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You could open Sparring Partners and find the main dialogue package then just remove the On Heal section.
Pretty sure that's what makes them run away.
They should be remembering the block settings unless something has changed
The way it should work is when they are dismissed and you select sparring it "hires" them like a merc for X time after the time is up if they can still talk then it fires the next event which makes them join the group.
If they are knocked out they don't get the event or some other mods might be interfering with it.
If you are running other mods you could try putting Sparring Partners lower in the mod order.
big problem that kill any immersion that i have in kenshi. that was free building with no cost (CageofShame), making all material i collected completeling useless! i can' t say this enough. it make completely useless to play all together for exploration content
its a simple cage to allow sparring partners that were knocked unconscious (missed their dialogue trigger) to be recruited back.
It was added and made free in case the player does not have the research or materials to construct a cage.
It's a cage? If you don't want to use a free cage then don't build it?
Then if they are unmodded or inherent the base dialogue packages then you can talk to them and begin sparing. i would also advise using weaker weapons so they don't hack limbs off.
Best to keep the sparing away from turrets so they never lock onto your people.
Tysm for the fast answer
Save before you try this but I added a CageOfShame (or any prision) and if you put them in that then you should be able to recruit them back, just make sure your side wins the sparing.
it could be a mod conflict if you have a lot of mods.
Verifying files and uninstalling then reinstalling sparing partners might also help if its a corrupted file.
When they stop sparing its the same function as when a merc stops guarding you.
if one is running away its usually because you are allied with Tech Hunters (hardcoded dismiss faction)
There's dialogue options to change your relationship points with them, just make them neutral and they wont run away.
if i dismiss 1 with passive/hold he keeps running away!
im using training swords so they wont do much damage to eachother!
btw its great mod
Some mods do not have the player dialogues inherited from the vanilla player dialogues or don't even set player dialogues.
Sparing Partners uses these vanilla player dialogues.
There are some community patches for various mods that will fix this issue.
Ah, that would explain it, thank you!
Each character has 2 dialogues set, One that is their normal talking and one that is after the player has recruited them.
If the player dialogue has not been set to a default player version then it will never inherit the sparing dialogue.
I can recruit hungry bandits and tell them to spar just fine, but the Red Saber faction in the swamp seems to have problems with this, they just get dismissed normally and start walking away. Band of Bones though is all fine and dandy. I'm not sure if the issue is with this mod, or with the recruitment mod, would be interesting if anyone had any idea why this is happening.