Kenshi
Less Shit Slaves (And Jailbreaks)
36 Comments
Boneless Pizza 26 Jun @ 9:33am 
Is this compatible with slaves join their saviour mod?
Snicks  [author] 1 May @ 1:28pm 
That makes sense. I should probably put down that anything that increases the value of slaves will scale unpredictably with this mod, as higher statistics on slaves will obviously interact with a higher base price
Zriphelo 1 May @ 10:49am 
Hi! Here to say that the mod "Profitable Slavery" also breaks the prices. I was having 15k-20k prices with it.
Laughing Forest 31 Mar @ 9:52am 
Yeah - was a weird one mate!
Snicks  [author] 31 Mar @ 8:18am 
I was correct, then! This happens pretty often in general where people go "I NEED TO WORK A MACHINE." and run into somewhere stupid. I once had a mod that added Tech Hunters that would storm ancient ruins not in the name of their job, but so they could 'go shopping' in the counters inside.
Laughing Forest 30 Mar @ 3:08am 
@attila.jenkins- it is apparently believe it or not a vanilla issue. Crunk figured it out and it has to do with higher population of slaves running out of things to do and turning to the stove

Here is Crunk’s fix:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3404677792
attila.jenkins 29 Mar @ 5:30pm 
Regarding Laughing Forest's issue with slaves wandering into the noble house, it's happening to me as well, though I don't have this mod installed. So it has to be some other mod causing that behavior.
Laughing Forest 27 Dec, 2024 @ 1:39pm 
Thanks for the feedback Snicks, sounds like it’s the wandering in to work a machine then

And thanks again for this great mod and your work
Snicks  [author] 27 Dec, 2024 @ 1:37pm 
If they're wandering in to work a machine, that'll do it. If they're not, something is probably adding a 'wander town' flag to them, but that shouldn't try to enter noble buildings since they're private

Not something this mod changes
Laughing Forest 27 Dec, 2024 @ 1:35pm 
Already working slaves. Been trying to figure out if it’s some sort of slave behavior issue or building. Looks like it might be a workable machine put in a restricted building by a different mod (CATO) but still trying nail down if that is definitely it …
Snicks  [author] 27 Dec, 2024 @ 1:21pm 
Freed/escaped slaves or just already working slaves?
Laughing Forest 26 Dec, 2024 @ 10:27pm 
Have a bit of an odd one, was wondering if you might know why this is happening -->

Slaves are walking into the HQ building for Trader's Guild. The Noble and guards are demanding the slaves leave the building. They don't do it quick enough, so then they start attacking the Slaves in that building and all over the slave camp.....
Snicks  [author] 15 Jun, 2024 @ 3:29pm 
That makes sense. Most slaves starts with stats around 0, which defaults their price to 1000. NVLRT probably expects them to still have that, but if it changes race multipliers, that'll get really big numbers for strong slaves.
crunk aint dead 15 Jun, 2024 @ 3:16pm 
@snicks solved the issue! it wasnt an issue of stats being added, NewVanilla LEGACY Racial Tweaks v.1.3 seems to adjust the slave buy sell price which when combined with this breaks.
Snicks  [author] 15 Jun, 2024 @ 2:51pm 
@crunk aint dead
what specifically are their statlines like?
crunk aint dead 15 Jun, 2024 @ 2:28pm 
@snicks thanks for the response cant seem to figure out what is adding stats to slaves, uninstalled every mod that directly touched slaves to no change. my suspicions are either shidans t&f, UPK, or reactive world. none of them say they directly change slave stats though? wouldnt know how to patch myself but hopefully it helps you track down incompatibilities
Snicks  [author] 15 Jun, 2024 @ 11:46am 
@crunk aint dead That must be an interaction with another mod. Your slaves may be having their stats increased by another mod, as that is what determines the price of a slave, plus a racial multiplier. This mod's slaves cost around ~1.7k if they roll low stats, ~2.5-3.3k average, and a hive drone with high stat rolls costs around ~8.5k.

If you're trying to free a slave from a faction - a shek warrior - they're obviously also going to be rather expensive, too, and that isn't a symptom from a mod.
crunk aint dead 29 May, 2024 @ 10:42am 
makes all slaves cost 20k in my game, not really a viable system if they are so expensive
Snicks  [author] 11 Apr, 2024 @ 12:31am 
Try using it alone, or disabling Shidan's, and tell me if the issue persists and what specifically the issues are. It may be a problem with Shidan's but I'm not quite sure what it'd do - maybe a problem with the edits this mod makes to the escape AI?
Lazern 10 Apr, 2024 @ 9:32am 
Hey, tried out your mod, really like what you were trying to change and fix. However, slaves and slavers acted really weird. Became more aimless than ever and bugged out overall. I did however run it with Shidan's Tweaks and Fixes, which also touches some of the slavery stuff, could it be a conflict perhaps? I have no other mod that would interfer directly with slave behavior. Everything returned to normal after removing your mod and importing. Thanks for your hard work anyways! :)
Snicks  [author] 24 Jan, 2024 @ 7:50am 
Some characters weren't properly being affected by the mod. That should be fixed now.
Snicks  [author] 30 Dec, 2023 @ 1:44am 
this means that they no longer check to see if the game considers them 'recruitable' (i.e. pathetically fucking weak) before letting them join you.
it applies to literally any NPC using the 'freed by someone shek' dialogue for their FREED event
SleepyRobin 23 Dec, 2023 @ 7:32pm 
when you say that the shek warrior base has had their recruitable tag removed, does this mean they can never join your squad when purchased from a slave shop? additionally, does shek warrior specifically mean sheks captured from the shek kingdom faction (not slave spawn or drifters)?
Snicks  [author] 14 Dec, 2023 @ 8:22pm 
Got it. I'll look into this soon
The standing still thing happens anyway with both bought and released slaves in vanilla. I tried to fix it but I'll double check all dialogue conditions - if you could give me demographics, that would be extremely helpful, so I know where to look! I.e. is it shek or what

I will double check their 'bought me' package. They are supposed to wait until they leave the town to do that, but Kenshi is finnicky about it anyway
Ash 14 Dec, 2023 @ 3:25pm 
To clarify - the slaves looting weapons thing seems to occur specifically when you buy slaves and they leave their cages to follow you out of the building. Freeing slaves by breaking them out of their cages through lockpicking, with them asking you to lead the way before starting to follow you, seems to work as intended and they won't make a mad dash for the weapons stashed next to guards at that point.
Ash 14 Dec, 2023 @ 3:21pm 
Nice work Snicks! Haven't found any immediate conflicts though sometimes slaves remain standing still indefinitely (this seems particular common if you buy them and they are imprisoned on the upper floor of a building) right outside their cages, seemingly because they have not triggered as being a follower - something I figure is the case as they don't have the usual green dot marking them on the map like those slaves that do follow you have. If you try to pick these stubborn sods up and carry them off a distance they will then remain static wherever you put them down, seemingly no matter the distance. Some of the slaves are still keen on looting weapons on the way out as well, though it's not nearly as common as I remember it used to be before I got this mod, so it's really helping. I do play with both Reactive World and Recruitable Prisoners though (using the compability patch) so take my experience here with a grain of salt. Huge props and nice work on the dialogue as well!
Snicks  [author] 3 Dec, 2023 @ 11:37am 
New update's out. If anyone had an issue with some slaves not following, or following forever, that should be fixed now. Also added new dialogue.
Snicks  [author] 30 Nov, 2023 @ 6:26pm 
If there IS a conflict, tell me, I can try to figure it out! Kenshi is not my main focus at the moment - I bounce between games like that - but I will return to attempt to fix it if it does create problems.
Snicks  [author] 30 Nov, 2023 @ 6:25pm 
@Ash
There's no reason this mod should conflict with that one in any way, no. There might be some minor dialogue overlaps, but this mod exclusively affects the dialogue and events that happen when you rescue someone from slavery (or some forms of cannibal camp iirc), whereas that mod adds new dialogue for when they are imprisoned.
Ash 29 Nov, 2023 @ 3:00pm 
Loving this mod! Any idea if it has any conflicts with Recruitable Prisoners? I'm half tempted to chuck that one out the window just to have this one in that case.
Rad Hair Guy 27 Oct, 2023 @ 11:46am 
Hi, Quint! Dualrhand on the Kenshi Nexus made a mod in response to your original comment (the one from the 14th of September). It's called "Reaver Slaves AI Fix", but here's a link to it: https://www.nexusmods.com/kenshi/mods/1266?tab=description -- make sure to read the descritpion!
Snicks  [author] 17 Oct, 2023 @ 9:29pm 
Probably, yeah. If it has any problems with it it will just be triggering dialogue less often, but most of the actual chances for dialogue lines appearing remain the saves - I suggest putting that lower in the order than this just to be sure
Niska24 17 Oct, 2023 @ 11:47am 
This mod looks great! Do you think it's compatible with "Slaves join their Savior (Stable)"
Quint ¤ ς ¤ 15 Sep, 2023 @ 4:24pm 
yeah just if you wanna have a go at fixing it sometime, i would appreciate it, slavery and the developers complete lack of attention to fixing it is the only thing that lets this game down for me, gave up on trying to post bug reports or anything like that XD and im not skilled enough a modder to do any decent fixes slave a.i wise
Snicks  [author] 14 Sep, 2023 @ 8:54pm 
That would require me to either be able to change how Kenshi decides someone is 'escaping' (which I can't) or try to fundamentally change the Slave AI for a conscript. I can look into that at a later date, but I wouldn't hold out hope for it - Conscript Slaves are kind of held together by duct tape.
Quint ¤ ς ¤ 14 Sep, 2023 @ 5:25pm 
Do you have any plans to take a look at the reaver slaves glitch? where the reavers are constantly attacking their whelps for "trying to escape eh?" when the slave in question has the job "fighting for master" on their character goals