Requesting help for slavery modding

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Eloth001
Posts: 2
Joined: Thu Jul 27, 2023 9:28 pm

Thu Jul 27, 2023 10:12 pm

Hi! Have you ever been annoyed by the fact that in the world of Kenshi, full of cruelty, violence and misanthropy, we are forced to be, as always, the holiest of all? However, no, we are still given the opportunity to sell our enemies into slavery, as well as anyone we can kidnap, so we are still given the opportunity to be assholes, but FOR SOME MYSTERIOUS REASON the game does not allow us to keep our own slaves. We pay our hard-earned cats from our purse to the slaver, after which it turns out that we did not buy a slave - we bought freedom for them. This is not only unfair, but also contradicts any available logic. Therefore, I undertook to make a modification, it turned out to be too painful to study the logic of dialogues, so I ask for help from those who are already experienced in this matter.

First of all, we need to make sure that the newly purchased slave comes close to our character and talks to him. Alternatively, we can make it possible for us to start a dialogue with him. But so that up to this point the shackles do not disappear and are not unlocked. Where exactly does the script responsible for removing the shackles immediately after purchase contain? Do I need to create a new AI package? Is it possible to ensure that after the purchase of the refinery, it receives the tag "SLAVE of the nameless faction?" (that is, it is tied to the player's faction)?

After that, during the dialogue, the player can inform the purchased slave about their plans for them, and they will react to this depending on their character. For example, if a player announces the intention to keep the slave, they, depending on the character, may obey, try to escape or even attack the player. If the player announces the granting of freedom to them, some will run away immediately, while others will join out of gratitude. And just at this stage, the shackles will be removed, as in a vanilla game, if the player decides to let the slave go free.

Be that as it may, as a free or as a slave, they will join the squad, since the game seems ill-suited to control NPCs not directly under the control of the player. Even animals join the squad and come under direct control. I'm going to do the same with people, with the difference that things won't always go smoothly.

Summarizing - how to ensure that:

1. Immediately after the purchase, the shackles did not fall off the slave.
2. Immediately after the purchase, the "slave" tag did not fall off from the slave
3. Immediately after the purchase, you could talk to them or have them come up and talk to the player.
4. When selecting a line about release in the dialog, so that the shackles and the slave tag fall off.

I will be grateful for any hints!

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Shidan
Moderator
Posts: 1234
Joined: Mon Oct 22, 2012 1:41 pm

Fri Jul 28, 2023 2:35 pm

Unfortunately, the removal of the shackles and slave status are hardcoded as part of the purchasing system. And if it wasn't, you'd just be attacked upon leaving with the purchased slaves since they'd still be the property of the slavers. You can't just assign or remove the slave status and shackles in dialog.

The only way player slavery remotely works is by capturing them yourself. As you can assign the AI packages necessary for capturing slaves, and some basic AI for slaves of your squad. This is super buggy though, and doesn't work that well, usually being more of an annoyance to the player than anything helpful.

If you want to investigate how to do that, I would suggest checking out this mod here:
https://steamcommunity.com/sharedfiles/ ... 1629774647

Eloth001
Posts: 2
Joined: Thu Jul 27, 2023 9:28 pm

Fri Jul 28, 2023 8:48 pm

Thanks for the detailed answer! So, I take it there is no way to reassign the slave status of the character to your faction just using the dialog or other tools provided by FCS? This makes things complicated :roll:

I was passing by this mod you attached, but I did not focus on it, because the use of a "ring" seemed to me a ridiculous decision, since I did not understand how a ring could keep a person in captivity. But you're right, it's worth studying this mod at least to understand exactly what techniques were used.

I also tried the Paradise Falls mod, in which I liked only the idea, but I did not like the execution, since the characters to which the slaver's AI package is attached can escape to the other end of the map if there is someone unconscious there, and this function cannot be disabled and turned on at will. In addition, this mod adds a lot of cheat mechanics that do not benefit the gameplay.

There is also a small mod "Guaranteed Slave Recruits", but in it the purchased slaves join immediately after purchase, and their character is not played out in any way, that is, in fact, it's just a stripped-down vanilla version.

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