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Mar 11 @ 8:39am
Mar 11 @ 8:44am
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Persistent Friendship

Description
This mod is only possible due to the original work of Eskarn and Stilldoll with their mods:

Each Person's Life by Stilldoll : https://steamcommunity.com/sharedfiles/filedetails/?id=1653447752&searchtext=each+person

Sparring Partners by Eskarn™ : https://steamcommunity.com/sharedfiles/filedetails/?id=2207973897&searchtext=sparring

Thank you so very much for your time and the gift of your work guys. Really.


This mod is a patch up sorcery that fuses Each Person's Life + Sparring Partners. So it does both mods do, simultaneously.

Both mods are genius ideas that improve roleplay opportunity and gameplay in general. The reason why Sparring Partners is involved is because i know jacksh-- about modding. I fiddle here and there with the FCS and all my purported knowledge comes out of curiosity and boredom essentially.

Each Person's Life is an awesome idea that I always wished it was a vanilla feature, but thank God our allmighty modding community provided.
Though, when I use it it always comes with a lot of jank, the character always chooses some other faction a block away instead of the one immediately next to them. This mod fixes that.

I had to scour how Eskarn originally managed to guarantee that every dismissed companion has the necessary dialogue and then build up from there.

Now, you can more reliably choose which role your soon to be dismissed companion is to take up. Works 9/10 times. Any squad, any faction.
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INSTRUCTIONS:

1. Dismiss you squadmate normally.

Remember to check/uncheck BLOCK or PASSIVE states as you wish, as they usually keep it after dismissal. I recommend doing this as close as possible to the intended squad. If there is only one squad other than yours around, it will be very much straightforward. Also, if you PAUSE the game you will find it much easier, as your fellow won't dart around away from their new buddies.

2. Talk to the dismissed squadmate right after.

You will find the usual Sparring options, and an EXTRA OPTION to bid them farewell. ( "Time to part ways"). This is the line that prompts them to find a new squad.

WAIT ( a few seconds).

ONLY WHEN the companion responds with "Take care, *friend*" is when the process sucessfully completely. Before that they will wander around as vanilla Tech Hunter "Wandering Trader" objective. You can check their status window and confirm the faction has changed.

3. If you wish them to rejoin back to your faction, just talk to them again.

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You should be able to do a complete cycle of DISMISS >> ASSIGN SQUAD >> REJOIN >> DISMISS >> ASSIGN SQUAD, without downtime or delay. After that, if you wish to recruit your squadmate again you will have to wait 48 hours ingame. This is to add to some sense of agency to your squadmates instead of feeling like some puppet that you can order around. Also, in case you acidentally assign the wrong squad you have one chance to correct it. SAVE BEFOREHAND, lest you butcher it again.

For those who find the downtime useless or cumbersome, it is pretty easy to change that on FCS.
For those less FCS-savvy, I can upload another version with no-downtime.

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The Sparring Instructions as per the original author are as follows:

Sparring Partners is a mod to allow your characters to spar with each other to increase their skills or even see who's better.

Does not require Import.

This works on any of your own characters with lore friendly custom dialogue.

Character states like blocking and passive are remembered by the sparring partner.

Prepare for sparring by being in a clear area with non lethal weapons because the battle is real and life n limb can be lost.


Instructions
Video added above that shows how to use the mod.

1. SAVE BEFORE DISMISSING A CHARACTER IS RECOMMENDED.
2. Set the characters states. (Blocking, passive)
3. Dismiss the character.
4. Talk to the character and choose sparing and how long.
(1 hour for recruits and 5 hours for recruits vs blocking gods.
Battle mode will make them defend their allies for group battle)
5. After the time has elapsed then the character will join the current squad.

DO NOT ATTACK UNPROVOKED OR THE FACTION WILL GO HOSTILE.


BUGS/ISSUES

1. When you dismiss a character their faction is tech hunters so don't spar near other tech hunters otherwise you will have more sparing partners then you intended

2. If the character is unconscious when their spar timer runs out they will not return to squad. If this is the case you can wait for them to go passive again or make a Cage of Shame and drop them in, as soon as they are conscious again you can re recruit them.

4. They are hostile and defenses/others will engage them. Best to build a little arena or be away from defenses with a medic on standby

5. Some other mod's do not correctly set their Player Dialogue's correctly and wont get or always have the sparing dialogue.
6. if your sparring partners are running around like crazy you're relations to Tech Hunters is too high, there is a relations menu to alter your relations to Tech Hunters

Enjoy!
5 Comments
acymetric Mar 14 @ 6:37am 
Good deal, thanks for taking a look!
Compadre_Anastacio  [author] Mar 14 @ 5:19am 
@acymetric TLDR: No need to merge buddy, just make sure the load order between dependencies is correct, as usual.

And if they do, you are good. Any given mod NPC should be able to function with the mod if it respects that proper dialogue setup principle.

cheers
Compadre_Anastacio  [author] Mar 14 @ 5:17am 
@acymetric Hello there,

Well I took a look at the patches, and it seems they stem from those titular mods setting up dialogues in the NPC they add incorrectly. And those patches remove the unnecessary dialogue packages from such NPC which were causing the issue.

Since the functioning and structure of the Sparring part remains unchanged, they should be perfectly compatible. The worst that can happen is just certain "too specific" NPCs added by your mods of choice won't have these options available (sparring/Living on their own) unless they were set up to use vanilla base PLAYER related packages or inherit from them (As they always should).

See the game by default has a package that every recruitable NPC is a carrier of. In order to make travelling interactions and stuff, and complain about wounds, and scream in pain from acid or peeler. So any decent mod that would add recruitable NPC should at least give them the basic 'player_character_default'.
acymetric Mar 14 @ 12:26am 
Answering my own question, to my relatively untrained eye it looks like the old Sparring Partners patches would work for this mod (there will be warnings about missing dependencies, but that is relatively easily solved by creating a new mod without the dependencies and merging in the patch changes). The Strangers and Freaks patch also add bar squads and residents to some towns and which seems unrelated to me, but I don't really fully understand how this mod or really dialog packages in general work yet so maybe those changes are important? Or maybe they are just separate fixes that the mod author included.
acymetric Mar 12 @ 11:26pm 
Cool mod, looking forward to trying it out! Possibly related to your bug/issue #5, would the various patches made for Sparring Partners work for this mod (or would similar patches but specific to this mod be useful/needed)?

Examples:

UWE/Sparring Partners/Bounties Galore Patch

Strangers and Freaks Patch