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You have been warned.
Has anyone ever been able to make it to the ancient citadel on top of mountain to the northwest of the Titan Factory? Idk if it's a mod conflict, but the staircase that goes down from the citadel terminates into a mountain that overlaps it. I used the "Teleport bed" mod to place a portable bed at the base of the stairs. There's literally nothing worth seeing in there. Never understood why it was there.
To do so---
1. Make another new mod. First you're going to select AES and Recruit ANYONE in FCS (because you've now put a copy of the Recruit Anyone mod in your .exe location mod folder along with the copy of Ancient Empire Smaurai. Make sure the folder name matches the .MOD file name EXACTLY. I always just Copy + Paste the .MOD name on to the folder.
2. Select AES and Recruit Anyone, and select "Create new mod". Name it something like "AES RA patch". Make sure your new patch is set to ACTIVE.
3. Under ALL of the characters from the mod, add the "Recruit Anyone" dialogue package to each character (unless you don't want to recruit specific named characters). The dialogue package selection is in the top right
4. Then your mod load order should look like---
*Ancient Empire Samurai
*AES English Translation (if English is your spoken language).
*Recruit ANYONE
*AES RA Patch
And you should be good to go. Hope this helps.
I tried the manipulation but it doesn't work for the titans, is this normal?
Also, I'm not sure if it matters, but your recruitment patch should include both Ancient Empire Samurai AND Recruit Anyone.
I'm not sure if you did this or not yet, but you also need to add the Dialogue Package titled "_RECRUIT ALL" to every single character (or all of the ones you want to be recruitable) in FCS. So, the same character in FCS where you changed 'can be carried' from "false" to "true", if you go to the top right corner to the drop down menu > select the drop down list > select Dialogue Package > select "_RECRUIT ALL", and that should solve whatever problems you might be having.
You can also select the Titan Rangers and Guards in the character listing in FCS, click the top right box that should be like "..." Three dots > Select "References", and you'll get a listing of all of the squads those characters are on. Each squad needs the "_RECRUIT ALL" function added to it. There's not that many, most of the squad listings are individual characters, like Hrak, or one of the Quartermasters.
Playable - True.
Race - Robot/Skeleton (one, I think the Android, is initially set to human in FCS but is clearly a robot/skeleton in the game).
Carriable - True.
Make sure EVERY squad has the "_RECRUIT ALL" dialogue package added.
There's a chance you might be trying to recruit someone that's part of one of the Quartermaster's secondary squads, i.e. you may have added the "Recruit Anyone" dialogue package to Quartermaster Noctua (or w/e their names are), but his retinue of several titans may not have the dialogue package, even though they're in the same squad, only the leader (Quartermaster) has the dialogue package.
If all of that is good and still isn't working, I'd make sure your patch is the only active mod when in FCS, so there should be three (or four if you want to add the English patch), let's just use three as an example....
1. Ancient Empire Samurai.mod
(English patch would go here)
and 2. RECRUIT_ANYONE.mod. make sure both have their own respective folders in your Kenshi mod folder (the one in the same folder as your Kenshi.exe directory, (not in the Steam fodler).
3. Whatever the name of your mod is "AES_RA_PATCH" for example.
So all three are selected, with YOUR mod as the active mod. Make all of your changes in that specific file, no need to touch the original mod files. Then make sure your patch goes after both 1. And 2.---
Mod load order
1. Ancient Empire Samurai
2. Recruit Anyone
3. AES_RA_PATCH
If all of this is correct, there shouldn't be a reason for it to not work unless you're having a mod conflict with some other mod, in which case, you can usually just put your patch further down in the load order if you have a lot of mods, like the 300+ I'm currently running. I usually put all of my RA patches near the end of my mod load order so there's no issues.
If this still doesn't work, let me know, tell me how you're making your patch, and I'll see if I can recreate the issue. As long as it isn't immediately crashing to desktop whenever you talk to a titan, there's still hope lol.
I've never tried this option myself for AES, but I've used it for characters in other mods that I couldn't get RA to work for. I have no idea why RA wouldn't work for some, like if you use RA for unique characters in the Grineer Race mod, It'll almost always crash to desktop. If you just add the Base Recruits dialogue to override their normal dialogue, you just walk up to them and recruit them. Not as exciting, but it works all the same.
https://www.reddit.com/r/Kenshi/s/TskWnODU8n
If ALL OF THAT doesn't work, you may need to backtrack and check your work again. I'd just post my recruitment mod, but I've had some minor issues with other mod conflicts, and since I've never tested my mod using just the base game, and above listed mods, I don't want to accidentally ruin someone else's save file if I made a mistake somewhere in my patch.