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I also recruited one of your worker guys in World's End with a dialogue that sounded like my vanilla skeleton was one of your models. If you want that dialogue to be hidden, it's a lot like the first case, where it needs to require your character's subrace be particular type(s). You can find both options in the top-right drop-down menu in a dialogue window.
Being able to recruit Walker 22 without the quest item is definitely a bug i will have to look into, as you said the dialogue should check for an item like it does for the others - will try to publish a hotfix in an hour or two.
The dialogue triggering for the wrong subrace is sadly a limitation of the dialogue editor i've ran into, as the "target_issubrace" condition never seemed to work correctly. I decided to publish the mod as is (with it currently only distinguishing between skeletons and non-skeletons), but changing it to be able to distinguish correctly is on the V2 goal list, ideally with a more fleshed out and less akward dialogue tree too. Sorry for the inconveniences.
Thanks for making me aware of the issue. I will double check some of the more recent hotfixes to make sure all of these carried over correctly.
Thank you! I just wanted to say I appreciate your work on this mod, Im having a lot of fun with it!
I install this mod on my old , 370 days game , and spend 3 days , trying to find any Walkers in Black Desert City , Mongrel and Worlds End. And i didnt find anything , anywhere. I check every corner , every buildings and didnt find anything looks like - "walking haulers", non of them - 87,22,40. Did they looks like parth of terrain , or selling anywhere , or i should check outside of the city? Im almost give up ...
If you looked at completely destroyed outposts with this method and they still are not there, i will investigate the issue and push a fix ASAP.