Kenshi
Robotic Limb Based Skeletons Unique Recruits
22 Comments
zayden  [author] 21 Aug, 2023 @ 8:21am 
@Loki Sorry, not working on anything with this mod anymore :,)
Loki 20 Aug, 2023 @ 2:25pm 
can you add unique recruits from others MKs?
like i would love to have a SL-M MKIII recruit based on a comedic mad scientist - like a Dr Doofenshmirtz for example
Maticrux 9 May, 2023 @ 12:27pm 
@kidslayer68 Ok, thanks!
zayden  [author] 9 May, 2023 @ 7:37am 
@Maticrux They use their own race so it would require it's own patch. I'm currently not messing with Kenshi so I won't be making it, but anyone is welcome to do it.
Maticrux 8 May, 2023 @ 7:57am 
nice mod! Im using "No armor restriction", a mod that lets skeletons from rlbs use all gear slots, and I noticed that the unique recruits arent affected by it. Is there a way to fix it or are they just different?
sel 24 Apr, 2023 @ 6:26pm 
huh, then thats some crazy coincidences.
Ill try your mod then if its not in genesis. thanks for the fast reply amigo!
zayden  [author] 24 Apr, 2023 @ 5:57pm 
@sel nah it shouldn't be. i dont quite remember, but I dont think ranger speaks in words.
sel 24 Apr, 2023 @ 5:29pm 
is this in genesis? I found a skelly named Ranger in mongrel but he is a different race from the thumbnail
cyan13 5 Feb, 2023 @ 3:05pm 
That's understandable, just wanted to report what I found.
zayden  [author] 5 Feb, 2023 @ 9:33am 
@Zeodd53 I wouldn't expect to fix this any time soon, unfortunately. I haven't touched Kenshi in a while, as I'm just kinda waiting for Lost in the Ashlands to be finished/ the beta to be released to testers.

If you or anyone else wants to fix it, feel free to do so.
cyan13 5 Feb, 2023 @ 6:11am 
I've found a bug with these characters in my game. They change idle stances every time they stop moving and shake weirdly when carrying someone. I tested with two of the unique recruits and one regular RLB skeleton, with only this mod and the dependencies active. The regular skeleton keeps their idle and behaves normally when carrying people but the uniques have the issues I've mentioned. They might also have a problem with one of the combat animation mods but I haven't tested that further.
oiguri3 6 Aug, 2022 @ 5:28am 
Thank you
zayden  [author] 5 Aug, 2022 @ 12:37pm 
@oiguri3 of course, go ahead! :)
oiguri3 5 Aug, 2022 @ 3:54am 
Hello, I'm uploading a patch that translates your mod for my own use, as well as promoting your mod!
Please contact me if you need anything else!
zayden  [author] 1 Jan, 2022 @ 12:42pm 
Oh is it required..? Thought it would just use the default head instead. Thanks for letting me know, @Apxthy
Apxthy 1 Jan, 2022 @ 11:39am 
you need to put RLSB Light Colors in the mod requirement section
pgames-food 29 Dec, 2021 @ 8:10pm 
ah thats ok, i'll try and deal with the raiders first and can then do an import :)
zayden  [author] 29 Dec, 2021 @ 8:03pm 
@pgames-food sorry, yes I think any new recruit mod would require an import.
pgames-food 29 Dec, 2021 @ 7:57pm 
oh ok thanks, i will try using an actual cage instead of a prisoner pole to see :)

btw can i check if your mod needs an import? (i currently have several raiders on poles to try and recruit them with food lol, some ask for rice bowls, and some ask for gohan etc, but importing will make them disappear... if it doesnt need an import, i can try and get flow :)
zayden  [author] 29 Dec, 2021 @ 6:49pm 
@pgames-food glad you think it's cool! Iron spiders aren't recruitable in the base game, I think maybe Tame Beasties makes them so, though.
pgames-food 29 Dec, 2021 @ 6:45pm 
cool im based at the hub (i manged to buy a small building in there which was empty, as well as having an outside base/buildings outside it) and always wanted a robot (so far i only managed to capture an Iron Spider but dont yet know how to recruit it :)