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[Kenshi] Player Can Enslave


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Posted

Hey thanks for the reply! Sorry to keep bugging you. I don't know how I keep getting these glitches but Legs was my first character and he wasn't allied with the Reavers(at least not to my knowledge). Also whenever I try and capture these new slaves the "sell slave" window only shows the characters that are attempting to enslave him. Also I just wanted to say thanks for the support anyways usually mod devs are not this helpful. I was able to capture one slave, but the rest seem to have this glitch for some reason. 

233860_2.jpg

Posted (edited)
11 hours ago, beekre said:

I was able to capture one slave, but the rest seem to have this glitch for some reason. 

 

This is good information

 

On the screenshots I always see ‘Legs’, “Sancho” (+ ‘Stubs Mumose’ on the second one).
So I assume that all 3 are part of your squad and that the problem is that you can't see the NPC you want to capture.

 

Try the following:
- Try sending me a screen with dialogues to see who is talking to whom during the capture dialogue (so I could also know which dialogue is triggered: "Capture slave" ? ‘Recapture slave’ ? ‘Changing slave master’ ? etc)
- If you've had characters captured and enslaved by the revears, keep them away.
- When you try to capture, for example with your ‘Stubs Mumose’ charactere, move ‘Legs’ and “Sancho” (and possibly all your other characters) away from ‘Stubs Mumose’ by placing them preferably far away and outside a building.
- You say you've managed to capture a Revear slave, so try to keep him away too. By the way, is he part of your squad or just an NPC slave?

 

If all that doesn't work, try creating a new squad, put just one character in it, then move all your other characters away, and try to capture the NPC with this charactere belonging to this new squad.

Edited by Machiavelique
Posted

I was able to capture another slave by separating one of my party members and having them enslave instead. Thanks for the input. Also to answer some of your previous questions: The captured reaver slave was never a party member just an NPC, and to my knowledge none of my characters were enslaved by the reavers at any point. However, I have had some of my party members wear shackles previously( just to do some testing) with the shackles and I think that may have caused it to not work properly,(Sancho was the one who wore the shackles.)  

Posted

Also one more question is there a way to improve relations with a faction, after enslaving a few of the reaver slaves it states that the vagrants are hostile towards me and I can't heal them. But is there a workaround to this other than resetting world relations? 

Posted (edited)

I can't find an explanation for what might have happened, but I'd be interested to know which topic dialogue was triggered, i.e. whether you had the usual capture dialogue before the ‘selling windows’ appeared or whether you just had ‘...’ as a dialogue?

I'd also like to know if the dialogues messages were between “Stubs Mumose” and “Sancho” or between “Stubs Mumose” and the NPC you were healing (to trigger the capture).

 

 

 

 

 

12 hours ago, beekre said:

Also one more question is there a way to improve relations with a faction, after enslaving a few of the reaver slaves it states that the vagrants are hostile towards me and I can't heal them. But is there a workaround to this other than resetting world relations?

 

Unfortunately, if they've become hostile, you won't be able to use the healing slave feature to improve your relationship.

 

There may be mods that offer to improve your relationship with the factions in a less restricted way than Player Can Enslave.

Maybe Healing Relation ? (but some people on the post tab say it dosen't work)

 


Otherwise you also can open Player Can Enslave with FCS and edit this line:

Spoiler

 

Capture.JPG.208f7930c61a03efb74848b00969830f.JPG

 

 

And change

T_TARGET DC_RELATIONS > -30

TO

T_TARGET DC_RELATIONS > -101

 

Edited by Machiavelique
Posted

No worries. To my knowledge, all of the party members had the capture dialogue when they were capturing the slaves. Thankfully, I've figured out the healing aspect of the process. So yeah it seems like the issue in the first place was that I had previously used characters that were "enslaved" but were just members of my party that had light prison shackles equipped which I think confused who exactly was being enslaved in the "sell slave" window. 

  • 2 weeks later...
Posted

Please advise! If I want to be able to capture cannibals, what dialogue from this mod should I add to these characters?

Posted

It seems all of them share the "Cannibals --Unfinished" Dialogue Package.

 

So in Dialogue Package tab, double click on "Cannibals --Unfinished" to open it, then add "*Player's Slave" dialogue package so that "Cannibals --Unfinished" inehrits from *Player's Slave dialogue package

 

Capture.JPG.ace0eee01409e61b5eefa07684116553.JPG

 

 

Then in character tab, for each cannibal character (Cannibal, Cannibal Chief, Cannibal Grand Wizard, Scrawny Cannibal), I think you'll also need to add *Player's Slave as "Dialogue package Player" as they have no default dialogue package player.

 

Capture2.JPG.c6e8c4419319728c4a69efbef210122b.JPG

 

 

  • 2 months later...
Posted (edited)

Heya, so there's this weird bug where imprisonment requires the tech imprisonment.
That's a bit of a problem...

 

Spoiler

imprisonment.jpg.f53b29162484b31c1b6428f9b12f3e5c.jpg

 

Edit: sorry found it under defense... which is weird that you have everything under enslavement, except for the base requirement for enslavement

Edited by B0ukensha
Posted

Yes, I know it's a bit weird, but I don't want to change the default category of the base game's “Imprisonment” search, in order to keep a maximum chance of compatibility between mods in case another mod has already rewritten this search.

 

So you'll need to develop the base game's “Imprisonment” search in order to access Player Can Enslave's “Imprisonment I” search.

Posted

I didn't know about this mod, but it may still be worth a try.
However, on the description page, I don't see anything that fixes the problems with the slaves or the camp gate.

In fact, I think it would be a bad idea to fix this, as these problems stem from the fact that buildings with * are somehow owned by the player without being fully considered as player buildings.

 

If he can mod Kenshi at this level, it would be better to ask him to make AUTO_LABOURING_MINES work on Player Outposts.
This would be a win-win situation: the mod would be much more stable, as there would be less need to exploit bugs, and it would be more comfortable for the player, who could have the slaves work directly in his outpost without having to build a slave camp nearby. Anti-slavers would continue to attack Player Outposts and could therefore try to free the slaves there, which would be more realistic.

  • 1 month later...
Posted

Didn't you forget to put locked shackle on your captive NPC ? Is this NPC in a locked cage inside a building in your outpost ? Is this NPC is conscious (not KO) ?

Are you experiencing the same problem with other NPCs? Have you tried to trigger the capture dialog with another one of your player characters?


 

On 9/12/2025 at 12:13 AM, applelive said:

Heal the captive, right click can see dialog option, when click it only show a text bubble.

I don't really understand, can you post some pictures ?

Posted
17 hours ago, Machiavelique said:

Didn't you forget to put locked shackle on your captive NPC ? Is this NPC in a locked cage inside a building in your outpost ? Is this NPC is conscious (not KO) ?

Are you experiencing the same problem with other NPCs? Have you tried to trigger the capture dialog with another one of your player characters?


 

I don't really understand, can you post some pictures ?

No in my outpost, I built the cage in the slave camp. 

I move npc to a cage in my output, it works!

Thanks for help!

  • 1 month later...
Posted

It seems to me that, in the base game,, Kenhi allows NPCs to be sold to slave traders (unless these NPCs are allies of the slave traders, to be confirmed).

Player Can Enslave does not make any changes at this point; it does not allow you to sell more or fewer NPCs to slave traders.

  • 4 months later...
Posted

I think it'd be better to make enslaving possible in any cage, not just your outpost. so you don't have to move every slave from the camp to your outpost to add just one more, so they dont get marked escaped slaves

Posted

I thought it was too easy, and I didn't want the mod to be too overpowered. When I played, I created at least two squads: one made up of slavers who capture people, and another made up of one or two slave masters who put them to work.

With the first squad, I capture them and then escort them to the slave camp, where a slavemaster picks them up using the “changing slavemaster (on NPC)” process.

Once the slaves agreed to join my team, members of my first squad would pick them up when they passed through the slave camp. I used the “changing slavemaster (on Player)” process (this way they didn’t become escaped slaves, and it didn’t affect relations since they were on my team). Then I escort them to my outpost. Once there, I either keep them as slaves (giving them better treatment: food, rest, a bed...) or I eventually try to emancipate them (everyone will play out this RP part as they wish).

 

Technically, this can be done and shouldn't affect the rest of the mod, but I'm not sure if that's the direction I want to go in.

If you want to change it, just removes the DC_IN_A_PLAYER_TOWN condition on "*Capture a slave" ans "*Recapture a slave"

PCE-In-town-condition.jpg

Posted

Yeah, now I have a specific slave caravan squad who's job is to transport slaves to their new slavemaster in the mines

Thanks for showing how to change the dialogue requirements though, that'll make enslaving way easier.

anyways, have you seen the new RE_kenshi functionalities? do you think it could make slave modding easier and less janky?

Posted

I just took a quick look and saw that there’s now a wiki, but from what I understand, it won’t be possible to modify the game to allow slaves to work in the player’s camp using RE_Kenshi. The plugin allows you to capture the resource files used by the game and redirect them to "custom" resource files. 

 

I'm not a developer, but in my opinion it can detect and redirect calls to resource game files, but it cannot modify the source code.

Regarding the problem about slaves unable to work in the Player outpost, I think the game likely has a line of code somewhere that says, “If the building belongs to the player, then the slave cannot work there.” It makes sense that if our outpost is next to a slave camp, we wouldn’t want slaves from other factions coming to work at our outpost. But this restriction could have been implemented differently by simply checking whether the slave’s faction matches the town’s faction.

 

tbh, I don't know if there are any interesting ways to use RE_Kenshi to improve the slavery system. I'd need to take the time to play around with it but It might take me 50 to 100 hours just to get a better overview of the possibilities, but with so many projects on the go, it's really hard to devote time to this, even though I know this question has been around for a while now.

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