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[Kenshi] Player Can Enslave


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[Kenshi] Player Can Enslave


  

screenshot_188.jpg.a796a4c3b4019ca74cf65ae35b9227cc.jpg

 

 

 

 

Player Can Enslave


   Making  a slavery mod on Kenshi is extremely difficult. I've been working on this mod for a year and a half now, and I've done my best to enhance the features while trying to stabilise the mod.
You'll need to carefully read the guide below to understand how to use this mod.

 

Mods list :

  • Player Can Enslave EN.zip : The main mod in english
  • Player Can Enslave FR.zip : The main mod translated in french
  • PCE Viera.zip : This addon allows you to run this mod on Vieras

 


1°) DESCRIPTION :


   Player Can Enslave is a slavery mod inspired by "Players Slavery". Like all slave mods, you'll need to build a slave camp very close to a town/village/camp so that your slaves can work.  Like all other mod authors before me, I've tried to find solutions to this problem and like all other mod authors before me, I've failed... I don't think there are any solutions to fix this, but I think I've managed to find a compensation system by setting up different phases to convert the slaves:
1°) Slave NPC
2°) Slave PLAYER not emancipated
3°) Slave PLAYER emancipated (and in conversion phase)
4°) Slave PLAYER converted = PLAYER character

 

When you play this mod for the first time, it seems to have fewer options than others slavery mod, but what makes it different is that it has a very large number of settings and slave behaviours that will give the player a better slavery experience:
- A new game start "The budding slavers".
- Only 2 main functions "Work" or "Bodyguard" and 7 secondary functions.

- You can capture slaves yourself or buy them from slaver's shop.
- You can recapture escaped slaves.
- You can change slavemaster (For both NPCs and unmancipated slaves who join your team).
- Command only the slaves you own.
- Break your slaves to force them to join you.
- Emancipate slaves who have joined you (present advantages and disadvantages).
- Slaves can rebel and refuse to obey, or even attack you (unfortunately only individually).
- Slaves who have joined your team may still try to betray you (unfortunately only individually).
- The player has no control over the length of time a slave obeys orders, this is managed randomly according to one or more time bands.
- A slave who is stronger or weaker than her/him master/mistress will influence the duration of her/him obedience and his ability to rebel.
- Slaves have a large number of dialogues to promote immersion.

- Take care of your slaves can increase relation with their faction.

- Customise your slaves with colourful outfits.

- New building and research specific to PCE.
- Most buildings (including walls and gates) can be built at your slave camp.
- Some buildings have been improved for the slave camp to make management easier (farm and various machines can accommodate more items).
- The more slaves you own, the more likely you are to be attacked by the anti-slavers.

 

 

2°) RESEARCH :

 

*Cooking Chewsticks

*Cooking Cooked Vegetables

*Cooking Dried Meat

*Cooking Dustwich

*Cooking Foodcube

*Cooking Gohan

*Cooking Meatwrap

*Cooking Ration Pack

*Cooking Rice Bowl

*Fashion slave

*Fashion slave - Colour everywhere

*Imprisonment I

*Imprisonment II

*Shackles I

*Shackles II

*Shackles III

*Shackles IV

*Slave Ore Mine I

*Slave Ore Mine II

 

3°) BUILDINGS :


Shackles Bench

Spoiler

 

screenshot_227.jpg.ebaef5a2682aca5619766e5b219841a5.jpg

 

 

 

Craft your shackles here :

- Light Prisonner shackles

- Medium Prisonner shackles

- Heavy Prisonner shackles

 

The heavier the shackles, the greater the stats penalties.

 


Shackles Key Bench

Spoiler

 

screenshot_234.jpg.ea5530eb2711476aa3bb692e47c16c49.jpg

 

 

 

Craft here your shackles Key.

 

This key will enable you to emancipate your slaves and break their chains, which means :

- They lose any slave status

- They can run faster

- Work faster

- Fight better

- They may also be tempted to take advantage of their liberation to run away and leave your team.

 


Slave Ore Mine

Spoiler

 

screenshot_257.jpg.266b4b790ce6d6144bf39f47957d355a.jpg

 

 

 

Ore mines with very low production rates.

 

 

4°) GUIDE :

 


4.1 Build your town in a suitable place

 

 

Your outpost
 

   The enslavement of people necessarily requires the construction of "Shackles" and "Prisonner Cage". Shackles technology can be developed with a "Researh Bench II", and "Prisonner Cage" with a "Researh Bench III" as usual.
Your first job is to build an outpost far enough away from another town and a slave camp enough close (but not too close) to that town (see the map for a better idea of the distances). I recommend that your outpost and slave camp are in the same zone as the town, as I've seen a few bugs (slave camp turning into outpost when these conditions weren't met).
   First build the walls/doors of your outpost before building those of the slave camp. Once your outpost contains several buildings as well as walls and gates, it will be established as your outpost for the zone, then the slave camp you build very close to the town will be easier to detect as belonging to the town.

 

The slave camp

 

   /!\ Don't build a slave camp if you didn't have an outpost yet.
   /!\ Use only the buildings marked with an asterisk (*) to build the Slave camp.
Start by building a few "*Small Shack", "*Well", "*Stone Mine", "*Ore Mine" etc. If you build these buildings too close to your outpost, they will be considered as belonging to your outpost and your slaves won't be able to work there. Keep a constant watch and make sure this doesn't happen!
If you see "your outpost" in the bottom right-hand corner of the game and on the map, this means that your slave camp is considered an outpost and you won't be able to make your slaves work there. You can try deleting the last buildings created, but often this won't work and you'll have to reload your savegame, rebuild everything elsewhere or reimport your game without the buildings.
Then build the "*Defensive wall" and the "*Defensive Gate" for your slave camp. Be careful, doors tend to create outposts easily, so it's best to build just one.

 

Slave camp/outpost distance

Spoiler

screenshot_130.jpg.f0fcade3fb4ea917efefba2ac67d6b49.jpg

 


4.2 Get ready to welcome your slaves

 

  • Develop the "Shackle I" technology (you need a "Researh Bench II"). Then build a "Shackle Bench" and start to craft some "*Light Prisonner Shackle".
  • Develop the "Imprisonment" technology (you need a "Researh Bench III") and build some "Prisonner Cage" inside a building in your outpost.
  • Develop the "Imprisonment I" technology (you need a "Researh Bench III") and build some "*Prisonner Cage" inside a building in your slave camp.


4.3 Capture slaves

 

   As this mod uses dialogue, I haven't authorised the enslavement of NPCs who can't speak (like cannibals and fogman). You should be able to capture all the other NPCs from the original game (as well as those added by other mods, provided they inherit the dialogues from the vanilla game).
I've created a very strict procedure for various reasons (mainly to avoid capturing or controlling slaves that you don't own).

 

So to capture a slave you have to:
- Not be ally with anti-slavers.
- Make sure s/he injuries but not KO.
- Lock her/him in a "Prisonner Cage" in your outpost (and inside a building).
- Chains her/him with a "*Light Prisonner Shackle" (or higher shackle), then you can see your slave will got the "Escaped slave" status (the slave must have locked shackles).
- Make sure your slave is conscious (not KO) and start healing her/him to start the capture dialog and make her/him your own (the character who heals her/him will be her/him "slavemaster").
- A "selling slave" windows popup. Just sell the slave for 1 cat (this means you'll earn 1 cat).
- Now the slave is yours, s/he got the "Slave" status and when you mouse over the status you'll see the name of her/him master/mistress (except for some characters where the name display is buggy).
- (Wait the end of the dialogue before capture another one).
- Keep your slave in cage and talk to her/him (sometimes the bubble doesn't appear and you just have to pick up your slave and put her/him back in the cage). Select "Come on, let's start by getting you out of your cage".
- After that, your will be able to give order to your slave. Here I recommend to immediatly give the command "Stop! Don't do anything!" to avoid a minor bug (see the "4.4 Player Order/Get out of your cage!" section for more details).

 

Note: You can capture slaves from other factions if their shackles are still locked. Just follow the procedure above and ignore the chaining step as the slave is already chained.

 

4.4 Player order

 

Capturing a slave does not mean that s/he will be docile and obey you without resistance. Slaves may refuse to obey at an order, then get stubborn or even rebel and attack you.
When you give an order, a first rebellion test determines whether the slave refuses to obey. If it succeeds, a second test will determines whether the slave get stubborn, attacks the player or finally accept to obey you.
What's more, if your slave loses her/him "Slave" status and becomes an "Escaped slave" or an "Old slave", s/he will stop obeying and you will no longer be able to give her/him orders (you will have to take her/him back to your outpost to recapture).
Slaves will become "Escaped slave" if their master is too far away or knocked out.

 

Below is the list of commands you can give your slave:

Spoiler

Follow me!

The slave follows your character.

Duration : 48h
Chance to refus to obey : 5.6%

 

 

Follow your master

The slave follows her/him master/mistress

Duration : 48h
Chance to refus to obey : 12.2%

 

 

Protect me!

The slave protects your character as a bodyguard

Duration : Random periods of time (between 1h and 24h), after which the slave can renew a new random period or rebel against you.
Chance to refus to obey : 20%

 


Come on, work!

The slave will work for you.

Duration : Random periods of time (between 18h and 252h), after which the slave can renew a new random period or rebel against you.
Chance to refus to obey : 10%

 

The slaves work from 5h to 23h. At 23h, they automatically return to their cages, and at 5h they go back to work.
By working so hard for you, they'll eventually get fed up and beg you to let them go. Don't do something so stupid... instead, keep breaking them by offering them the 'chance' to join you. Of course, they'll resist, but after a while you'll manage to convince them... (the success rate is deliberately low).
Good to know : The game engine prevents slaves from starving, so their hunger will never fall below 100 as long as they have the "slave" status.

 

Minor bug: sometimes, slaves may stop working, stay in their cages, or attack each other. These behaviours were not intentional, but they remain relatively rare and add a little spice.
 


Stop! Don't do anything!

The slave stops all activity and stand still

Duration : 2h
Chance to refus to obey : 0%


Go back in your cage!

The slave returns to her/him cage.

Duration : always
Chance to refus to obey : 9%

 


Get out of your cage!

The slave leaves her/him cage.

Duration : 1h
Chance to refus to obey : 0%


Minor bug: when the instruction "Come on, work!" is used just after an instruction "Get out of your cage!" : Slaves will not stop going in and out of their cage between 23h and 5h. To solve this problem, you need to order a "Stop! Don't do anything!" just after a "Get out of your cage!". It's boring, but I can't solve this problem easily.

 

 

I've had enough of you, get out of here! You're free...

You release the slave and s/he will run away if your defensive gate is open.

Duration : 24h
Chance to fail : 0%

 

Minor bug: if the slave is locked up (has no access to the outside) at the time of this instruction, the slave won't run away and will stand still.

 

 

Fed up with being a slave? You can still join us...
Chance to fail : 100%
The slave will systematically refuse to join your team (I absolutly don't want to allow slaves to be recruited in this way). This option was actually intended to provide another feature but proved impossible to develop. I've left this dialogue option for roleplay use only.

 


[Knockout her/him]
You knock out your slave (useful for access to their inventory).

Duration : 5s
Chance to fail : 0%


4.5 Taming phase


If you want to convince your slaves to definitely join you, they'll have to go through several conversion phases before becoming full members of your team.
Below are the different phases:


Slave NPC

screenshot_233.jpg.d413b9b003893cb9de3155f9ad50176a.jpg

 

The first stage is when the slave is still an NPC. S/he can't work in your town and you have to use the "Player order" to give her/him instructions.

 

Changing master/mistress (only if your slave got the "SLAVE" status and have locked shackles)
- Just put her/him in a cage inside a building (no need to be in player town)
- Heal her/him
- Sell the slave for 1 cat

(Don't abuse this feature by repeating the process with the same slaves and the same masters, because sometimes the game crashes. I've never understood why).

 

Recapture process (only if your slave got the "ESCAPED SLAVE" or the "OLD SLAVE" status and have locked shackles)
- Just take her/him back in your town, in a cage inside a building
- Your slave must not be KO
- Heal the slave
- Sell the slave for 1 cat

 

Slave PLAYER not emancipated

screenshot_246.jpg.50ecee2fe7a53ba96b6de319a1dfbbdb.jpg

 

   A "Slave PLAYER not emancipated" is a slave who is a player character but still has slave status (must keep her/him shackles).  
This second stage is reached when the slave agrees to join you. The slave will be able to work in your town and you will be able to manage her/him like any other of your characters. S/he'll be completely docile and won't be able to betray you.

 

Warning:

   This behaviour will remain true as long as s/he keep the "Slave status". "Escaped Slave" and "Old Slave" may be tempted to betray you. Like all slaves, as soon as s/he is too far from her/him master/mistress, s/he becomes an "Escaped slave".
   To reassign the slave status or assign them another master/mistress, put them in a cage and heal them (no need to be in player town). This will have the advantage of giving them the "Slave obedient" task (which doesn't do anything special, but is more immersive in terms of roleplay).


Slave PLAYER emancipated

screenshot_253.jpg.db99cb0196c3a80a23403905282bec93.jpg

 

This third stage occurs when you want to show your slave that you are beginning to trust her/him enough to remove the shackles.
You can do it in two different ways:
- Cut them off (has disadvantages but does not require any special research)
- Using the shackles key (The best option but requires a "Research Bench IV")

 

/!\ Unlike the previous stage, once freed from their chains, emancipated slaves may be tempted to betray you.
In monologue, you'll be able to hear their thoughts at different times, allowing you to gauge the progress of the breaking process. There's absolutely nothing you can do to influence their reaction. Eventually, they'll run away or resign themselves to accepting their new life with you.

 

Note: To progress in this phase, you'll need to take them with you into the outside world to test their willingness to join you.

 

Cut off shackles

If you cut off the shackles, the status of your slave will change over time from "Slave" to "Escaped slave" to "Old slave" and finally disappear.

/!\ If you use this method, the 'escaped slaves' won't be able to progress to the conversion phase, the only thing they can do is betray you (so keep them away from other NPCs until they at least achieve 'Old slaves status').

 

Shackles key

The shackle key can be made at the "Shackle Key Bench" (requiert the "Shackle III" technology, available with a "Research Bench IV").
To use the shackles key, you need to :
- Be in a player town
- Put the "Shackle Key" in the inventory of the slave you wish to emancipate (because I can't make it work in the opposite direction).
- Your slave must not be KO
- Heal the slave (Note that the healer must not be a slave, otherwise this behavior would be stupid...)


Slave PLAYER converted

 

screenshot_256.jpg.b4f401a46cdc0b1a10e118d076385a9f.jpg

 

Converted slaves are identical to player characters, except that will occasionally display monologues over their heads that leave no doubt that they are completely loyal to you.

 

Of course, these monologues will end up being deactivated. However, if you like them, you can reactivate them, simply by :
- Being in a player town
- Put the "Shackle Key" on a wounded player character
- Heal this character with your "converted slave".

 

Then you should see the following message appear:
"Let me see that terrible wound...".
If you don't, it just means that the messages for fully converted slaves are still activated, or that your slave is not yet fully converted to your cause.

 

 

4.6 Improving relation with slave faction

 

   You have to know that every time you capture/recapture/change slavemaster, you lose 4 relation points with the slave faction. I don't like this because the slave faction shouldn't know you've captured someone and changing slave masters shouldn't have any effect on relation points. I'd like to re-credit you those relation points just after losing them but I have no way of doing it properly. So, I've added a new feature that will give you 4 relation points if you heal your slave.

 

Conditions:

- Heal your slave (outside a cage)

- Your slave must not be starving (hunger > 200)

- You're still neutral with her/his faction  -30 < your faction relation < 30 

- You didn't use this feature since 48h (cooldown 48h)

 

 

4.7 Buy slaves from the slave trader

 

  This feature is not designed for buying several slaves at once (you can get away with it if you use the pause button at the right time, but I wouldn't recommend it).

 

Make a slave your own:

- Talk to the slave trader with the first member of your team and buy a slave.
- Wait for the slave to come and talk to you.
- When the sell window appears, sell the slave for 1 cat.

- Replace his unlocked shackle with a locked one.

 

/!\ If you close the windows instead of selling the slave, you will no longer be able to enslave him and you will have to start again by selling him back to the slave trader (by carrying your slave on your back) or taking him to your base to capture him in the usual way.

 

   As long as your slave keeps unlocked shackles, you'll only have access to limited player commands. I force that the slaves have locked shackles in order to keep the mod running properly.

 

 

4.8 The budding slavers

 

   PCE contains a new GameStart "The budding slavers", where you start with a squad of 6 people, 1 slave (the master will be the 1st member of the group), 5000 cats and bags full of resources. This GameStart is designed to help you get to grips with the mod.
   Starts by talking to your slave and getting him to follow his master (this will prevent him from becoming an 'ESCAPED SLAVE' stupidly). You can see that there's a slave camp dedicated to you, but don't build your slave buildings next to the town (remember that you have to build them very close, but not too close).

   As explained in section 2.1, you should start by building your outpost first. Go quite a long way from the slave camp where you are and build a 'SmallShack', then go back quite close to the slave camp and build a '*SmallShack' (with the asterix). If the distances are correct, the *smallshack will be attached to the slave camp and won't create a player town, then build a '*well' and try to get your slave to work there (remember that slaves only work between 5am and 11pm).


Below is where I built my slave camp and my outpost: (Map with max zoom, you can see my slave camp is not in Player's slave camp)

Spoiler

 

screenshot_221.jpg.bd0d403e204e04751ab2a88140021925.jpg

 

 


The *SmallShack

Spoiler

 

screenshot_219.jpg.6cc99c2b4dbd4861d5940c356fd005df.jpg

 


The *Well

Spoiler

 

screenshot_220.jpg.d5dc93d179bef8d0199f0a62609ae961.jpg

 


The slave is working well...

Spoiler

 

screenshot_223.jpg.0d8969f8f4997db3f29c6415092b2854.jpg

 

 

 

 

 

 

5°) INSTALLATION :
 

Just unzip the content of the main file (Player Can Enslave EN or Player Can Enslave FR) and copy/paste the 'Player Can Enslave' folder in Kenshi\mods
So you should get Kenshi\mods\Player Can Enslave


Optionally, you may want to use the PCE Viera addon

Spoiler

 

screenshot_212.jpg.ca7a657723d42c093cf05a097bd1a3e5.jpg

 

 

 /!\ PCE Viera is designed to work with the FFXIV_Viera_Race version published on 12/02/2024 by Don Fuego

 

Just unzip the PCE Viera.zip and copy/paste its content in Kenshi\mods

So you should get Kenshi\mods\PCE Viera

 

Note that in your load ordrer PCE Viera must to be loaded after Player Can Enslave

 

 

6°) COMPATIBILITY :

 

Regarding compatibility with other mods, Player Can Enslave is :
- Completely incompatible with other mods that add dialogue to NPCs that are slaves to the player (all complex slavery mods).
- Possibly incompatible with mods that modify vanilla game research.

 

Details:

Spoiler

   As this mod uses priority dialogue on the player's slaves, it will be completely incompatible with any other slavery mod. Compatibility with dialogues added by other mods will be preserved as long as these mods do not add dialogues on the player's slave NPCs.

 

   This mod also modifies the vanilla game's research in order to unlock equivalent constructions for the slave camp (e.g. *storm house). There may be compatibility problems with other mods that modify vanilla game searches (need to be confirmed, I don't yet know if the game engine will be able to make a merge or only keep the modifications from the last mod loaded).

 

 

7°) CREDITS

 

Thanks to :

- Ears (Designed Slave collar and rag skirt/rag skirt short outfits and allowed me to add them in my mod).

 

 

8°) KNOWN PROBLEMS

Spoiler

My Slaves disappear

From what I've noticed, slaves may disappear :

- After you reload you game if the camera wasn't focused on them when you saved.
- If they stay too long 'aimlessly' (it's on the order of several days in-game)

 

 

Raids and Caravans go to the slave camp instead of my Outpost

It seems the problem is with the *Defensive Gate. If you look at each building in your slave camp, the field corresponding to the owner faction will either be the name of the nearby town, or a blank field. But for *Walls and *Defensive Gates it's different, sometimes the name of the owning faction is the player's faction. As the door appears to be the destination point (hardcoded), I think this is what creates the confusion and triggers the attacks on the Slave camp.

When you build *Walls and *Defensive Gates for the first time, they normally have the name of the faction of the nearby city. However, the *Door of the *Defensive Gate still belongs to the player's faction, which is why you can open and close it. .For some unknow reason (after a while, after a save/reload, I don't really know) when you then build other *Walls / *Defensive Gates they belong to the player's faction and I think that's why the raiders head for the door and then stand still.

 

To fix it, you can either rebuild everything somewhere else, or re-import your game (but you'll lose your buildings and slaves), or follow the guide below to change the owner faction ID for your *Defensive Gate.

 

EDIT THE OWNER OF A BUILDING

Spoiler

I) Picture of a slave camp as a example

screenshot_1.jpg.573b27c7b7c2ec54901ed5acd236836b.jpg

 

Here is a no buggy slave camp with only 1 *Defensive Gate

 

 

 

II) Build buildings around your *Defensive Gate

screenshot_2.jpg.bb64b331606d023f85898a63b303fab0.jpg

 

The first step is to build player buildings (without *) around your *Defensive Gate (here I built 4 small shack). This will create an Outpost and help you to find the zone file where your *Defensive Gate is located. Then rename your Outpost (here I choose 'Slave camp'). Then save your game in a new file (here my savegame name will be 'EditSave')

 

 

 

III) Open your quick.save to find the zone where your Slave camp is located

screenshot_3.jpg.88574ebe545673bf8da216a8f29cdae0.jpg

 

In the Kenshi game folder, run the "forgotten construction set.exe"

Close the mods list windows and click on "Open Any" in the top right corner

Open the file named quick.save in C:\Users\Admin\AppData\Local\kenshi\save\EditSave

In the Game World windows type the name of your slave camp (here "Slave camp").

Open the entry named "Town state Slave camp" and find the zone files coordinates. In the example above, my slave camp is in :

X0 22

X1 21

Y0 25

Y1 25

 

This means the players buildings I built (the 4 small shack) for the town named "Slave camp" are located in zone 21.25 and 22.25.

(if Y1 value was 26 instead of 25, this would mean that the zone files are 21.25 ; 21.26 ; 22.25 ; 22.26)

 

IV) Change the owner faction ID of your *Defensive Gate

screenshot_4.jpg.ce8776007eacf2b2231c664fce37bde7.jpg

 

Once you have identified the zone files, close the quick.save

Click on "Open Any" again

Open the right savegame file you want to modify (not the EditSave cause we have create an Outpost and we don't want keep it)

So Browse to C:\Users\Admin\AppData\Local\kenshi\save\TheRightSaveIwantToEdit\zone and randomly opens one of the zone files where your *Defensive Gate may be located (in my example zone files may be zone.21.25.zone or zone.22.25.zone)

In the Game World windows, type "name: *Defensive Gate" if you play the EN version or "name: *Porte Défense" if you play the FR version.

if you have no result, that means your *Defensive Gate is not in this file zone.

Open the entry named "0" and look for owner faction ID and owner faction ID0

Fill the owner faction ID with "204-gamedata.base"

Fill the owner faction ID0 with another StringID faction (here 1083-gamedata.base)

Save

Play

 

Note:

204-gamedata.base is the Player faction

1083-gamedata.base is the Holy Nation faction

Don't put another StringID than "204-gamedata.base" in owner faction ID or you won't be able to control the door (open/close).

 

If you want to know a StringID faction, open a mod (it doesn't matter which one) or create a new mod.

Then select the Faction tab

Here you will get all faction name

Then right click anywhere on the blank windows and choose to display StringID

Now you know which StrindID matches which faction.

screenshot_5.jpg.8cacc92bae18103075300776352ab354.jpg

 

 

 

I need to re-import my game but I don't want to lose my slaves NPCs

You can use the Player Can Enslave_cheat recruit from Ears to recruit your slaves in your squad before to reimport your game. Then reimport your game, kick them out of your squad and enslave them again.

 

 

Access to slavery options is difficult, the slave has to be conscious but not knocked out, we have to be able to heal them but sometimes that's not possible

There are a few tricks though:
- When the enemy is knocked out, just don't heal him completely (just until the bleeding stops) and put him in a cage. When he wakes up, heal him to start the capture dialogue.

- All knocked-out NPCs can be healed. However, you can't heal a conscious NPC with a character who has previously attacked it. But you can heal any NPC that's being carried by one of your characters with another character.
The trick is to pick up the NPC from its cage with one of your characters, put it back in its cage and pause the game immediately before the NPC is put back in, select another of your characters and right-click on the NPC being put back in its cage (this will unlock the heal option), hold down the right click and resume the game (don't release the right click), once the NPC is back in its cage heal it.

- iirc you can also heal any of your slaves by using the ‘Medic option’ at the bottom right.

- Never completely heal a slave or an NPC in order to have easier access to the slavery options.


Note:
Pausing the game and starting the healing action will also start the dialogue, then just cancel the healing action (with an action movement, for example)  and resume the game if you want to be sure not to heal the NPC.

 


 

Posted

Indeed, it's very complex to make this kind of mod on kenshi for these main reasons:
- Kenshi isn't designed at all so that the player can be a slaver in the same way as the other NPCs in the game.

- The "FCS" modding tool is fairly limited.
- The "FCS" modding tool is much more complicated to master than it seems (there are several features that don't work at all, that don't work properly or that have a restricted and unspecified portability).

 

In short, each time you have to redouble your efforts and tricks to manage to make something halfway decent and spend a lot of time testing, working around problems, finding compromises and then trying to mitigate them as best you can.

  • 1 month later...
Posted (edited)

I've never looked into it, but it should work like the slaves you enslave yourself.

If the slave has joined your team, kick him out. Then ensures that he is injured but not KO, take him back to your outpost, put him in a cage inside a building. His shackles will be unlocked since you bought him, so replace them with new ones, then heal him.

 

 

The mod doesn't allow you to obtain slaves directly by purchasing them.

Changing that seems feasible, though. However, enslaving people simply by using dialogue exchanges is a real pain and I'm not sure it will work, not to mention that it's not the only difficulty. I'm not sure I want to go down that route.

Edited by Machiavelique
Posted

I think the player slavery mod on steam implemented this feature with dialogues, and it seems to work pretty okayish

 

 

on a different note, is it possible to fix slaves unloading and despawning if you save and load the game while the camera is panned to a character in a diff region than the slave camp, or is that a hardcoded limitation of the game?

Posted (edited)

That's right, I hadn't noticed that when you buy a slave he loses his "slave status", which allows you to use Events that are inaccessible to slaves.
This makes things easier than the method I had in mind. I think I can get the best out of both methods.

 

 

 

2 hours ago, justsfw said:

on a different note, is it possible to fix slaves unloading and despawning if you save and load the game while the camera is panned to a character in a diff region than the slave camp, or is that a hardcoded limitation of the game?


You're right to mention it, I had forgotten to do so.
 From what I've noticed the slaves are likely to disappear:
- After you reload you game if the camera wasn't focused on them when you saved.
- If they stay too long 'aimlessly' (it's on the order of several days in-game)

There's nothing I can do about that, FCS doesn't give you access to change that.

 


I've never noticed slaves losing their loads. There aren't many machines with which they put their craft in their inventory (the only machine I can think of is the arrow bench). In the vast majority of cases it's up to you to unload the machines, I've tried a lot of things to fix this but without success. That's why I've increased the storage capacity of the machines for easier management.


Another problem is that the slaves won't work as fast if the camera isn't looking at them or if they're out of range of the camera. The only thing that can be done is to increase the field of view of the NPCs to 8000, but that doesn't help much.

 

Edited by Machiavelique
Posted
2 hours ago, Machiavelique said:


Another problem is that the slaves won't work as fast if the camera isn't looking at them or if they're out of range of the camera. The only thing that can be done is to increase the field of view of the NPCs to 8000, but that doesn't help much.

 

Yes I noticed this issue too, but I was under the impression that there is 0 progress and work isnt being done at all when the camera isnt panned on the slaves, so I always kept them in range while they worked.

I'll try increasing the npc FOV range and see how that helps

  • 1 month later...
Posted

Is there a way to make it so traders/raiders arrive to the gate of your actual outpost instead of the slave camp one? pretty annoying having to walk all the way over there to trade/fight

Posted (edited)

This problem also annoyed me, but in the other direction.
For example, I would have liked the anti-slavery attack the slave camp to free the slaves. And it's true that the raiders can go to your slave camp instead of your outpost.

 

I think the problem is with the *Walls and *Defensive Gate. If you look at each building in your slave camp, the field corresponding to the owner faction will either be the name of the nearby town, or a blank field.
For *Walls and *Defensive Gates it's different, sometimes the name of the owning faction is the player's faction.  I think this is what creates the confusion and triggers the attacks on the Slave camp.

 

I have no longer Kenshi installed to test things. I remember I started investigating this problem and it seems to me that when you build *Walls and *Defensive Gates for the first time, they normally have the name of the faction of the nearby city. However, the *Door of the *Defensive Gate still belongs to the player's faction, which is why you can open and close it.
For some unknow reason (after a while, after a save/reload, I don't really know) when you then build other *Walls / *Defensive Gates they belong to the player's faction and I think that's why the raiders head for the door and then stand still.

 

 

I sometimes feel that creating a slave mod on Kenshi with the FCS is like walking a tightrope.

But there is a hope that one day all these problems will be solved with the OCS (Open Construction Set) from Imaydev.

However, although I'm resourceful and have a good knowledge of programming, I'm nowhere near the level of a developer. It would be a real challenge and I risk spending a lot of time on it without being sure of getting anything out of it.

 

Edited by Machiavelique
Posted
21 hours ago, Machiavelique said:

 

I think the problem is with the *Walls and *Defensive Gate. If you look at each building in your slave camp, the field corresponding to the owner faction will either be the name of the nearby town, or a blank field.
For *Walls and *Defensive Gates it's different, sometimes the name of the owning faction is the player's faction.  I think this is what creates the confusion and triggers the attacks on the Slave camp.

 

Yeah, I can confirm, any and all *Defensive gates I build belong to my player faction, which while actually allowing me to open and close the gate, it also becomes the destination for visitors, maybe caused by some of the nearby walls also belonging to my faction as well. Though if I place the gate with the f12 editor, the gate's owner is set as the nearby town and faction

Needless to say, you've made the best and most functioning slavery mod for kenshi so far, and I appreciate all the effort you've put into making this somewhat functional

  • 1 month later...
Posted (edited)

You have to make your slave work, then you have to wait s/he comes back to you to ask you to let her/him go (as in the image below).

Spoiler

 

On 1/7/2024 at 1:25 AM, Machiavelique said:

screenshot_212.jpg.ca7a657723d42c093cf05a097bd1a3e5.jpg

 

 

 

This can take time, so it's best to have several slaves to maximise your chances.

Edited by Machiavelique
Posted
14 hours ago, Machiavelique said:

You have to make your slave work, then you have to wait s/he comes back to you to ask you to let her/him go (as in the image below).

  Hide contents

 

 

This can take time, so it's best to have several slaves to maximise your chances.

Thanks. I haven't built my outpost yet, just bought house in town, so that's why the npc slave never join me

  • 3 months later...
Posted
On 6/18/2024 at 7:34 PM, recentcabbage said:

How to convert the slave into the second stage though? I didn't see any change from my npc slave for a long time

Here is a small cheat add-on for quickly transferring a slave to the second stage. If your character is stronger than the slave, then a new line appears in the dialogue.

This breaks the balance a bit, but:

1) uncontrollable stage 1 slaves are unstable and cause a lot of trouble;

2) require base construction;

3) I never give slaves weapons or use them in combat, only as workers.

I apologize to the author of the mod, I promise that I will not use this mod to create a giant army! I just want to see the shek queen digging a garden!

Player Can Enslave_cheat recruit.zip

Posted

I'm not a particular fan of this idea, but the point of mods is to offer different possibilities to adapt the game to the player's preferences. So I'm not against it at all.


However, I'd like it to be more difficult than just being stronger than the slave (I don't really have an idea), maybe there's a random chance that s/he'll accept? This chance of acceptance would be on a dialogue that could be repeated every 6 or 48 hours and would be very low to begin with (less than 5%) but would increase as the slave is knocked out by the player.
Again, these are just my personal preferences as I don't like things to be too easy. I work on the principle that converting people should be a long and difficult process.

I don't know if I'll add this feature as I've described it above, it's just my first ideas, I'll have to think about it. For the moment I'm continuing to develop mods for FNV.

Posted

I completely agree, and I think that making the gameplay too easy with cheat mods kills the fun.

I just don't like building bases in the first half of the game, especially since Kenshi is not adapted to slavery and requires the player to dance with a tambourine. Of course, something like this shouldn't be included in the main mod.

 

There is some difficulty in enslavement. It is necessary that the object is wounded, but not knocked out, these requirements are difficult to control, you have to rely on chance.

It would be useful to use some kind of torture device, like the ones skeletons use to remove skin, to inflict controlled harm. Perhaps this device could provide some additional functions? (I don't know much about the dialogue options in this game.)

Posted (edited)
9 hours ago, Ears said:

There is some difficulty in enslavement. It is necessary that the object is wounded, but not knocked out, these requirements are difficult to control, you have to rely on chance.

 

I admit it's not easy. There are a few tricks though:
- When the enemy is knocked out, just don't heal him completely (just until the bleeding stops) and put him in a cage. When he wakes up, heal him to start the capture dialogue.

- All knocked-out NPCs can be healed. However, you can't heal a ‘woken’ NPC with a character who has previously attacked it. But you can heal any NPC that's being carried by one of your characters with another character.
The trick is to pick up the NPC from its cage with one of your characters, put it back in its cage and pause the game immediately before the NPC is put back in, select another of your characters and right-click on the NPC being put back in its cage (this will unlock the heal option), hold down the right click and resume the game (don't release the right click), once the NPC is back in its cage heal it.

- iirc you can also heal any of your slaves by using the ‘Medic option’ at the bottom right.

- Never completely heal a slave or an NPC in order to have easier access to the slavery options.


Note:
Pausing the game and starting the healing action will also start the dialogue, then just cancel the healing action (with an action movement, for example)  and resume the game if you want to be sure not to heal the NPC.

 

 

9 hours ago, Ears said:

It would be useful to use some kind of torture device, like the ones skeletons use to remove skin, to inflict controlled harm. Perhaps this device could provide some additional functions? (I don't know much about the dialogue options in this game.)

 

When a non-slave NPC is tortured by a machine, it screams, so it's potentially possible to add functionality by using scream dialogs.
If slaves also scream when they're tortured, then it's possible to add the same functionality to them.

Edited by Machiavelique
Posted (edited)

Here, I added some more clothes. I borrowed material from Steam mods: "Underwear!" and "Tattoos - by nanogiraffe".

The entire variety of slave body rags has been moved to a separate machine. New chest wraps have been made for the BODY slot to free up the SHIRT slot for slave brands.

The result is still very intermediate, I just want to show what I am going to do. I think that I will make this compilation standalone, and I will prepare a separate patch for your mod.

(The tattoos are just an example for now. Making special textures for slave brands is in the plans, but will take a long time.)

Player Can Enslave_dress add.zip

Edited by Ears
  • 2 weeks later...
Posted
On 5/4/2024 at 9:51 PM, Machiavelique said:

This problem also annoyed me, but in the other direction.
For example, I would have liked the anti-slavery attack the slave camp to free the slaves. And it's true that the raiders can go to your slave camp instead of your outpost.

 

I think the problem is with the *Walls and *Defensive Gate. If you look at each building in your slave camp, the field corresponding to the owner faction will either be the name of the nearby town, or a blank field.
For *Walls and *Defensive Gates it's different, sometimes the name of the owning faction is the player's faction.  I think this is what creates the confusion and triggers the attacks on the Slave camp.

 

I have no longer Kenshi installed to test things. I remember I started investigating this problem and it seems to me that when you build *Walls and *Defensive Gates for the first time, they normally have the name of the faction of the nearby city. However, the *Door of the *Defensive Gate still belongs to the player's faction, which is why you can open and close it.
For some unknow reason (after a while, after a save/reload, I don't really know) when you then build other *Walls / *Defensive Gates they belong to the player's faction and I think that's why the raiders head for the door and then stand still.

 

 

I sometimes feel that creating a slave mod on Kenshi with the FCS is like walking a tightrope.

But there is a hope that one day all these problems will be solved with the OCS (Open Construction Set) from Imaydev.

However, although I'm resourceful and have a good knowledge of programming, I'm nowhere near the level of a developer. It would be a real challenge and I risk spending a lot of time on it without being sure of getting anything out of it.

 

Are there a solution to this?

Especially that raids and caravans recognize te slave gate as the main settlement and leave alone the real one?

 

 

Thanks again for the great mod!

Posted (edited)

Simple but annoying solutions:
- Rebuild your bases (outpost + slavecamp) elsewhere
- Re-import the game without the buildings (but you'll lose all your NPC slaves)

 

The most viable solution, but one that requires a bit of FCS knowledge:
- Edit your savegame

(I should be able to provide a tutorial if needed)

 

 

EDIT:

 

Using the Player Can Enslave_cheat recruit from Ears can help to reimport your game without loosing your NPCs slave ==> Recruit them, reimport your game, kick them of your team, enslave them (but you'll loose your buildings, so editing the savegame seems the best option).

 

Edited by Machiavelique
Posted
On 5/4/2024 at 9:51 PM, Machiavelique said:

This problem also annoyed me, but in the other direction.
For example, I would have liked the anti-slavery attack the slave camp to free the slaves. And it's true that the raiders can go to your slave camp instead of your outpost.

 

I think the problem is with the *Walls and *Defensive Gate. If you look at each building in your slave camp, the field corresponding to the owner faction will either be the name of the nearby town, or a blank field.
For *Walls and *Defensive Gates it's different, sometimes the name of the owning faction is the player's faction.  I think this is what creates the confusion and triggers the attacks on the Slave camp.

 

I have no longer Kenshi installed to test things. I remember I started investigating this problem and it seems to me that when you build *Walls and *Defensive Gates for the first time, they normally have the name of the faction of the nearby city. However, the *Door of the *Defensive Gate still belongs to the player's faction, which is why you can open and close it.
For some unknow reason (after a while, after a save/reload, I don't really know) when you then build other *Walls / *Defensive Gates they belong to the player's faction and I think that's why the raiders head for the door and then stand still.

 

 

I sometimes feel that creating a slave mod on Kenshi with the FCS is like walking a tightrope.

But there is a hope that one day all these problems will be solved with the OCS (Open Construction Set) from Imaydev.

However, although I'm resourceful and have a good knowledge of programming, I'm nowhere near the level of a developer. It would be a real challenge and I risk spending a lot of time on it without being sure of getting anything out of it.

 

Are there a solution to this?

Especially that raids and caravans recognize te slave gate as the main settlement and leave alone the real one?

 

11 hours ago, Machiavelique said:

Simple but annoying solutions:
- Rebuild your bases (outpost + slavecamp) elsewhere
- Re-import the game without the buildings (but you'll lose all your NPC slaves)

 

The most viable solution, but one that requires a bit of FCS knowledge:
- Edit your savegame

(I should be able to provide a tutorial if needed)

 

 

EDIT:

 

Using the Player Can Enslave_cheat recruit from Ears can help to reimport your game without loosing your NPCs slave ==> Recruit them, reimport your game, kick them of your team, enslave them (but you'll loose your buildings, so editing the savegame seems the best option).

 

 

It will be very useful if you can provide a tutorial for the edit savegame method, thanks a lot! I have catch some interesting slaves and don't want to lose them.

 

I build the outpost near rot in swamp region. The the slave camp as explained by you was  far from my outpost but less from rot. In the beginning was everything ok but suddenly the gate ownership changed and people and raid goes to the player camp instead my outpost.

 

Question: I read that in the" 4.8 The budding slavers", you create the slave camp only with the *small shack and *well, and the slave is working.

So, *gate and * wall, aren't requirements?

If I don't build them the next time, I will avoid the issue?

 

If I understand correctly basically the slave camp it's fundamental for make the slaves working for make them pass to phase 2 Slave PLAYER not emancipated?

So I can keep the slave camp without walls, it sucks, but better then edit the save each time.

 

 

The mod of Ears it's interesting,

I don't understand this condition:

3) I never give slaves weapons or use them in combat, only as workers.

 

So once slave they can't touch weapons or fight?

 

I think that some slave that have brave personality or such still have the fighting will, and they are not only workers?

 

I still amazed from the mechanic of this mod, it's so great!

Posted
On 10/13/2024 at 11:18 PM, Machiavelique said:

 

I admit it's not easy. There are a few tricks though:
- When the enemy is knocked out, just don't heal him completely (just until the bleeding stops) and put him in a cage. When he wakes up, heal him to start the capture dialogue.

- All knocked-out NPCs can be healed. However, you can't heal a ‘woken’ NPC with a character who has previously attacked it. But you can heal any NPC that's being carried by one of your characters with another character.
The trick is to pick up the NPC from its cage with one of your characters, put it back in its cage and pause the game immediately before the NPC is put back in, select another of your characters and right-click on the NPC being put back in its cage (this will unlock the heal option), hold down the right click and resume the game (don't release the right click), once the NPC is back in its cage heal it.

- iirc you can also heal any of your slaves by using the ‘Medic option’ at the bottom right.

- Never completely heal a slave or an NPC in order to have easier access to the slavery options.


Note:
Pausing the game and starting the healing action will also start the dialogue, then just cancel the healing action (with an action movement, for example)  and resume the game if you want to be sure not to heal the NPC.

 

 

 

When a non-slave NPC is tortured by a machine, it screams, so it's potentially possible to add functionality by using scream dialogs.
If slaves also scream when they're tortured, then it's possible to add the same functionality to them.

Does the beat cage occupant function that have some npc can be converted in a command such as attack unprovoked?

 

It be more direct as method and more realistic.

 

The conversion between slave NPC and Slave player non emancipated, can be made conditional with objects?

 

For example: you can convince a slave to join if you have a particular item such as a type of rare food, weapon, drugs, booze.

Posted (edited)

  

  

15 hours ago, jerichoz said:

Question: I read that in the" 4.8 The budding slavers", you create the slave camp only with the *small shack and *well, and the slave is working.

So, *gate and * wall, aren't requirements?

If I don't build them the next time, I will avoid the issue?

 

If I understand correctly basically the slave camp it's fundamental for make the slaves working for make them pass to phase 2 Slave PLAYER not emancipated?

So I can keep the slave camp without walls, it sucks, but better then edit the save each time.

 


 

 

I may be wrong, but according to my understanding of the game mechanics: If you want to prevent this problem, you can continue to build *Walls but not *Defensive Gate.
I'm pretty sure that if you don't build *Defensive Gate for your slave camp you shouldn't have this problem anymore.

So the trick will be to confine your slaves to a wall enclosure and destroy/reconstruct a wall section to enter/exit

 

 

15 hours ago, jerichoz said:

The mod of Ears it's interesting,

I don't understand this condition:

3) I never give slaves weapons or use them in combat, only as workers.

 

So once slave they can't touch weapons or fight?

 

Once enslaved, slaves can fight and use weapons.
I think Ears just means that he doesn't intend to use the "cheat recruit" to build up an army quickly and easily. That's why he never gives them weapons, but only uses them as workers.

 

 

15 hours ago, jerichoz said:

Does the beat cage occupant function that have some npc can be converted in a command such as attack unprovoked?

 

As far as I know, it's not possible to attack an NPC in your cage. The only way would be to copy the concept of player AI to add a “cannibalism” feature to devour the occupants of a cage. That would be a lot of problems, and to be honest, using a torture machine would be much simpler.

 

 

15 hours ago, jerichoz said:

The conversion between slave NPC and Slave player non emancipated, can be made conditional with objects?

 

For example: you can convince a slave to join if you have a particular item such as a type of rare food, weapon, drugs, booze.

 

Technically, yes. It is possible to check item possessions but not armour or weapon possessions.

Edited by Machiavelique

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