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Rapporter et oversættelsesproblem
Well, not sure, as there were other squads besides the recruitable ones that were added. I followed the logic of the squad composition to those in the vanilla game, that it follows what the vanilla game was going for. If it bothers you, you can download the mod and remove the squads from spawning in the game, the area should be listed (should be a quick fix). Myself, I no longer have access to this modpage, was lost long ago from a computer crash, so cannot update it anymore.
Well, sounds like you are making a mod. I think though you need to first create a recruitable fogmen character (preferably one that activates in prison, as they will attack despite starting the dialog). Suggest you refer to the recruitable cannibal mod, "borrow" the recruitment dialogue from there onto a new copied character called fogmen. Can do it inside that cannibal mod, just so that it is easier for you. Can rename the mod afterwards. For spawning, you need to manually go through each region/area and see if there are spawns, if so add it there. I think there is a mod guide somewhere, can refer to it.
WHO ARE YOU, PABLO?! WHY ARE ALL YOUR FOLLOWERS SO TOUGH?!
Oh, ya know what? Maybe the Child Mod... A squad of Pablo's Followers always has about half children in it. I will check with the author of that mod and report back.
So to confirm, these are recruitable squads that are wandering around in the wild and through towns (they may hang around for a few days in bars if you happen to hole up in one for a day or more).
Hello The Best We Have,
Apologies, missed this. Not entirely sure of the Pablo's Followers (and who they are), never added something like it (must be another mod). Just added squads using the vanilla recruit assets.
Good luck!
Yes, you definitely can! It may take you an hour but it is rather easy. Aside from asking help on the discussion post, you will need to be subscribed to the mod. 1) move the mod from the steam workshop to the kenshi's mod folder. You will be able to modify it from there. Next, load kenshi via steam library, select "forgotten" option. After that, when you enter the program, select load (if not already up) and select the wandering recruits mod. From there, look from the taskbar for changes - from there you will be able to identify my changes to biomes (the spawn rate) and the dialogue for recruitment (to change cost).
Does anyone use this mod with "Recruitable Prisioners with dialogue"?
I usually kidnap wanderers spawing from the mod and imprison them in cages, but can't recruit them via the RP mod, any patch or any tips for modifying the mods?
From what I remember from my last update (back when I had the mod) that they were added in, but only for locations where they naturally roam. It also depends on relations with the faction of southern hide too, if too negative may be impossible to recruit. If that is holding you back from recruiting them, you can try capturing them, place them in a prison cell and see if the dialogue will trigger from attempting to talk to them from there. I know that this trick worked with my cannibal mod which was had negative relation stats and would attack on site.
However, one little tiny complaint. The wandering recruits of skeletons I find are ususally always only the standard skellies. I have only found one that was a headless variant lol, it would be cool if it was more equal with the P4 units and Soldier bots, so there is some variety.
It depends on whether your active map covers an area where hivers spawn (bigger than the immediate screen). If so, then they will be coming from that area to roam into the holy lands, especially in order to get to a road. Unfortunately, though I have lost my mod, verifying through Steam I see that Holy lands only get holy wanderers. So cannot figure whether some else could have happened.
usually at the last roll of the squad.
Or the faster way would be to disable the game engine (plus increase the number of squads in the options menu), as the spawn rates without it would be greater in many places, while major cities it may be lower.
I would need more details on which recruit doesn't work (name, faction), as most of the recruitables are the common vanilla characters within the game. It could be a bug, but that would be with the devs to fix (unless that character was dropped, don't know). I have not really done anything with those recruitables except plopping them into squads with the guards I created.
how to use the mod/game engine to change spawn rate?
not a big deal cus i like the rare spawn rate, but only if they are recruitable when i finally meet them lol haha
some of the character that i can converse with (gives the bubble) but only "Can i help you?" pops out on top of the character's head with no option to recruit,
the stats of the char is a laround 10-20.
they are not the strongest ones in the group that clearly make sense shouldn't be recruitable.
in fact, i have came across some with similar stats, or even slightly stronger and they were recruitable.
is this a bug still? cus they are very rare and when i meet them but cant recruit, its kinda frustrating.
thank you for the good work though
It sounds like you have another mod running, that or it is the vanilla version that has gotten a major change. When I used to play, they made a change where passive squads were more likely to spawn than non-passive squads. You can change the amount of squads in the game too, and there is no limit there, unlike under the menu. I haven't made any such change to the vanilla spawn rates since the game was made. Whatever is set there by the dev is still used by the mod.
I would suggest giving those a look. And maybe mention what area you have made the base, it may help.
Yeah, a mistake on my end, thought I fixed it (I checked one of the two characters, should have checked both). I only noticed now that the "soldiers" are also missing armour of every kind that they used to have before? Odd issue, but fixed it. Don't know, I guess an update deleted those armours.
If they still show up too often, might be the enemies are being drawn elsewhere (off your screen). But I have noted that sometimes the game hangs onto certain type of spawns, far more than they should. I remember seeing many spawns of recruits, when the probability for other types of vanilla squads spawning was much higher.
It sounds from your case that with it off it the skeletons recruits have less of a chance of appearing. So turning it on will help. Also I would suggest to increase the number of squads appearing, only make sure you can survive the enemies that might be created with that move.
The engine simply does changes the current system probabilities to the real probabilities, so that I can assign an unchanging probability for all my squad mods. There are also some areas, where the current system probabilities assign 1% chance for 5 vanilla squads, which is really 20%. I wouldn't be able to put a squad for a real 5% chance in that kind of scenario under the current system.