#Schedule 1 cannot recruit dealers

27 messages · Page 1 of 1 (latest)

pale marsh
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Cannot recruit dealers even with required reputation

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I think only the "host" is able to do this but this is a dedicated server so there is no host

next sail
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Dealers should unlock based on your connections w/ the related NPC ~ I dont believe this ever depended on the Host accepting the deal 🤔 Which one isnt recruiting?

pale marsh
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Benji

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we have his connections "loyal"

next sail
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hmm 🤔

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As a test, can you download the save (under saves) and load that in Multiplayer on the client?
-> Download the save to %localappdata%low\TVGS\Schedule I\saves
-> Ingame, invite a friend at the Title Screen
-> Load the save
-> Have your friend try to talk to Benji, then you try as the Host running the save

Just lemme know which works, I can talk w/ our Dev about getting a command to do this for Admins in the event it does depend on Host for whatever reason hah

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Its possible it changed to depend on the Host on the games side (not the mods), but that feels like a bug since it didnt for quite some time

pale marsh
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I am reading that as of March 2025 the host was needed to do this in certain instances

next sail
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Got a link?

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actually.. @visual wind Yo!

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Forgot you were in here hah

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TLDR:
Dealers require the Host in specific situations, may be good to get a /recruit <dealer> command setup incase it goes wonky 👀

fluid sparrow
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I remember this happening on my save randomly with a few dealers and i used the admin command to unlock them whenever i ran into the issue (although that doesn't take the money etc out of your account so it feels like light cheating hehe)

pale marsh
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I'm cool with that work around for the time being but if it is going to affect all future progression that might be an issue

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can you provide the admin command as a short term work around while dev looks into it as a larger concern?

fluid sparrow
next sail
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The dev that would fix it long term would be the Schedule 1 developer ~ Not our mod dev. If a save is being ran by a player as a Lobby the assumption would be anyone in that lobby can recruit players ~ Tis a Schedule 1 bug for Tyler 👀

This came up in another way with Cartel Influence that Tyler fixed in a recent update as well as a few other things:

- Fixed police sometimes not noticing non-host players breaking curfew.
- Fixed a multiplayer bug where removing an item from a slot and quickly inserting another would cause the item to disappear.
- Fixed non-host graffiti not lowering cartel influence in multiplayer.
- Fixed some null reference errors that happen when a player leaves the game while wanted or in combat.```
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Worth a bug report to their team tho!

fluid sparrow
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https://www.youtube.com/watch?v=xjSDOQ9fkfM
Video that i used if you need a visual guide :)

How To Use Set Unlocked Command in Schedule 1 - Full Guide

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▶ Play video
pale marsh
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Thanks guys!

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that works for the time being

next sail
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Got an update out for the commands ~
```- Added setunlocked command - Unlocks specified NPCs

  • Added setdiscovered command - Marks products as discovered
  • Added endtutorial command - Forces tutorial to end immediately
  • Added setrelationship command - Sets NPC relationship levels (0-5)
  • Added addemployee command - Adds employees (Botanist, Handler, Chemist, Cleaner) to properties```

From the server console (or in-game chat) you can use (/)setunlocked benji_coleman run

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Tek is a legend EZ

fluid sparrow
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Yuh that's the command I used!

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Love the commands being integrated too