Kenshi
How To Edit Follower Starting Stats?
I want to edit the starting stats of unique followers like Green (more perception) and Crumblejon (a better fighter).

I know how to edit a savegame when they are already in your party, but I want them to have their stats at the very beginning across all savegames and also potentially release my tweaks as a mod.

Any instructions?
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Showing 1-11 of 11 comments
Teal Jul 6, 2022 @ 1:11pm 
If you can use the Forgotten Construction Set (FCS) you can make a mod, put a name on it, and then go into characters and edit the stats for Crumblejon and Green as you like.

Of course if I understand your second part as meaning that it will change the values in your save games, well, you will have to import them to do that.

Start with looking for a guide and wiki's on how to use the FCS, and guides on editing character stats. It isn't complicated, but will take a little to get used to if you never did this sort of thing before.

Worse case scenario, if it is too much, post back and I will make a little mod with Crumblejon and Green, just tell me what values you want and I will put them some place you are used to going. (like the Hub, or Sho Battai in the desert. or Shark in the Swamp. Where ever.
Thanks and let me know. :)
Teal
Pamparampampamparam Jul 14, 2022 @ 10:39am 
So I figured out how to edit starting stats for unique characters, but ran into the problem of not being able to talk to them, I assume because I set their stats too high.

First ran into the problem with Crumblejon. The fix was as easy as going into his dialogue and removing T_ME DC_IS_RECRUITABLE tag.

Trouble is, Burn and some other companions don't have any dialogue to edit. Instead they have dialogue package player which doesn't appear to have any conditions to begin with, so I'm at a loss as to why Burn won't talk to me (speech bubble doesn't show up when mousing over him).

Any help?
Shidan Jul 14, 2022 @ 11:15am 
Not all dialog is assigned on the character directly. Such as in the case with Burn, his recruitment dialog is assigned by his squad instead. You can find the squad by checking the character's references using the box in the top right corner of their entry.
Teal Jul 14, 2022 @ 11:19am 
I think removing the dialog option T_ME DC_IS_RECRUITABLE is the one that makes them recruitable by the player. Let me look at their dialogs and get back with you.
You said Burn was in your party before? How did you get him in your party? By talking with him? I had a Holy Nation Outlaw I didn't know almost get eaten by fogmen, but my party saved him. There were four of us, and when it was done, he asked if he could join us because we had saved him. (cool way for the devs to do that)
Anyway, let me take a look at Crumblejon and Burn (what stats were you adding?) and I will see if I can help.
Be back in a bit.

p.s. you also originally said Green too, didn't you? (with more perception?) crumblejon as a better fighter? And what about burn?

Teal
Teal Jul 14, 2022 @ 12:29pm 
Okay, i put a little mod together, it isn't very elaborate, but I put all the characters in a squad together so you wouldn't have to worry about recruiting.
I adjusted the stats a little in the way you had suggested up top, Crumblejon is a 20 stat fighter, not overpowered, but still not a newbie either. Burn I changed to 15 from his 1 stats because he is a skeleton and I thought he should have some default skill.
Green, the Hiver sharpshooter has a perception of 20, though he still has his 1 attack to start with, so he will have to practice a bit to get good at the crossbow and won't be too good right off the bat.

The player has 10 stats with a fifty percent chance of having a moon cleaver as well as a guardless katana when you start. When I last reloaded to test I had just the katana, but the first time I ran the mod to test, I had both.
Also there is a bonedog companion with 20 attack, but that is normal for a bonedog.

I also dropped them into Mongrel, so you don't have to worry about getting there. :)

The link is below, I hope it helps and makes things fun! :)
Let me know if you want it changed, or if you like you can adjust it yourself, just rename it and drop it in your mod folder instead of the 233860 folder in the steam folder. And edit it in the FCS.

Take care,
Teal :)

https://steamcommunity.com/sharedfiles/filedetails/?id=2835229220&searchtext=crumblejon
Last edited by Teal; Jul 14, 2022 @ 12:32pm
Originally posted by Teal:
I think removing the dialog option T_ME DC_IS_RECRUITABLE is the one that makes them recruitable by the player. Let me look at their dialogs and get back with you.
You said Burn was in your party before? How did you get him in your party? By talking with him? I had a Holy Nation Outlaw I didn't know almost get eaten by fogmen, but my party saved him. There were four of us, and when it was done, he asked if he could join us because we had saved him. (cool way for the devs to do that)
Anyway, let me take a look at Crumblejon and Burn (what stats were you adding?) and I will see if I can help.
Be back in a bit.

p.s. you also originally said Green too, didn't you? (with more perception?) crumblejon as a better fighter? And what about burn?

Teal
The T_ME flag restricts companions from being recruited if their stats are above a certain thresh-hold. Crumblejon had it after I buffed his stats and I couldnt talk to him. After I removed it, I could.

Thanks for the mod, but I never wanted all those companions in one place. I just wanted to buff their starting stats, which I've been able to do save for this hickup with Burn.
Teal Jul 14, 2022 @ 4:16pm 
ah, let me look at burn and see if I can see something in how he is recruited. I won't change anything, just see if I can see how to recruit him. Is that what you are looking for?
Sorry the mod was more than you needed. Sometimes I forget that people don't all play the way I do, Anyway, let me see if I can find something and I will let you know.

Teal :)
Shidan Jul 14, 2022 @ 4:21pm 
He just has the same T_ME DC_IS_RECRUITABLE condition as the others do, his dialog is just assigned via the squad instead of the character, which was where the difficulty in finding it was coming from.

Just gotta open the "teds tower" squad to find his dialog. :)
Teal Jul 14, 2022 @ 5:09pm 
Ah, Thank you Shidan, I didn't know that. Sometimes I jump in and don't know where to look, but I want to just help. I need to sometimes sit back and learn something before I jump in. Thank you for letting me know. Now Pamparampampamparam will know where to look for what they need.
Thank you again very much,
Take care and have a good night.

Teal :)
Would removing the T_ME DC_IS_RECRUITABLE condition from dialogue packages mess with any other mods or even the game itself?
Shidan Jul 17, 2022 @ 8:20am 
Not really, no. Just makes it so that the character cannot refuse to join based on stats or class. Still would have to pass normal dialog chance rolls for joining, and it doesn't affect anything else.
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Date Posted: Jul 5, 2022 @ 10:32pm
Posts: 11