Kenshi
168 ratings
Many More Mercenaries!
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2.321 MB
23 Jun, 2021 @ 12:58am
2 Mar, 2023 @ 3:03pm
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Many More Mercenaries!

Description
I've always thought that the amount of mercenaries was pretty low for a world such as Kenshi, this mod aims to fix that by adding 25 new ones with unique identities and purposes!
Particularly, I wanted mercs that were part of the game's factions. People that, through ideology or circumstances, ended up affiliated with them despite remaining freelancers. I tried to keep it as vanilla/lore friendly as possible!
The fancy hood + mask combo in the thumbnail was made by a friend and is the only truly unique item this mod adds, don't expect anything fancy!

This mod adds bar squads depending on towns and their overrides and roaming squads as well, which I tried to keep rare enough. Some squads from a given faction may start invading their enemies' territories and have a greater likelyhood to spawn, however!
If you don't like a particular roaming squad and want to see it gone, each squad leader should carry a lore note giving you some clues about who they are and which noble/officer is encouraging/funding their little expeditions!

Do keep in mind that these mercenaries usually retain their faction's relations, so raiding a territory with mercs that are linked with the faction holding power there will likely not go very well!


In particular, this mod adds:
-4 United Cities Groups
-3 Neutral Groups (regular mercenaries)
-3 Holy Nation Groups
-2 Shek Kingdom Groups
-2 Flotsam Ninjas Groups
-2 Mongrel Groups
-1 Deadcat Group
-1 Rebel Farmers Group
-1 Anti Slaver Group
-1 Crab Raiders Group
-1 Skeletons Group
-1 Machinists Group
-1 Swampers Group
-1 West Hive Group
-1 South Hive Group

Some neutral or mostly neutral roaming squads (mongrel, deadcat, skeletons, swampers and neutrals) do not have leaders that can be slain if you want them to stop spawning, which makes sense considering how decentralized they are. If you still want to have someone to kill to remove them, I made a patch adding roaming unique leaders for each of them: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2532591086

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I'd recommend you use my patch that fixes the dialogue for vanilla roaming mercenaries. This mod uses the vanilla merc dialogue and in vanilla, some roaming mercs may not be recruitable. It isn't very noticeable in vanilla but should become apparent with this mod, considering the amount it adds.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2523899045
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Import is required for full effect!

Should not actively conflict with anything and should be compatible with mods like Better Mercenary Contracts.
Other mods may conflict with it to some degree though I don't expect anything gamebreaking.

EVERYONE IS FREE TO TAKE THE MOD AND EXPAND UPON IT IN ANY WAY THEY WISH

I am unlikely to keep working on it, and even if I do return I don't mind people making their own mods out of this one!
No need to ask for permission!
Popular Discussions View All (1)
11
2 Mar, 2023 @ 3:03pm
Feedback / Bug reports / Known issues !
Pix
72 Comments
Komunistof 2 Apr @ 3:00am 
Hey man love the mod, the mercenary troops look awesome and I love how hivers have tamed beast and also I love the notes explaining the reasons of them becoming mercs, pretty good and stable mod and makes the world feel more alive because now there are other adventurers and not only you. 10/10
Pix  [author] 3 Mar @ 10:51pm 
It won't break anything, but I don't know if they'll have the cage dialog added by the recruit prisoner mod, that depends on how they do it!
Monkey Punisher 3 Mar @ 1:31pm 
Is this compatible with recruit prisioners?
MikaBoy 5 Jan @ 10:28pm 
Thanks for the quick reply! Just wanted to let you know that the translation is now available. I've made sure to include all credits to your original work. If there’s anything wrong or if you notice any issues, feel free to let me know, and I’ll be happy to fix it!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3401741209
Pix  [author] 30 Dec, 2024 @ 11:46pm 
Of course, no worries! Thanks for finding interest!
MikaBoy 29 Dec, 2024 @ 10:26am 
Hey there!

First off, thanks so much for the amazing work on this mod. I’ve really enjoyed it and would love to translate it into Spanish so more people can enjoy it. Of course, all credit will go to you.

I’m a bit of a beginner when it comes to modding, and I’m still learning the ropes, but I’d love to contribute by making this translation available. Would it be alright if I upload it here on Steam? I’ll make sure to link back to the original mod so others can support it too.

Cheers.
MasterShake75 12 Oct, 2024 @ 12:19am 
This mod's worldbuilding is underrated. I like the effort you put into justifying why a lot of these new mercs exist with their notes.
Pix  [author] 12 Jul, 2024 @ 11:02pm 
Hey, don't know when I'll update or make alternative versions, not been on kenshi in a while! If someone wants to make tweaks and whatnot they're very welcome to. I'll probably update when I get sucked back in, but there's no telling when that will be!

As for hollering mercs, no clue, though I'd inch towards "probably not", depends how they changed dialogs! Maybe some of my mercenaries will holler, too, or end up with some of their dialogs. I don't expect anything catastrophic, at any rate!
Mythril 11 Jul, 2024 @ 6:41pm 
Any conflict with hollering mercenaries?
Illuminatus 19 May, 2024 @ 6:26am 
When will you do the light version that drastically lowered spawn rates? The frequency of the spawn rates even if it sets to default in the settings still feels frequent and the squad size is a lot. Basically it makes the game unbalance as i can just sell the loot from dead mercenaries every 5-10 minutes of exploration and the squad size is broken since i don't have to recruit anyone and just hire mercenaries to do my bidding without any risks.