Kenshi
Kelly May 22, 2019 @ 8:29am
Recruitable Prisoners
So if I for example recruit the Dust King does he count as dead or alive and further if I were to import my game would he respawn even though I recruited him meaning there would be 2 of him 1 "wild" and the other one in my Squad
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Brimsaw Jun 2, 2019 @ 2:52pm 
Im not sure honestly, on one of my playthroughs I recruited both Flying Bull and Tora the fearless, killed all the peole at their faction hideout or at least had them unconcious, so that the map said they were all dead, including the roaming squads(Took a while finding them all) and after that the place remained empty until I imported, with also importing the killed NPCs, it repopulated both the exile camp and the krals chosen hq, but neither leader did respawn.

I do have reactive world installed, so Im not sure if other factions are supposed to take those laces over after they are killed, but since on the same playthrough Im murdering my way through the holy nation I've yet to do an import with resurrection included.

If I do end u doing it Ill try to remember to post an update here, otherwise I'd be curious if you ever figure out what happens.
Cataphractoi Jun 2, 2019 @ 10:58pm 
I've heard that if you recruit an NPC using a mod they're still considered alive. I believe that was stated by the maker of the Recruitable Prisoners mod somewhere on that mod's page. That means if you import, they'll still be considered alive when you do so.

That leads to two interesting possibilities and I'm not sure which would happen as the comment I referenced was in regards to world states. So, one, the import happens and it realizes the Dust King is a party member and doesn't spawn a new one. Or two, it sees only the flag saying he's alive and places a new copy of him at his spawn point, same as it would any missing-but-not-dead NPC. You'll have to attempt an import with dead NPCs to find out which happens.
Skarne Jun 3, 2019 @ 1:44pm 
Originally posted by Cataphractoi:
I've heard that if you recruit an NPC using a mod they're still considered alive. I believe that was stated by the maker of the Recruitable Prisoners mod somewhere on that mod's page. That means if you import, they'll still be considered alive when you do so.

That leads to two interesting possibilities and I'm not sure which would happen as the comment I referenced was in regards to world states. So, one, the import happens and it realizes the Dust King is a party member and doesn't spawn a new one. Or two, it sees only the flag saying he's alive and places a new copy of him at his spawn point, same as it would any missing-but-not-dead NPC. You'll have to attempt an import with dead NPCs to find out which happens.
if you recruit a specific NPC, they are considered dead. if you import with 'import dead NPC', it resets that state so they would be respawned and considered alive again. if you have 'import dead NPC' disabled then they will still be considered dead.
ddemsul Sep 22, 2019 @ 5:08pm 
Downloaded this mod, recruited a prisoner twice and twice they disappeared after a while.
prd Sep 22, 2019 @ 5:54pm 
Originally posted by 31101391:
Originally posted by Cataphractoi:
I've heard that if you recruit an NPC using a mod they're still considered alive. I believe that was stated by the maker of the Recruitable Prisoners mod somewhere on that mod's page. That means if you import, they'll still be considered alive when you do so.

That leads to two interesting possibilities and I'm not sure which would happen as the comment I referenced was in regards to world states. So, one, the import happens and it realizes the Dust King is a party member and doesn't spawn a new one. Or two, it sees only the flag saying he's alive and places a new copy of him at his spawn point, same as it would any missing-but-not-dead NPC. You'll have to attempt an import with dead NPCs to find out which happens.
if you recruit a specific NPC, they are considered dead. if you import with 'import dead NPC', it resets that state so they would be respawned and considered alive again. if you have 'import dead NPC' disabled then they will still be considered dead.


Sorry to interject in here, but a lot of this is backwards.

Dialogue packages, specifically Beep's and Agnu's use the Alive and Dead status to determine for their interactions, if both are alive and in the party, they converse as normal, if one then dies, the other mourns. Essentially, they cannot be dead once recruited or these packages wouldn't function properly.

To clarify on your points, "importing with Dead NPCs" means all NPCs that have been killed will remain dead, essentially stating "I do not want to reset my world states" in a roundabout manner. On the other hand, "importing WITHOUT dead NPCs" means you'll reset the entire stage to the vanilla start scenario plus whatever your modding additions dictate. Since often recruits use the Unique tag, instead of appearing at a bar while in your squad, the relative chance of whatever is was weighted against them now ignores for them, causing them not to spawn at the bar, but increase the chance other recruits might appear if they were being selected on a choosefrom basis.

Once recruited, NPCs remain alive, so will not spawn at their respective locations on a soft import. The situation which would lead to a NPC re-appearing would be their death and selecting the "importing without dead NPCs", causing them to return to their original spawn point due to the resetting of states.
Last edited by prd; Sep 22, 2019 @ 5:55pm
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Date Posted: May 22, 2019 @ 8:29am
Posts: 5