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https://steamcommunity.com/sharedfiles/filedetails/?id=1702530766
If he's not there, it doesn't matter if he's dead or enslaved, the result is the same. There will never, ever, be a Barman there once the original has been "broken."
Note: In the back of my mind is some memory of some patch that "did something" with barmen/shopkeeps to help with this. I don't remember what it was, though. I don't think it would replace them if they're lost, though. Maybe improved them a bit?
You could probably load your Saved game into the stand-alone Forgotten Construction Set and drill-down until you found him, but it really doesn't matter - He's gone. Even if he's captured/enslaved and still alive, he's basically a "broken" NPC. If you freed him, he'd probably just stand exactly where you took off his shackles.
The Hub is a dangerous place. If you're based out of there, you can keep it relatively safe yourself. But, left loaded and with few guards of any sort, it's easy prey for inter-faction battles, etc. Wandering Assassins, if aggro'd during NPC fights, can wipe the whole place practically by themselves. The Thieve's Guild's notables can get wiped out easily when they aggro bandits outside of the walls. (The Tower placement near the exterior wall often means wandering bandits or a camp can aggro the Thieves.) Dust Bandits can path right through the middle of the town, too, and garru packs doing so are common.
Can you Import and allow NPCs to be respawned? (ie: You aren't depending on any captured notable NPCs for training or World State Triggering?) If so, do that. If not, well... Adding a mod for him might force him to respawn, dunno. Creating a mod that replaces him might work, just be sure you create a new mod rather than overwriting the vanilla files in that case. (Check the Guides section for creating mods using the FCS.)
Whenever this happens to me, I just Import and reset everything if The Hub is meaningful to my play at the time.
Just found this in screnncaps,
https://steamcommunity.com/sharedfiles/filedetails/?id=2259589613
I routinely sit characters in the Hub bar and the Rebel Outpost/HQ/whatsits. They're there just to keep an eye on things. (When basing out of The Hub.)
There's literally no way you can guard an NPC in any automated way. Your character won't respond to them being attacked and won't respond to many preemptive targeting attacks for your own characters, either. (ie: Triggered in guard mode when they "see" an enemy targeting a player character, but actually less effective in guard mode?) After watching the Hub Bartender and the Rebel Bartender get whacked far too many times, I tried and tried to get some kind of "system" in place to protect them. Very little joy in that effort other than keeping a human eye on things
I put a line of "guards" at both entrances to The Hub. Their job? Protect The Hub... But, one can't easily protect The Hub from itself.
This is a beautiful thing... :)
+1 :)
Though, I don't recall ever seeing a Barman sleep. Putting them in any kind of bed "breaks" them, too.
It is possible to loot them when they're unconscious, so I assume one could do a sort of radical "gear transplant." Kind of like a forced "make-over?" :)
Starving Bandits won't actually try to kill you, but you can succumb to your wounds. (They'll all be using blunt weapons, normally, anyway and will leave you alone once you're down.)
The Hub and The Rebel Outpost nearby aren't going to be active and "running" if you're not nearby. If you're in their logical cell, they'll be fully active. If you're next to it, they'll be sort of partially active/preloaded.
The Shek don't care if you are an escaped slave and Squin is a nice place to set up for awhile. Thought, the along the road between The Hub and Squin there are multiple places where Dust Bandits tend to roam and sometimes a bonedog pack or two.