| name | manual-freeplay-session |
| description | Launch a manual free-play KenshiCoop session with host + join tiled side-by-side on the ultrawide monitor so one person can play both clients. Boots both clients to the title screen (no auto-load, no auto-connect); the user loads a save and goes online by hand via the F2 panel. Covers the exact manual_session.ps1 -TitleScreen invocation, the side-by-side ultrawide layout, and how to end the session. Use when the user asks to start a manual/free test, play both clients, do a hands-on side-by-side co-op session, or eyeball the latest mod build in game. |
| disable-model-invocation | true |
Manual Free-Play Session (title screen, side-by-side ultrawide)
A "manual free test" = both clients (host + join) launched on this one machine,
tiled side-by-side on the ultrawide, left running with NO self-exit and NO
scenario, so the user drives both characters and eyeballs sync.
-TitleScreen boots BOTH clients to the Kenshi main menu with no auto-load and
no auto-connect. The user then loads a save and goes ONLINE via F2 by hand - the
real remote-play flow, with full control over which save and connection role.
scripts/manual_session.ps1 still does the side-by-side ultrawide layout by
default: it resizes each client to 1720x1440 via set_video_mode.ps1 (2x1720 =
3440 wide) and tiles them host-left / join-right on the widest monitor via
arrange_windows.ps1, re-pinning through the load screen.
Launch command
powershell -ExecutionPolicy Bypass -File scripts/manual_session.ps1 -TitleScreen
This builds the latest DLL, deploys it to both installs, sizes + tiles the two
windows on the ultrawide, launches host then join to the main menu, and returns
immediately (windows stay up until closed).
In-game connect (by hand, after launch)
- Load the SAME save on both clients (Continue / Load). NPC sync is
resolve-by-hand, so both MUST be on identical saves.
- On each window press F2 -> set Connection ONLINE: host role on one client,
join role on the other. UDP loopback is preset.
- Free-play: each window drives its own character; watch it render/follow on
the other.
Do co-op free play on a DEBUG save (together, separate, zoom, or a
throwaway), NEVER a validation/fixture save (sync, squad1, duel1,
fixtures): on connect the host armConnectPush() bakes the live world over the
loaded save and rots the fixture. See the coop-save-orchestration skill.
Common variations
- Reuse the current build (skip the ~minutes-long compile): add
-SkipBuild.
- Colored authority markers on the join (green DRV / red HID / yellow LOC):
add
-DebugMarkers.
- Do not resize/tile (leave windows as-is): add
-NoTile.
- Auto-load + auto-connect instead of the title screen: drop
-TitleScreen and
pass -Save "together" -Inhabit (host owns rank 0, join owns the rest).
-Sync is NOT needed on a single machine - both installs read the same
per-user save folder.
Preconditions
- Windowed mode: tiling requires
kenshi.cfg Full Screen = No (the script sets
the video mode; if a window won't tile, confirm it launched windowed).
- The join install exists (
scripts/setup_join_install.cmd created
%USERPROFILE%\Kenshi-Join).
Ending the session
Close both game windows (no auto-exit, no screenshots).