Kenshi
Thanks, Chumbo!
44 Comments
JediKnightSky 7 Jun @ 6:48am 
Something just popped in my head. Would it be possible to expand this concept the the pups of wild animal factions? We already have Tame Beasties its true, but this one has a better RP concept for gaining allies you have shown kindness to. Taking a wild bone dog pup and patching it up and taming it would feel so much more like a bond than just buying one.

Just a thought.

Love this mod. Lost Drones are such useful fellas and I hate seeing them end up as fodder for the beasts and bandits.
Gevurah  [author] 4 Mar @ 11:42pm 
Of course! That sounds like a wonderful idea.
MikaBoy 4 Mar @ 2:26pm 
Hey there!

Thanks for the fantastic mod—I’ve really enjoyed it! I'd love to translate it into Spanish so more people can experience it, giving you full credit, of course.

I’m still learning modding, but I’d love to contribute. Would it be alright to upload the translation to Steam? I’ll link back to the original so others can support it too.

Cheers!
Gevurah  [author] 19 Feb @ 2:01am 
Unintended but not a problem. You could take advantage of it to interact with them yourself if you want. It also won't trigger the cooldown because completing the dialogue is what does that.
Skolokiroptera 19 Feb @ 12:37am 
I've noticed a couple of instances where the dialogue would proc when an NPC was healing another and I was in the area but not doing the healing myself. Seems unintended.
JediKnightSky 3 Feb @ 7:34am 
Thanks for the reply, and indeed after doing some digging I noticed on the wiki under Beserkers a comment thread in which several players do confirm that Beserkers from cannibal cages is a Vanilla thing and maybe the single strongest possible recruit a player can have within the first couple days of game starting without cheesing.
Gevurah  [author] 2 Feb @ 11:48pm 
Berserkers aren't covered in this mod but I may have had one join me in the same way from a cannibal's stake. It's a crazy lucky get from vanilla! Another good find are wandering skeletons on the west side of Wend, if you can find a rare loner.
JediKnightSky 2 Feb @ 12:28pm 
In a recent PT I had a Beserker with rather high skills and stats join me after I rescued them from a cannibal cage. Their stats are much higher than what I believed was a universal hard cap in Vanilla of 75 between the 4 abilities scores for saving prisoners. I had also healed them, and was wondering if they were on the list?

Otherwise I am forced to think it was an event from Vanilla as I have no other mods at work that alter chance for a person to randomly join.

Anyone else have crazy Vanilla recruits come from rescued NPCs?
Gevurah  [author] 23 Jan @ 10:25pm 
Update, new feature: In some instances, the NPC you are healing will become a temporary ally. This was added because some characters, such as vagrants, may attack you even as they begin speaking. Please report any amusing outcomes.
MGJ Sakazaki 30 Aug, 2024 @ 5:03pm 
Great mod. I love the idea and I think it's the perfect choice. I don't like how putting people in a cage make them your allies. It doesn't make much sense and It should not work in real life most of the times, but as there's no mod to make your npcs betray you, i think your mod is ideal.
JediKnightSky 22 Jan, 2024 @ 1:24pm 
I get what you mean. It actually inspired me to go around finding some of the strongest potential npc recruits in Vanilla. So far Grass Pirates seem to be among the best for stats plus combat skills. I have also gotten City Heroes and Outlaw Swordsmen using the Vanilla carrying them to a slaver and drop them without ever being hostile with them, so they potentially are grateful from being bought out.

So I might suggest considering those units from those factions. Oh also Reaver Slaves. Saved one of them today, was pretty solid around 64 total in raw stats and combat skills in the mid 20s.
JediKnightSky 22 Jan, 2024 @ 1:21pm 
I have encountered 1 devote Okranite around the Hub that seems to be even in Vanilla, that does always comment on skeletons, cyborgs, and shek/hivers.
Gevurah  [author] 9 Jan, 2024 @ 3:58am 
That's good news. Did they make any comments about skeletons?

Unfortunately I won't be adding any characters over a certain threshold of stats, like most ninjas. Similar to the method of recruiting enslaved people, where the vanilla rules prevent strong people from joining you. But I know what you mean and I recommend the Recruit Prisoners mod for stronger people (it's compatible with this). I used that after a Sand Ninja was beat up so often he lost both legs!
JediKnightSky 4 Jan, 2024 @ 2:18pm 
Also, I would love to see Sand Ninjas added to this. I often find them and patch them up after they get beaten on by UC samurai. Would love to get a Jonin to want to follow me someday without having to use the prisoner recruit mod.
JediKnightSky 4 Jan, 2024 @ 2:16pm 
I on a recent playthrough had a character with a leg get an Escaped Servant in the Hub to join after patching them up after a dust bandit raid. So seems to be working.
Gevurah  [author] 23 Aug, 2023 @ 8:39am 
I've just updated the conditions for a skeleton recruiting Holy Nation Outlaws / Escaped Servants due to awkward interactions with characters using prosthetics. Testing is taking time, so if anyone is willing to help confirm skeletons can successfully recruit one of these characters, I would appreciate the help.
Gevurah  [author] 6 May, 2023 @ 3:53am 
As long as UWE doesn't delete many vanilla dialogue trees, yes. This mod alters a handful of vanilla dialogues, which I've successfully used alongside other similar mods.
maxibreard 5 May, 2023 @ 8:35am 
Its compatible with uwe?
RevRept 10 Mar, 2023 @ 9:07am 
I defenitely like your mod. Great job!
Gevurah  [author] 3 Dec, 2022 @ 4:47pm 
There's no conflict because this one triggers through NPCs' dialogue, while Improve Relations trigger's through your own. I've used them together since making this mod.

These dialogues take 48 hours to cool down, so to test, try healing another type of character if one of them isn't talking.
Renato Laranja 3 Dec, 2022 @ 9:36am 
Does this mod conflict with Improve Relations By Healing? I don't think it's working for me
StarKnightIce 24 Nov, 2022 @ 4:37am 
Thank you for the clarification.

I find the most success when swooping in after Hungry Bandits scrap with Dust bandits or goats. Either finding one who IS conscious, but crippled; or one who is unconscious, with some leg trauma. I'll patch up lethal injuries immediately, and let the legs become absolutely shot. This way they don't seem to aggro as often, and cant run off when I'm not looking. when they wake up i finish healing their limbs. Thank you again for making this very interesting mod.
Gevurah  [author] 22 Nov, 2022 @ 4:31pm 
NPC types (mostly). Regardless of race, if an NPC has the name Starving Bandit, their specific dialogue can only be triggered once every 48 hours. Since a Starving Bandit Leader has the same dialogue as the regular ones, this cooldown is shared by both.

In the case of Starving Vagrants, this same cooldown may also apply to them, because they share the same dialogue as the Starving Bandits. It's hard for me to confirm this because it's surprisingly difficult to get these NPCs to let us heal them without going hostile.
StarKnightIce 22 Nov, 2022 @ 10:12am 
Could you elaborate what you mean when you say, "You can only recruit individual types once every 48 hours, but you can also recruit the other types during that time".

Does 'Type' refer to Race or Faction?

Just recruited my first Hungry bandit leader. I think you did a fantastic job with the dialog and mechanics. I would highly recommend!
CollapsibleChair 14 Nov, 2022 @ 11:52am 
a better way of recruiting than throwing someone in a cage, as the case with other mods.
Nos 1 Nov, 2022 @ 12:05pm 
great mod, i love saving lost drones
Gevurah  [author] 25 Jun, 2022 @ 4:00am 
Holy Nation Outlaws are now available for recruiting. Doing so will lower your reputation with the Holy Nation.
Gevurah  [author] 22 Jun, 2022 @ 9:41pm 
@AdOlliver, Actually, yes. Escaped Servants and Slave Escapee HN are exactly who I want to add. I've just been lazy about adding them, lol. Now that there's a demand, I'll add them before the weekend is up. Escaped Servants are pretty strong, so I'll likely add a longer cooldown for them.
Olliverius 22 Jun, 2022 @ 8:37pm 
Great mod! I forgot once I had it installed and was really surprised when a starving bandit wanted to join up lol
By the way, do you have other characters in mind to mod as well? I believe adding escaped servants to the mod would be a good improvement, even if a small one.
Dandelion Eyes 9 Jun, 2022 @ 11:52am 
Great mod :D
pnciampo 1 Jun, 2022 @ 5:02pm 
I had a similar idea for a mod recently. Good job fleshing it out. I think my mistake was being focal on "saving" a dying character and being rewarded, which is impossible since an unconscious character can't have dialogue functions. You found a work around. I'll give it a test play.
Cross 20 May, 2022 @ 12:11pm 
nice mod dude.
Gevurah  [author] 16 May, 2022 @ 8:44am 
All right, I've added Starving Bandits and Vagrants. I've barely tested the function, so please let me know if it works for you, and also if you encounter any bugs.

@Niska24 and everyone showing support: Thank you for your kind words. I'm glad you like it and I hope everyone enjoys the mod.

@Companion Cube: No import necessary. The mod is all dialogue-based, so it just sits on top of the pre-existing NPCs.
Companion Cube 16 May, 2022 @ 7:14am 
no import needed?
Niska24 15 May, 2022 @ 6:42pm 
This mod is well thought out and adds some nice flavor to the world! Excellent work!
Gevurah  [author] 14 May, 2022 @ 7:59am 
@Silentbrahmintippa, You have the option to speak with them, but you can just ignore them if you want. And, like any drifter in a bar, there is a conversation chain where you can choose to recruit them or not. The conversations are more or less in depth, depending on the type of NPC. Note the screenshot with conversation.

These are mostly rare NPCs featured in the list, so it's not like you'll be swimming in recruits unless you try to.
Silentbrahmintippa 14 May, 2022 @ 6:47am 
Is the option to recruit guaranteed after a heal? Like if I heal someone and the conditions are met (conscious, player is not a slave/skeleton/etc., and it's been 48 hours since my last recruit), will I be guaranteed a recruit?

I feel like it would be more realistic to program this like freeing slaves--how there's only a slight chance they join you. I personally wouldn't want everyone I heal to ask to join me; it would be cool to have someone say, "Thanks, don't expect anything in return," most of the time. Is it possible to edit the chance that someone you healed wants to join?
Gevurah  [author] 13 May, 2022 @ 9:14pm 
Alright, since there's a demand for it, I'll see if I can roll out something for the Starving Bandits / Vagrants this weekend. The problem is their large numbers and how common they are. If they behave like the Peasant squads, you might have a lot of sifting through to do, but maybe I an base it off their personality types.
Babia 13 May, 2022 @ 10:34am 
make it so starving bandits do the same please

still great mod, will use this instead of recruitable prisoners
dtownsend6011 13 May, 2022 @ 10:12am 
no hungry bandits that would been cool but nice mod :steamthumbsup:
Gevurah  [author] 12 May, 2022 @ 5:44am 
@profd Maybe. You can't really set a rarity to dialogues, but you can add conditions so it wouldn't happen in most situations, and you can determine how often it happens, up to a week in between, I think.
profd 11 May, 2022 @ 10:55pm 
Would be interesting if this worked on those pesky hungry bandits or vagrants you took down after they attacked you. They have a line like 'Screw that.. tired of this. i'm going home..' or something when they get back on their feet. Wondering if a really low chance for them to change to neutral and ask to join can be done.
pgames-food 11 May, 2022 @ 4:29pm 
does the farmer's wife say thanks for sensual healing? :lunar2019piginablanket:
Gunsaremagic 11 May, 2022 @ 7:22am 
Great idea healing them is not a waste of bandages now they don't even say thanks