You’re Working for Them? – Faction Relations Mod
So something that annoyed me, and kept getting harder to justify. I use a recruitment mod like Recruit Prisoners for Cats to add some faction leader to my team.
Why would the original faction still hate my guts?
Why would their former leader do nothing prevent their slaughter?
This got especially hard to swallow when one of them had a note, describing their faction like their children, and now we mow them down every ten paces.
Now, if you have that faction leader with you and they see a member of their old faction, they’ll set them straight and you’ll become allies with that faction. It should only trigger once so everything beyond that is on you.
No import required *import may be required and will work with any recruitment mod. It works via a player dialogue package added to each character and does not care how you got them.
Refer to the screenshot for the currently applicable characters, let me know if I should add more. Characters that don’t fully control their faction only raise relation by 100. I semi-determined if they are a leader based on if the faction would be destroyed without them. (Sorry Buzan, the Black Dragon Ninjas don’t really need you apparently). Characters I chose were based on the spreadsheet for the original Recruitable Prisoners though that list seems incomplete.