Kenshi
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Bad Guys Redux
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20 Dec, 2022 @ 8:04pm
2 Nov, 2023 @ 11:34pm
8 Change Notes ( view )

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Bad Guys Redux

Description
Since the original mod was abandoned, I decided to pick it up and complete it. You can find the original here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1900619081

In this mod, you can play as faction leaders and recruit anyone from your faction for free. Expand your army to insane sizes in a blink of an eye and swarm your foes! If that sounds like cheating to you, that's because it is.

I recommend playing this mod along with another mod that adds additional town overrides, such as Living World or Reactive World.

Removed features from the original Bad Guys mod:
  • I tried to keep it as close to vanilla as possible, so that it maintains as much compatibility with other mods as possible
  • All custom buildings and furniture removed. It only uses vanilla stuff.
  • In order for Faction HQs to be purchaseable, the ENTIRE TOWN had to be replaced. This is not compatible with any mods that make changes to that town at all, so I prioritized mod compatibility over being able to buy a stationhouse. You can't buy Faction HQs anymore.
  • Removed research headstart. You gotta work for this part!

Added features:
  • Mass recruiting. You'll forgo the customize character feature, but you can recruit entire squads all at once. Useful, if you want to expand your army really fast without painstaking clicking each guy one at a time. Mass recruiting doesn't work with animals, so this will remain one at a time.
  • Even more NPCs can be recruited
  • Changed some dialogue to acknowledge that you are in fact playing as the faction leader. Kenshi NPCs lack the ability to be able to tell who is talking to them, so you don't actually need to use the faction leader.
  • Previously permanently hostile factions will no longer attempt to invade you as their faction leader (Southern Hive, Reavers, etc.). Some will even help you instead, under certain conditions.
  • Max squad size has been increased to 64. Max characters is still at its maximum limit of 256.
  • Added player dialogue where relevant.
  • Factions with few world spawns will spawn more often if you play as that faction.
  • Some races that weren't playable become playable with this mod.

FAQ
Q: My characters are following NPC AI and I really don't want them to do that. How do I stop them?
A: The squad contains the NPC AI. Create a new squad and move characters out of the problematic squad and into the new one to get them to stop following the AI. You can also put characters into that squad and they'll start following that AI too.

Q: Is this compatible with X mod?
A: This mod should be compatible with almost every mod, since it makes very little changes to vanilla. The only time it won't be compatible is if a mod makes significant changes to vanilla factions that affect faction assignments or dialogue.

A: Do I need the original mod to use this mod?
Q: No. This mod is standalone.

Playable Leaders

The 3 major factions:
  • The Empire: Emperor Tengu (Can also recruit Traders Guild, Slave Traders, Manhunters, and Slave Hunters)
  • The Shek Kingdom: Esata the Stone Golem
  • The Holy Nation: Holy Lord Phoenix
Neutral factions:
  • Tech Hunters and Machinists: Finch
  • The Western Hive: Western Hive Queen
  • Mongrel: Arc
  • Deadcat and Cannibal Hunters: Cannibal Hunter Robun
  • Nomads: Goat Man (Can also recruit some wild animals)
  • Free Traders: Harmothoe (Can also recruit Drifters)
  • Mercenary Guild: No leader
  • Black Dog: No leader
Rebel factions:
  • Anti-slavers: Tinfist
  • Rebel Farmers: Boss Simion
  • Kral's Chosen: Flying Bull
  • Flotsam Ninjas: Moll
  • Yabuta Outlaws: Yabuta of the Sands
Swamp gangs (All of these factions can also recruit regular Swampers):
  • Stone Rats: Big Al
  • Blackshifters: Big Darkbrow
  • Twinblades: Big Fang
  • Grayflayers: Big Gray
  • Hounds: Big Grim
Bandit factions:
  • Bloodraiders: No leader
  • Black Dragon Ninjas: Buzan and Dimak
  • Crab Raiders: Crab Queen
  • Dust Bandits: Dust King
  • Skeleton Bandits: Elder
  • Berserkers: Ghost
  • Gorillo Bandits: Gorrillo
  • Grass Pirates: No leader
  • Scavengers: Gutterhead
  • United Heroes League: Lord Mirage
  • Red Sabres: Red Sabre Boss
  • Sand Ninjas: Sand Ninja Oni
  • Skin Bandits: Savant
  • Thrall Masters: Screamer the False and Ponk
  • Swamp Ninjas: Shade
  • Shrieking Bandits: No leader
  • Southern Hive: Southern Hive Queen
  • Preacher Cult: The Preacher
  • Band of Bones: Tora the Fearless
  • Reavers: Valamon
Skeleton factions:
  • Skeletons: Quin
  • Second Empire: Mad Cat-Lon (Can also recruit Skeleton Legion)
  • Old Machines: Spider Foreman
Other factions:
  • Spiders: Bugmaster
  • Gutters: No-Face

Addons:

Artwork credit:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1976410552
44 Comments
igwagac  [author] 15 May @ 8:57pm 
@Gexi_TheHundredth The AI is tied to the squad. You need to make a new squad and transfer your characters there for them to stop following the AI. All new player made squads have no AI so you should be good.
The reason the squad has an AI on it is because I'm just giving you control over the NPC squad with the leaders in it. And the reason I'm doing THAT instead of just making a new squad with no AI is so that if you install any mods that gives leaders new characters, then you get those characters when you use my mod.
Gexi_TheHundredth 15 May @ 1:27pm 
How do I unassign my squad from Static guard with the Quin start? Trying to kidnap some Broken Model 30s but they keep dumping them outside automatically, which lets them get back up. That and unless I assign them to bodyguard or the like they will always return to the broken building in BDC
ֆֆ Fall 19 Jun, 2024 @ 2:09pm 
@igwagac awh man I believe in you! You already did a great job at making a mod similar to what we want! Everything in the game is in order like the recruiting and basically being a king on the throne! You did great ! If you add the picking up items in the throne room ( or picking up items in your faction) I guarantee you this mod would no longer be just 4 stars!
igwagac  [author] 18 Jun, 2024 @ 8:25pm 
@ֆֆ Tetrial That's a good idea, but probably hard to pull off! I'll see what I can do though.
ֆֆ Fall 18 Jun, 2024 @ 3:57pm 
@igwagac I fixed the problem it was actually a mod I was using but thanks! Love the mod! So I was wondering if you were able to mod it to where the main building (at least) where like the Phoenix and the leaders of the faction were able to loot their own buildings? If I'm not mistaken you can do that in the other bad guys mod. If you can do that that would be great ty!
igwagac  [author] 18 Jun, 2024 @ 12:54pm 
@ֆֆ Tetrial I put Phoenix and a bunch of others in the middle of Squin, and Phoenix will engage in combat repeatedly, even if I don't move him to a different squad. Is there a specific scenario where you notice this happening?

It's also possible it's just a bug in Kenshi in general, in which case the dev team should fix it eventually.
ֆֆ Fall 17 Jun, 2024 @ 11:57am 
Hi @igwagac, so basically I noticed a big bug where whenever I'm in a fight The Holy Lord Phoenix at least, he does not continue to fight. I've tried putting him in a new squad but it doesn't work. I think that happens to other characters in your squad as well. Is there a fix? Ty :)
igwagac  [author] 2 Nov, 2023 @ 11:33pm 
@Scrappysteve101 I can't recreate your issue. I didn't make any changes to the towns or buildings, so that shouldn't be from this mod. Maybe one of your other mods are causing it?
Scrappysteve101 2 Nov, 2023 @ 9:08pm 
The other faction leaders aren't in their designated areas when I go to their villages as lets say Holy Lord Phoenix to Admag, Escata isn't located nor any other NPC of Sheks is there, is there a bug of some sort?
igwagac  [author] 19 Oct, 2023 @ 12:00pm 
@Newt That is a bug! I don't know how I messed that up. I was 100% sure it was fine before. I pushed an update to make it work again.

@Rex Yes, I believe so. I made it as mod friendly as possible.