:04pm 
Dammit Steam. To add both mods to your own 'mods' file, just google "Kenshi FCS Workshop mod". Should be the first result.
Mega  [author] 20 Aug, 2019 @ 6:03pm 
First you'll have to get both mods in your Kenshi 'mods' folder (https://steamhost.cn/steamcommunity_com/app/233860/discussions/3/1290691308585795729/)

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.
RandomEdits 20 Aug, 2019 @ 4:49pm 
That seems to be a tall order, since that guy has contracted a serious case of "I'mjustgoingtobeinactivefor132days"-itis. Hopefully it's not contagious. But jokes aside, I've requested that since May 25 and still no response. Actually, do you think you can tell me how to edit the Fog Hound's dialogue to be tameable? I can just do that myself if I knew that.
Mega  [author] 20 Aug, 2019 @ 2:44pm 
I've been away from Kenshi in a while and don't have any of my mod files with me. However, you may ask that mod's author to add the taming dialogue from my mod into his.
RandomEdits 20 Aug, 2019 @ 2:02pm 
Is it possible for you to make fog hounds from the fog hound mod tameable?
AddictedToBleach 31 Jul, 2019 @ 1:31pm 
what animals are tameable?
Mega  [author] 12 Jun, 2019 @ 10:40am 
If you're asking if they can both be used at the same time: yes.
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.
TanjBear 12 Jun, 2019 @ 9:42am 
Will this work with hive expanded and cannibles expanded or fallen hive
Mega  [author] 31 May, 2019 @ 9:45pm 
That's very strange, can't think of why it would behave like that off the top of my head. I'll look into it.
Reigdaer 31 May, 2019 @ 6:13pm 
i have the "bandit diversity mod", but as far as i know, they only change the spawn race and i have tried that mod with other recruit mods, and theres no conflict at all...

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...
Mega  [author] 31 May, 2019 @ 4:33pm 
Well so far the only way to recruit is to put them in a cage, then talk to them. I'll investigate your problem though. Thanks for reporting, and make sure those bandits aren't related to any other mod you may have.
Reigdaer 31 May, 2019 @ 1:52pm 
Dust bandits, Standard prision inside a tower, on the borderlands, pick them after beat them up, heal them and wait until they were conscious and then try to talk, the "talk" botton never appear on the list

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
Mega  [author] 31 May, 2019 @ 12:34pm 
Can you describe the situation a little more? Who were you recruiting? Where? How? Everything you can tell me will give me an easier time finding the solution.
Reigdaer 31 May, 2019 @ 12:00pm 
i can't recruit them, even with all the Quick save and load circus :(

sorry, but i'll unsuscribe until this got solved :S
Mega  [author] 13 Apr, 2019 @ 10:51am 
Interesting... I'm not sure why they'd do that. I might yoink my own mod from the workshop so I can work on it with this laptop while I'm not at home. I'll double check if all the paladins have the recruitment dialogue package as soon as possible.
RustyNerd 12 Apr, 2019 @ 6:05pm 
I found Paladins don't like to be recruited either, they rather just sit in a cage. Same issue with the Dust Boss or leaders whom raid your outpost and have their own dialogue. I use this Recruitment Mod, its been great.
ELECTROMAN!!!!!! 12 Apr, 2019 @ 1:55pm 
Ah. I was trying to recruit a paladin for 5 days and the cooldown with my bad luck made it infuriating. Thankfully i can sort of trust myself to not break the game so i just got a cheat recruit mod now that i only use if i feel like its not OP.
Thx for modding anyway. :)
Mega  [author] 8 Apr, 2019 @ 9:20am 
@Pygmalion there's a 20% chance to succeed every time you initiate a dialogue with an imprisoned character. I'm not sure wheter or not you had a wave of bad luck, but I think this is the ideal number for balance reasons. Anything else higher and you'd have an army within a few days.
ELECTROMAN!!!!!! 8 Apr, 2019 @ 8:07am 
Almost impossible to recruit any humans with this mod, had to uninstall. Ty for modding. :)
ELECTROMAN!!!!!! 2 Apr, 2019 @ 1:36am 
Holy fuck this sounds amazing, im gonna test it out instead of the other recruitment mods and let ya know. <3
Mega  [author] 27 Mar, 2019 @ 9:35am 
Again I'm very sorry, but there's nothing I can do about that as far as I know. This seems like an engine problem which, with the tool we're given, we are not able to alter.

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!
[MDK] Vaudeville 24 Mar, 2019 @ 12:44pm 
Hi - I'm having the same problem as @Blue Immortal. Save and reload removes the talk option to caged prisoners. Sometimes the talk to option doesn't appear at all for some prisoners.

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 :)
Blue Immortal 3 Mar, 2019 @ 2:36pm 
ah okay, thanks for trying to fix man, hope it works out, till then I will just try to recruit all before logging out

thanks for your work on the mod
Mega  [author] 3 Mar, 2019 @ 1:41pm 
So unfortunately steam does not seem to save my own mods in the cloud storage, so I can't update them until a few days from now. I'll be back soon!
Blue Immortal 3 Mar, 2019 @ 1:09pm 
no problem man, love the mod by the way
Mega  [author] 3 Mar, 2019 @ 9:15am 
@Blue Immortal Sadly I don't think there's anything I can do about that. Since we don't have access to the source code, I can't change anything outside of what FCS allows me to. The best advice I can give is to make sure you recruit everyone in the cages you have before relogging. Like I said, I haven't played Kenshi in a while, but I'll test that issue when I get back into it.

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!
Blue Immortal 2 Mar, 2019 @ 11:40pm 
I seem to have run into the error again, I saved my game and quit while I had people in the cages that I had just been trying to recruit.

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?
Mega  [author] 2 Mar, 2019 @ 11:55am 
@Blue Immortal Hmm, that sounds like some sort of savestate error, if importing fixed it. By the looks of it, the game didn''t give the "_RecruitDiologue" package to the NPCs you were trying to recruit for some reason, which is why you couldn't interact with them. Either way if it breaks again, be sure to let me know. And thanks!
Blue Immortal 2 Mar, 2019 @ 11:44am 
so the error happened after I saved and quit with people in cages, then when I started the game back up later the people were still in the cages but I had lost the option to talk to them.

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
Mega  [author] 2 Mar, 2019 @ 7:07am 
@Blue Immortal Doesn't sound like something that would conflict with it. Try putting this mod at the last spot in your load order (or first, depending on how you look at it) so that it overwrites anything that could be messing it up. And be sure to try it on different characters and animals, and quicksaving/quickloading before you do (to see if maybe the dialogue options aren't loading).
Blue Immortal 1 Mar, 2019 @ 11:09pm 
hmm...mod was working fine for me this morning...now it isn't working...only change I made was I added the gate guard mod and the recruit limit 256 mod

do you happen to know if you conflict with ether of those?
Mega  [author] 1 Mar, 2019 @ 3:10pm 
@cultivahabas Do you have any mods that possibly alter the units from the UN in any way? If so, try disabling them. Either way, I need to update this mod, I just haven't been playing Kenshi lately.
FrostSaber 1 Mar, 2019 @ 11:10am 
Thanks for the reply, I was actually messing around with the modding tool a bit to figure it out and since I couldn't sleep last night, just figures when I do that I can't find any of those bandits to see if it worked .w.
Mega  [author] 1 Mar, 2019 @ 7:20am 
@[4boots] Saber153 if you're familiar with the modding tool for this game, the FCS, all you need to do is to copy the mod from the steam workshop folder (look up where it is, steam names everything with numbers), open it up on FCS, and add the dialogue package called "_RecruitDialogue" to whatever new bandits you have installed. Keep in mind you need to copy both my mod AND whatever mods you wish to add it to, and load them both in the modding tool.

@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.
FrostSaber 28 Feb, 2019 @ 9:44pm 
So quick question, I grabbed a few mods that add in extra like bandit factions, think you could tell me how to add them into this so I can recruit them as I find them?
Mega  [author] 16 Feb, 2019 @ 6:26am 
No, not at all.
Jenkins 16 Feb, 2019 @ 3:18am 
Do you actually have to treat your captives nice before recruiting them? like feeding them and stuff.
Mega  [author] 28 Jan, 2019 @ 6:22pm 
Made some temporary fixes. Please remember to read the patchnotes for more detailed information!
Mega  [author] 28 Jan, 2019 @ 5:47pm 
Sorry for the absence of updates and responses, I was away on a trip with my family. But I'm back now.

@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.
Mr E 25 Jan, 2019 @ 8:47pm 
Might i suggest some video tutorials showing exactly how it works with each training method and including some text on which animals it works on? More effort on your behalf but really shouldn't be difficult to cobble together
Mr E 25 Jan, 2019 @ 8:38pm 
I may just be stupid but i am trying to use your mod and none of its features seem to be working. On humanoids i talk to them until it gives me the prompt saying it was sucessful and to set them free but when i cliuck it the window closes and they are still in the cage, if i manually free them from the cage they are either hostile still or just run. The Great White gorillo isn't interactable at all inside its cage for me and lastly with robots i put an electrical component in their inventory and they consistently revive hostile again, On the very rare occasion they will instantly go unconscious again but i have tried interacting with them when they do that, putting more electrical components in their inventory and others but nothing seems to work. I really hope it is just something i'm doing and i hope you get back soon Mod Dev as i really would like this to work for me! PS i have it in the bottom of my mod load order and have restarted and imported the game since installing the mod
Beep 19 Jan, 2019 @ 6:30pm 
I tamed King Gorillo with this mod and now basically have a personal Rancor.
Best mod.
Mega  [author] 15 Jan, 2019 @ 6:50am 
Hmm, I've never had that problem before, regarding the base gate. Do you have City Builder++ by any chance? I've heard that mod has quite a few issues.

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!
Mega  [author] 14 Jan, 2019 @ 4:01pm 
Honestly the defensive wall 5 looks unfinished to me. They have this weird black shade all over them, which kinda makes it look like they're intended to be placed in an underground facility or something.
Adondian 13 Jan, 2019 @ 11:03pm 
yeah works great thanks, you're awesome i love the mod... just an fyi :)