Kenshi
Patrol that outpost!
57 Comments
Maxene 4 Nov, 2024 @ 4:46am 
That explains the random squads I get upon importing...
Shidan 3 Nov, 2024 @ 9:08am 
They are not a physical squad. Check your squad list, you should have new empty squad entries, those are the ones with AI.
Maxene 3 Nov, 2024 @ 9:01am 
I have had them say they've arrived and there's no one there. What do?
nichts 21 May, 2024 @ 9:58am 
just came here to ask why my squads stop spawning but I guess I killed that broken patrolbot, ah well. thanks for adding more features to this game, have used this mod for years and its kinda buggy but does exactly what it says.
Snowfious 8 Jun, 2023 @ 4:06pm 
Can confirm it still works, but note; Whether it's my dozens of mods and something is conflicting, but when you get the Squad, your people or animals assigned to it will not begin to patrol. For some reason, you have to restart your game, then it works correctly.
y u kik me? 8 Nov, 2021 @ 1:41pm 
Can confirm works. Took 1-3 days before it arrived. Playing with genesis mod as well.
Plinko 7 Oct, 2020 @ 2:44pm 
Does this mod still work?
Enubis 28 Apr, 2020 @ 10:12pm 
Question, does the patrols actually go get food on their own inside the outpost?
moontooth02 25 Jan, 2020 @ 11:03am 
I love this mod and I have some tips for the commenters below.
-To move patrols to a new outpost: remove char from squads, remove squads, import in new outpost, wait for new squads.
-If you don’t want your people to sit instead of patrol: 1) don’t have places to sit 2)have less places to sit than you have people patrolling so they take turns sitting down whenever someone gets up to eat or attack 3) when characters are in the squad and you have places to sit, they will patrol as long as you have them selected
-you can use this mod with the other “Player AI” squad mods by stilldoll (I use wandering trader)
Robinn 21 Mar, 2019 @ 4:55pm 
vvv would also like to know this please
Rustafari 21 Mar, 2019 @ 3:01pm 
Awesome mod, it works as expected :D only thing i can't seem to figure out is how to send the squad to patrol another outpost instead the one is automatically assigned to. Anyone know how to do that?
SuperNiceGuy 13 Feb, 2019 @ 5:44pm 
I don't know why but I saw 2 new empty squad and I put my character (which don't have any task) in and he just stand there or find somewhere to sit. Nothing else. :steamfacepalm:
Penta 29 Dec, 2018 @ 6:08pm 
UPDATE: I simply had a mod conflict, only needed to move this one down to the bottom of my load order. Excellent mod, adds some immersion and aesthetics to the game as well as useful wandering outpost guards. Thank you for this mod, Love it :)
Penta 28 Dec, 2018 @ 6:53pm 
i get the squad alert but the squads do not show up on my squad bar... maybe i have a conflict somewhere preventing them from showing up. Or do i need to go find the 'Broken Patrolbot' in order for the squads to activate?
ChaosMass 26 Dec, 2018 @ 9:17pm 
Awesome mode, dude! It is working as expected. I would love to see this expanded to other base features, like production or resource gathering. I can try and expand yours and share it with you.
Darkrage_nl  [author] 16 Dec, 2018 @ 5:03am 
Go ahead. I finally got a new place to live close to my work (after more than a year of looking) but it needs some work till I can live there.

And even then I do not know if this "bug" still works after all these updates.
Myst 13 Dec, 2018 @ 7:50am 
Hope you come back to work on this! Or maybe I will take it on as a project. I think this would be awesome for different trade hubs!
EMAN0987 17 Oct, 2018 @ 1:49pm 
I have the alert but they never arrive
Arlat 2 Sep, 2018 @ 3:46pm 
Hey, will this mod be updated? Thanks
Richard 10 Jul, 2018 @ 9:31am 
The mod doesnt seem working
Already import game multiple times and still no patrol squad alert
Darkrage_nl  [author] 18 Jun, 2018 @ 12:44pm 
Not a clue I have not updated nor played Kenshi for 7 months. And I will unlikely return to until atleast september (due to work).
3 Inch Punisher 22 May, 2018 @ 7:49pm 
Just to add... The mod is injecting as your skeleton is there and has appeared... not sure why the trigger is not happening for the spawns.... am i doing something wrong?
3 Inch Punisher 22 May, 2018 @ 7:31pm 
THis for some reason is not working for me... i double checked everything and did an import... Is this mod still active? Also how can i get it to work correctly if it is?
WindUpHero7 26 Apr, 2018 @ 11:34am 
Just out of curiosity, how does this mod determine movement speed? I threw some men in the squad once and they ran at full speed on patrol. I pulled them back into the main squad when taking them on a mission, then when I added them back to the same patrol squad they only walk around now. It looks better, but they don't get the ahtletics experience they did running.
CloudsInTheSky 18 Mar, 2018 @ 3:52pm 
Can you make the patrol between 2 custom checkpoints set by the player instead of around the outpost!?
SageFox 29 Nov, 2017 @ 4:37am 
I think in my case it wasn't a rare bug, rather a mod conflict. I'm also subscribed to the mod by Luminaire that increases unit count to 256 and squad count to 20.
Most likely what happened was sort of a recursion, with your mod and that one having an "arms race" to increase the max squad count (I looked at the platoon file of my latest save for it, and the FCK showed that I have a whopping 1800 squads that were spawned by the conflict)
The game is still playable for me, and I'm not having any fatal crashes caused by it. Just a heads-up that this might be the cause of the conflict.

If anyone else is willing to test out it out, it would be good substantial evidence for it.
As for me, I'll run a game without the old conflicting mod and see if I run into the same issues.
SageFox 25 Nov, 2017 @ 4:40am 
Thanks, I figured that would've been the only way to fix it. Nice of you to add a temporary in-game fix to it. Hope you find the cause of this; it's a good concept in itself
Darkrage_nl  [author] 25 Nov, 2017 @ 4:29am 
Not recently but it is sadly enough indeed caused by the mod (you are the second person who reported this)

You got the infinite event spawn bug.
If you go to the squad menu you see that the event has created a lot more squads than it should have (each blue dot is a squad). Normally the mod limits you to 2 squads but extremely rarely this won’t trigger for some reason.

I made a ingame way to fix it for these cases. At the ruined holy nation outpost west of the Hub you find a unique skeleton. Kill him and the squad spawning event can no longer trigger

You will have to delete all these additional squads if you want these blue markers gone. My excuses for the inconvenience.
SageFox 25 Nov, 2017 @ 2:08am 
Interesting mod. Just dropping this here that for some reason, since subscription, I've been getting a heckuvalot of unit markers on the map scattered around my outpost. Has anyone else encountered this? Was it supposed to do that?
Darkrage_nl  [author] 6 Nov, 2017 @ 2:22pm 
You can add all AI. But not all AI work for player characters and/or player buildings.

I have tried making a salves and slavers squad before I released this mod.

Making a squad that enslaves people was easy. Having the slaves follow there enslavers also worked quite well.

However having them recognize your outpost as a slave camp so the slaves stopped following your squads did not work. And having them recognize your farms and mines as legitimate work sites also did not work.

I might go back to it in the future but for now it got more issues than it us worth imho.

Squamousness 6 Nov, 2017 @ 1:06pm 
So this just occurred to me. If this mod adds 2 empty squads with special patrolling AI, could you do the same thing but give them the slave AI package instead?
Darkrage_nl  [author] 31 Oct, 2017 @ 11:33am 
After several tests I still did not encounter the 100+ squad bugs again. Either it is extremely rare or it can only spawn under specific conditions.

Eitherway it is a extremely annoying bug so I decided to add a ingame solution.

East of the Hub at the Ruined Holy Outpost I added a unique Skeleton NPC called: Broken Patrolbot. Murder or imprison him and the squads can no longer spawn.
Darkrage_nl  [author] 30 Oct, 2017 @ 12:32am 
I had the annoying endless squads bug in the past myself and thought I had it fixed. I’m quite occupied IRL currently but will try to fix it with a update tomorrow and/or add a trigger what allows you to deactivate the event from spawning any more.

profd 29 Oct, 2017 @ 1:10pm 
A bit more stuff: No, i did not try an import, nor did I try to unsub/sub again.
Just wanted to let you know (OP) that something 'may' be a bit wrong somewhere.
(and yes, I want to use that mod. Can't really live without it now.. :) )
profd 29 Oct, 2017 @ 1:04pm 
Worked ok during my last game, subscribed mid-game and without imort, tada! there it goes smoothly..
Now, on my new game, it just adds 100 squads. After I deleted 'some' (99) to keep one for my dog to be happy running all around, after some time, it just adds another batch of 100 squads, correctly numbered..
I just deleted the nameless_1500 squad now..
Mod is the last in the list. Also, started town in same spot than before. Took some time to build that mine tho..
MkVF 28 Oct, 2017 @ 1:04am 
Amazing.
Bong Lalls 25 Oct, 2017 @ 7:13am 
You beautiful person.
Darkrage_nl  [author] 25 Oct, 2017 @ 3:36am 
No that is not what I meant. Vain is not the most popular building spot for a fresh start because of its aggressive wildlife and locals. So I guessed you might be doing a themed playthrough.

I'm just trying to figure out why this mod causes issues for you. Since you said that you are using other mods and are so far the only person with crashes I assume it's caused by two conflicting mods.

And I love to find out what ones so I can either fix it with a update or make mention of it in the mod description.
Dez The Dapper Bocchi 24 Oct, 2017 @ 3:09pm 
what you mean greenlanders cant be at vain?
Darkrage_nl  [author] 24 Oct, 2017 @ 2:51pm 
At Vain? Are you perhaps using one of the hiver overhaul mods?

I know that several of them have unique campaign mechanics and might be able to fix the issue with a update.
Dez The Dapper Bocchi 24 Oct, 2017 @ 1:26pm 
i didnt even use an old save i staerted a whole new colony at vain
bk3000 24 Oct, 2017 @ 12:05pm 
If your game is crashing, the go-to move is to import your game anyways.
Darkrage_nl  [author] 24 Oct, 2017 @ 4:25am 
Strange, since this small mod uses 100% ingame assets. The only thing I could think is that one of your other mod changes some of these assets and as a result is not compatible.

You would not happen to use paradise falls or some other mod that makes changes to AI?
Dez The Dapper Bocchi 23 Oct, 2017 @ 7:27pm 
and i know tis this mod because without it i worked just fine i could leave my game on for hours which i did to test the atomoty of it
Dez The Dapper Bocchi 23 Oct, 2017 @ 4:46pm 
so i have made a new save for this mod added it tomy mod list and a bit after i start my save my game crashes
bk3000 22 Oct, 2017 @ 3:50am 
Well for gate guards, I played around with (but didn't save/test) that you could add a guard node to the gate. You place the nodes, then you reposition them relative to the object. Seemed like it might be annoying to get just right but should work in theory. One could add multiple nodes, or just add one and tell other guards to bodyguard the first.

Those guard mod's furniture also have a guard "functionality" they added, which is really just an animation. But you'd probably add a functionality to the gates likewise.
Darkrage_nl  [author] 22 Oct, 2017 @ 3:39am 
I have tried to implement the guard gate AI and sadly failed. That guard furniture seems like the better option for now imho.

I also have tried the use turret AI but that one only works when they are less than 3 meters away from the turret -.-.

I also at first played with just adding squads with special AI but the issue I had with that was the hometown designation. They patrolled but when I moved them to a outpost they eventually moved back to there "hometown" so my goal with this was to make a way to set the hometown to the outpost.
bk3000 22 Oct, 2017 @ 2:51am 
A while back I played around with adding a squad to the player's faction with police(already had the AI tasks), but it just resulted in adding a squad to the player faction. They did patrol for a time, but I think after an import they didn't anymore? And I had to disable adding that, because each import you got them AGAIN.

I take it you figured out something a bit better.

As for the gate guards, there are a couple mods to add furniture that your guards can "use" to make them stay in a spot and affectively guard. Doesn't result in patrolling of course. Being able to natively guard the gate itself would be better of course.
Darkrage_nl  [author] 21 Oct, 2017 @ 6:23am 
It is completely made by combining in game AI and mechanics so it is actually quite simple and update proof.
Mr. Bear 20 Oct, 2017 @ 4:31pm 
this is a pretty ambitious project, will definately keep an eye on it.