Kenshi
Bounty Quest/ Training HUB
70 Comments
Devonte 18 Jan @ 9:42pm 
What rewards does the bounty merchant give? He's telling me "here you go!" but I haven't received anything yet.
Nєx 一 红龙 17 Feb, 2023 @ 1:28am 
Can someone split this mod? i just want the bounty quest line, the hub prison and shinnobi hub train place, or can explain how to delete the other stuff?
Avata 7 Dec, 2022 @ 4:43am 
@Howls@TheMoon same things is happening to me that "Enter Name" says below

if some fight happens in the city the trader ninjas and the Holy Nation Outlaws start killing each other no stop

then in the end the trader ninjas go crazy and start kiling everysingle person with the faction "Holy Nation Outlaws"
Rectest 10 Jun, 2019 @ 12:50pm 
I disabled the politiks mod, imported the game got the quest to pick up giest and they still do not show up in either bar in squin. Is there an alternative place they could spawn like in the other location the slip says?
Rectest 10 Jun, 2019 @ 12:25pm 
Amazing mod love the work done. Some things do feel op like being able to buy an elder gurru for 1 cat and the other animals added for either free or 1 cat as well. I am having an issue where giest doesnt spawn in the Squin bar. I have the politiks mod which makes squin only have one bar as the shek hq was moved to Squin. I'll deactivate that mod and see if thats the issue. I had geist spawn once in my first play through.
DioWithIt 9 Jun, 2019 @ 5:06pm 
So, how do I recruit the dancer now, every time I talk to her after hiring, she just states random lines of where to go next, did you update it to you can't recruit her now?
Auzrekite 11 May, 2019 @ 12:36am 
additional info: town might have been killed when the holy nation raid passed thru and the shek claimed it. went back to an older save and defeated them before it happened, no change in hub since
Auzrekite 9 May, 2019 @ 11:58pm 
if you take over stack with reactive world the shek will take over the hub and it will be in ruins without the shop/bounty npcs.
Yoonic 21 Apr, 2019 @ 11:39pm 
Sorry if this question has been asked, but how is this mod interaction with Shiddan's Reactive World? I use both of them and it would be nice to know that their is no big conflict aside the world state overide when the Shek take over Stack or Bad Teeth(as I find that somehow understandable, it's war, people get displaced all the time).
Enter Name 16 Mar, 2019 @ 7:22pm 
So I have a mod request in regards to one of the parts of this mod. All Hungry bandit squads are now Starving Bandits.

I play the game with the Functioning Market Stalls mod, and also with Guards for The Hub. While usually it all runs along smoothly, eventually a group of Hungry bandits that are for some reason under the Holy Nation Outlaws will waltz in and start attacking the guards. This leads to the stall vendors, who are assigned to the same group to run over and assist them only to start racking up a bounty and being continually aggressive with the Trade Ninjas who run the bar/gates.

While I do like some of the added content in this bounty mod, too much is changed and honestly don't want those flashing colored lights in the Hub that I typically use as a central starting location.
Howls@TheMoon  [author] 27 Dec, 2018 @ 11:45pm 
You can to earn a little extra cash but you just need their belt item in your inventory to advance.
I think it's just on the dust bosses if i remember right, but hungry bandits all have the item so they are more profitable.
Shadowkaisa 27 Dec, 2018 @ 11:36pm 
do i have to find hungry/dust bandits with bounties?
Howls@TheMoon  [author] 27 Dec, 2018 @ 10:45pm 
I think one of the most confusing things is that the bounty items to activate the quest dialog will end up in your belt slot alot and they arent recognized by the bounty master npc when they are on the belt, so watch out for that one :D
Howls@TheMoon  [author] 27 Dec, 2018 @ 10:44pm 
Np lol, in testing i do that too. I think that something isn't working only to find i wasn't looking in the right place and did extra work i probably didnt have to do >.< I did just recently test this whole mod again when adding it to Mortal Gods mod but let me know if anything else arises as i would rather find a fix to even the small issues a.s.a.p
Shadowkaisa 27 Dec, 2018 @ 10:38pm 
@Howls@TheMoon ah sorry about that i'm just completely blind it seems :)
Howls@TheMoon  [author] 27 Dec, 2018 @ 10:33pm 
@Shadowkaisa
There are 2 bars in Squin you know :D
Sometimes she wanders between them i guess but will approach you when near and start acting shek lol
Shadowkaisa 27 Dec, 2018 @ 9:44pm 
Cool i fixed it thank you very much!
another question i can't find geist? i have been sitting in the bar in Squin for awhile.
Howls@TheMoon  [author] 27 Dec, 2018 @ 9:23pm 
@Shadowkaisa
Added "import" message to description for existing saves.
Thanks for helping me clear that up :D have fun~
Howls@TheMoon  [author] 27 Dec, 2018 @ 9:21pm 
So when adding to an existing game and loading from the Hub nothing will appear without an import. I remember adding it before to an existing game outside of the Hub on load and thought everything showed up just fine, could be different depending on other things i guess.
Anyway import will definately fix it.
Howls@TheMoon  [author] 27 Dec, 2018 @ 9:10pm 
If you added this mod to an existing game then an import should fix it. I just took that screen shot so i know it works with a fresh start.
Shadowkaisa 27 Dec, 2018 @ 9:08pm 
I'm not using any other mods but the building is empty.
Howls@TheMoon  [author] 27 Dec, 2018 @ 8:51pm 
https://steamhost.cn/steamcommunity_com/profiles/76561198187005835/screenshot/950722293776877772
In the long house on the left in this screen, if your not using any other hub mods.
Shadowkaisa 27 Dec, 2018 @ 8:46pm 
Where is the training area belonging to the shinobi thieves?
Howls@TheMoon  [author] 28 Oct, 2018 @ 10:11pm 
Updated biocage model mesh.
Improved functionality, now you can get your fuel and remove the body! woot
To remove the body after the fuel is there aim the cursor near the bottom of the well until you see the magnifying glass for that body and then pick it up.
This might require you to deconstruct and rebuild any existing cages, allthough it might not.
Howls@TheMoon  [author] 23 Oct, 2018 @ 10:52pm 
Updated with most current changes to Bio-cage mod.
Added 3 new Butchers tables for Hivers and both cannibal limbs.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1431654778
Howls@TheMoon  [author] 22 Oct, 2018 @ 8:07pm 
Updated to latest version
Added girl poses overrides to the 3 dancers at the hub club
Howls@TheMoon  [author] 17 Sep, 2018 @ 9:30pm 
Playing through with a new character i made, everything in and working fine so far aside from moving.
AN7AG0NIS7 17 Sep, 2018 @ 8:47pm 
Ah! At least now we know it's the experimental branch causing it. And yeah, the trade ninjas' bar moved to one of the stormhouses in my game.
Howls@TheMoon  [author] 17 Sep, 2018 @ 8:23pm 
I just tried this out with the experimental version and found that indeed upon new game or import that the blueprint shop moved to the snailhouse where the bar was. The blueprint collector had all of his stuff for sale though and the bar was still in just moved.
AN7AG0NIS7 17 Sep, 2018 @ 7:56pm 
Ah thanks for the fast reply! I don't have any mods that change the hub besides this one but i'll move this to the bottom of the mod list when i get home from work.
Howls@TheMoon  [author] 17 Sep, 2018 @ 7:51pm 
The BP collector likes stormhouses and his interior is for it so if he's forced into a different building that is why his interior dissapears.
Howls@TheMoon  [author] 17 Sep, 2018 @ 7:50pm 
Sounds like a conflict with another mod, if you have any other mods that affect the HUB it will change who gets which building. I've never seen the HUB bar affected with this mod but i don't use any others for the hub. You could try moving this mod to the bottom of your mod list or atleast below the other mod that does something with the HUB.
AN7AG0NIS7 17 Sep, 2018 @ 7:44pm 
I've done so many imports over the past few updates and i still can't figure out what affects which faction gets which building. What's really bothering me is that the blueprint shop keeps getting the snailhouse originally assigned to the trade ninjas' bar. Worse still, the blueprint shop doesn't spawn with any furniture so the shiny robot dude has nothing to sell. Any advice for this?
Howls@TheMoon  [author] 9 Sep, 2018 @ 9:59pm 
@catanbros I left some units in other towns when i imported for Reactive World mod and everything was sill good in towns after import and save/reload.
Howls@TheMoon  [author] 9 Sep, 2018 @ 9:39pm 
Reactive is at the bottom of my list, I did just read though that they will take the Hub only if they take over bad teeth or stack and only after the dialogs which look to be 3 steps are completed so even it if does turn out to override my hub it could be avoided just by not talking to certain npcs.
I'll keep you up to date as things happen or don't lol
Bakinda 9 Sep, 2018 @ 9:34pm 
Okay great, that's awesome to know! Do you have this loaded before or after Reactive World?
Howls@TheMoon  [author] 9 Sep, 2018 @ 8:02pm 
@Bakinda, I added the Reactive World mod again and everything is fine so far. I think the issue i had before might have been with a building i was testing and forgot about >.< Just took out Pheonix and am about to pursue the dialog with the shek, the Hub is unchanged so far.
Howls@TheMoon  [author] 9 Sep, 2018 @ 7:32pm 
A quick vid of squads split up in different towns when loading https://gaming.youtube.com/watch?v=-aXEqcCNfWI&feature=share
I just remembered seeing that same issue mentioned in Zheyrons martial arts city mod, are you using that? He did comfirm the issue and noted to save outside of towns.
catanbros 9 Sep, 2018 @ 7:12pm 
k
Howls@TheMoon  [author] 9 Sep, 2018 @ 6:53pm 
My guess is it has to do with the campaign and town override system in either vanilla or another mod. Back to the game~ I'll let you know if anything else pops up :D
Howls@TheMoon  [author] 9 Sep, 2018 @ 6:51pm 
I made this and have only used it/updated it with the stable version of the game. Are you using experimental by chance? Also to note i havent added or changed any campaigns or triggers or overrides and the characters added to towns are as a bar squad with one or two recruits.
Howls@TheMoon  [author] 9 Sep, 2018 @ 6:42pm 
I just hit day 51 on my current game, i have 25+ recruits. Im currently using this mod with my kehsans mod and demons mod as well as the Tech traders visits and smaller splint kits mod.
I've completed a good number of the bounties and have allied with the HNO, Shek and Shinobi.
I have had my party split up between our main outpost which is located between hub and Squin and several other towns while looking for the bounty hunter and demon recruits. Just recently we took out blister hill and captured pheonix, later i returned to steal some stuff to find it still populated. While i have seen towns look like no one is around for awhile, I have never seen a DEAD town notice. I'll will do some testing with spliting squad up and saving in different places to see if i can reproduce that but i have been using this mod for several months as i made it and havent seen it yet.
catanbros 9 Sep, 2018 @ 6:30pm 
yeah, i had my squad settled in the hub and every time i saved after import, everyone dissappeared. This also is the same for any outpost or town my other squad stays at. example is i had 3 guys in holy nation millitary base, 2 guys in stack, and then over 10+ at hub. After one save. I loaded that save up and in those three towns, the cursor highlights that town as DEAD. No one is around and everyone dissappeared.
Howls@TheMoon  [author] 9 Sep, 2018 @ 4:15pm 
Any other mods that your using that effect population of town?
Aside from adding the characters and buildings to the hub this mod adds 1 or 2 recruits to some towns and other places. I've recruited most of them, saved in the hub as well as squin shark and mongrel and havent come across this issue.
I do remember seeing some other posts about missing city population on the forums unrelated to this mod.
My current playthrough with this mod is on day 47 and has had 0 issues.
If you can provide me with a bit more detail (which town, other mods?) i could look into it abit :D
catanbros 9 Sep, 2018 @ 3:21pm 
hey howls, Just like to mention a problem. Every time i save my game, the towns that my squad stays in goes completely dead like all populace is gone. I do not have reactive world installed so yeah just a bug to mention to you.
Bakinda 5 Sep, 2018 @ 10:32pm 
Yep, Reactive World is the one I was reffering to. It is one of the only mods that I prioritize above any others just because of the depth that it adds to the game. I noticed recently the override on his end and asked him about compatability with Hub mods, but he wasnt sure how it would effect it either.

If you could test it that would be awesome! This mod looks great, I already have it subscribed for when I do another playthrough when the next map piece launches. Would hate to not be able to use it because of an incompatability there. If anything, I'm hoping I can just put this mod at the bottom under Reactive World and maybe it would override his override lol.
Howls@TheMoon  [author] 5 Sep, 2018 @ 8:59pm 
No clue what effect that would have. Are you refering to the Reactive world mod?
I could turn it back on for my current playthrough which can take on the HN and find out what happens. I haven't used that mod with any of my mod test playthroughs but i do test for compatibility with all my mods lol. Reactive world is a great mod though so i'll test it out as i've finished most of the bounties with this mod.
Bakinda 5 Sep, 2018 @ 7:14pm 
Shidan's mod currently adds an override to the HUB, where if you push the HN far enough, the Shek are supposed to take over the HUB and rebuild the buildings.

Do you know how compatable that would be with this mod or if load order would effect anything there?
Howls@TheMoon  [author] 3 Sep, 2018 @ 4:35pm 
Added Shek limbs to Limb storage, now human and shek limbs can be stored.
Added Butchers Limb table Shek to bio-cage bp (if you've read the bp allready it will auto appear no import)
Fixed Bio-cage abit, it's slightly faster and if you keep inventory open when the bio fuel is produced you can take the body out and dispose of it) Still requires you to micro it.