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Start a Game. Save. Import that Save. Then the Mod works, but only buy one slave at a time.
For roleplay purposes, it feels perhaps like actually taking the risk of breaking them out should be the certain way to get loyalty from those enslaved.
Just a thought.
I will if nobody else has by the time I pick Kenshi back up. Right now I'm just in support mode cause I've drifted away from the game and more toward other projects, including learning to code and create meshes.
If you can figure out how to reproduce I can try to fix it. There's also a pretty good likelihood that if you have other dialogue mods installed, they're interfering with one another. By the nature of how this mod works, it will need to be loaded after any other dialogue mods.
Getting technical, if any of your other mods in any way modify the same personality types mine did, it will overwrite my changes with theirs, or with the defaults if they left the lines I changed alone. It's unfortunately unavoidable with how the FCS is structured.
The old file was broken and didn't behave correctly when I tried to update. I think the FCS update broke it, so I reworked it from the ground up. Tried to address a few of the issues brought up in the comments.
I backed up the old release, so please tell me if this one doesn't work right, I will revert while I dig into what happened.
For roleplay purposes, it feels perhaps like actually taking the risk of breaking them out should be the certain way to get loyalty from those enslaved.
Just a thought.
+ chance to recruit bought slaves is MUCH higher than without the mod but NOT 100%
* yea, slaves you got into slavery are not happy if you free them
* does not work on cannibals since no slave trader wants to get them in a cage themselfe
- with this mod I can't sell guys im carrying (have to turn the mod off for selling)