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If the character is not spawning, generally that would mean said character already exists in the world, and is overriding the spawn. Personally I've never seen that behavior from the spawner, since it usually overrides the existing instance of the character instead, despawning the original if they're out there.
My initial guess would be the character is busy doing something important, or is in a currently loaded cell. If you upload the save, I can look through the save data and see if the character is in there, as well as where they are and what they're doing. Might help figure out why the spawner isn't functioning.
Idk if you need this info but the character "Jumper" on the "Travel" Squad is the one on the spawner island and "Eli" on the same squad is the thief with high stealth (lvl 100 with ninja rags)
Sorry for the trouble!
EDIT: BTW here is my mod list (in order of mod loading list)
- Transparent UI
- Reduced Particle Effects
- Nice Map (Grid + Zones + Zone Names + Roads)
- Let's Talk
- Interior Design
- Better Crop Fences
- Silent Corpse Flies
- Shinobi Thieves Occupy Tower of Ninjas
- Expanded Lighting
- Attack Slots x3
- Reactive World
- 256 Squad Limit
if there's issues with mod conflict, my best guess is with the Shinobi Thieves one, although I did place RW at the bottom hoping it wouldn't conflict
Tavos is being very odd though. He is indeed refusing to spawn for me too, yet he doesn't exist in any squads in the world, and so should be spawning at the spawner just fine. And yet, he doesn't. Even attempts to forcibly add him in via save editing failed, with him simply not being there upon loading the save. And I've never seen that method fail before.
That said, I have found a solution, even if I can't locate the cause. Instructions below. You may not need to do this for the Dust Hunter since he's at the outpost in the save, but I've provided a file for him as well just in case.
It is very important to note that you cannot keep the character spawned this way (I noticed you had a bit of a collection going). If you leave the island after resetting the spawner, the character will be despawned upon the next reload. Which will just make the game consider them alive and well again. You need to kill them while the spawner is active to lock the world state in.
And again, I'm very sorry for the delay. If it ever happens again, feel free to say something sooner, I don't mind. I can be a bit scatterbrained at times, so I sometimes need a reminder that I was supposed to do something. :P
Otherwise the only options are to use a mod that makes the character non-unique, and do the steps explained above. This is among the simplest mods that can be made, all it takes it going to the characters section, opening the character's entry, then flipping the unique tag in the bottom left to false.
Or doing a platoon file merge. Which would involve importing or starting a new game, then going to the character in question, and saving the game over a new save. Then you open the platoon files in that save using the FCS until you find the one with that character in it, then you copy that file over to your original save. The character will appear where they were in the second save.
I'm running into the same exact problem this guy was having. You files for those mods have been deleted.
Thanks for the response, sadly since I commented I've moved on from Kenshi to Dragon's Dogma and Stardew, but I figure'd I'd reply for if someone finds this post as I did.
I had done an import, which didn't fix the problem.
You've lost me on doing a platoon file merge, sounds too complicated for my idiot brain.
Making a character non-unique sounds simple, could that be an option you bake into the debug character spawner?
I do have a concept for a new character spawner that would be capable of respawning characters even if they are unique and have been killed, but it's not set up or even proven to work yet.