Improved Slave Traders
Ever been bugged by how "underdeveloped" slavery is in Vanilla Kenshi?
This mod sets out to change a few things about that.
Current Features:
Adds Slave Skirts/Slave Shirts (skirts are just a copy of Rag Loincloth with a different name, shirts are just Ragged Shirts with 0 stats and renamed)
-Makes several factions dress their slaves in these new clothes
-Added Slave’s Bag; A Bag that is extremely tiny and weights you down but costs next to nothing. (retexture of Small Backpack with slave materials. less inventory space)
-Added Multiple Function Wandering Slave Shops: Carries New Slave clothes and buys/sells slaves while roaming from town-to-town. Occasionally these may also offer plastic surgeon functions while hanging out inside a building.
-Slaves of these new traders can occasionally buy their freedom for an exhorbant price but beware of being duped, slaves have no rights.
-Female PCs meeting Male Wandering Slave Shop Leaders added by the mod have an additional interaction in their dialog, which may result in them being enslaved.
-Adds a Slave Market to Bad Teeth (I ran into pathing errors with a guard carrying me back and forth looking for the damn non-existent cage in testing, plus I found it awkward that there were no major city slave shops in this place))
-Added Locking Slave Skirts with Integrated Locks; These cannot be purchased and must be found inside a certain type of debris. (The Hub has a 70% combined chance of spawning one of these; can potentially be found anywhere worthless junk spawns.)
Notes:
-Due to the neccessity of the nature of the characters this mod adds, dialog resulting in The Holy Nation attacking skeletons in non-player territory to only trigger if the relations with that faction are LESS than 70 (which needless to say is very high). This allows me to make exceptions for Raibecca and Tracy Trouble’s Robotic Limbs, both of which belong to factions in excess of 70 Relations with The Holy Nation. Skeletons found in player groups in player towns are still treated to the traditional robohunt, as are groups of skeletons with less factional relations.
Experimental/Untested Features:
[In Testing] Slave Trader Rebels will activate "Self-Splint" using their splint kits in an AI Capacity to ensure they can always use their limbs. If you use another mod to achieve this there is nothing to worry about, but if you do not be aware that this change also effects how combat is preformed with this particular faction – they will no longer simply limp away at the first broken limb. Also Tracy Trouble has this ability but it’s randomized.
[WIP] Added Slave Trader Rebels – This Faction will eventually rise to power as the "Official" Slave Traders are slowly overrun – or it could come to pass that Raibecca’s Slave Revolts could be squealched before they even begin.
[Incomplete] – Added First Attempt at Slaver v. Slaver Raids. At the moment they will chase down any random settlement – without regard for any opposition, and tend to home in one the player (testing values neccessitated this action, it will be reduced in future patches) squad when they travel. Additionally they will co-exist with "Nameless" (Player Faction) but they will still fight them; this means their war campaigns will never completely destroy your faction from the get go.
-[Incomplete] Tracy Trouble Introduced who will eventually rise to become a central figure in the Slave Traders/Hunters war. She Represents the Slave Hunters, and is characterized by her Brave Loyal, and sometimes cruel demeanor (she doesn’t have a custom dialog package yet). She is found in Blister Hill and carries a hefty bounty by the police; but she also enjoys the protection associated with a good standing with the Holy Nation.
-Changed Rebirth Slave Worker Behavior to Allow for 1 hour "free-time" as an experiment.
-Dialog Altered for Wandering Slave Trader which allows them to better tell a slave from an escapee, and allows slaves some more options (including the ability to ask for an allowance once per 48 hours, which has a random chance of gaining the player a /very/ small amount (1,5,10 respectively) of cats.)
-Added Shopping for slaves at wandering slave trader, which costs 5 cats just to open the shop interface in addition to whatever they buy.
-[WIP] Added "Raibecca" who will eventually play a central role in the future of the Slave Traders, For now she assaults random areas with war parties of slavers looking to capture slaves. She will initate a war campaign against the Existing Slave Traders until this end is realized.
-Changed ALL Lock Difficulties on Slave Traders Faction to be more randomized (lowered overall, but with more edge on the fuzz), this was done to give escaping slaves a better chance of getting started (35 Min (55 +/- 20) Was too high for an untrained lockpicker to even train, atleast now you have a CHANCE of picking the cage/container/door locks. Now you’ll get lock levels of between 5 and 65 (35 +/- 30)) Note: THIS DOES NOT EFFECT SHACKLES AND/OR OTHER FACTIONS (yet).
[Easter Egg] Added a certain blueprint to bars – nothing to do with slavery or is it? Might make for a nice diversion or a secret hideout.
Future Plans:
-[Done] Add more wandering trader origins.
-[Implementation Hiccups] Add more slave materialled clothing/armor.
-Finish Raibecca’s Implementation
-Finish Tracy Trouble’s Implementation
Possibilities:
-[Experimental Testing Implemented] Add Slave "Free time" to several of the existing templates; allowing obedient slave players to preform some degree of autonomy allowing the gathering of funds and resources prior to escape. Window will likely be small (1 – 2 hours per day) because you ARE a slave after all.
-Add more slave goals for the AI.
-Add Slave Cotton Farming 😛 (I’m from the south – we know the lore)
-Slave Couriers (These were actually a thing for extremely loyal slaves were often given the task of delivering messages between areas when the danger was high and the risk of escape was outweighted by the need to deliver the message, in gameplay terms it offers another window to unsupervised slave game-play)