Kenshi
Guards for the Hub
65 Comments
WulfDC2 19 Feb @ 2:41pm 
@mrmoore2050
maybe he was looking for a cage to put him in? and incinerator once dead?
Just a guess, I haven't messed with this yet
nidaren  [author] 28 Dec, 2024 @ 3:18am 
Released a new update: Guards belong to the Holy Nation Outlaws faction, as requested by many mod commenters. This change allows for better compatibility with the area Hub is as well as to avoid some of the potential conflicts. Bar guards follow suit.
Mazz 15 Dec, 2024 @ 9:21am 
This mod good thanks cheers :beeped:
mrmoore2050 15 Dec, 2024 @ 12:00am 
This mod is basically essential unless you're a masochist. 2024 works good for me.
Idk why the head guard always ends up carrying a dead guy permanently...
But it's a small issued for how amazing it is to have proper Hub guards.
Natacha Gronlova 14 Sep, 2024 @ 9:46pm 
This mod work good? year 2024
nidaren  [author] 19 Jan, 2024 @ 12:29pm 
Yep - I have encountered same issue in vanilla, this is just a problem with base game, We need Kenshi 2 and we need it now! Haha <3
Arjuna 18 Jan, 2024 @ 10:46pm 
@vx9seneca lol i dont think thats the mods fault, it happened too in my vanilla kenshi playthrough. Sometime HNO patrol (outside the hub) become hostile and try to mug random npc in their line of sight, maybe they try to mug high lvl armed trade ninja guards (what are they thinking xD). It makes the ninja pissed and start to butcher homeless HNO inside the hub.
vx9seneca 16 Oct, 2023 @ 11:17am 
Worked great, just what I was looking for....Until they went all Manson and started killing off all the HNO residents of the town. The guards started attacking all HNO on site as troublemakers, even patrolling squads that would pass through from outside the town.

Is it possible to MOD the bartender, shop guards, and the gate guards to all be HNO? That would be fabulous.
ShamelessCasual 30 Jan, 2023 @ 6:50pm 
This is awesome and works great, thanks!
ChatGPT♥® 22 Nov, 2022 @ 3:41pm 
Thank you very much :steamhappy:
Asur 9 Aug, 2022 @ 3:03pm 
nidaren, thanks you!
nidaren  [author] 9 Aug, 2022 @ 3:01pm 
@Hack, absolutely, enjoy :)
Asur 9 Aug, 2022 @ 2:38pm 
Hi! I am the developer of the Second Life of Kenshi mod, can I include this mod in my modpack?
Jäger 27 Mar, 2022 @ 7:52am 
A simple mod can be created to make the Trade Ninja and Holy Nation Outlaw factions co-exist which should reduce the fighting between the two.
nidaren  [author] 4 Jan, 2022 @ 2:27pm 
You are welcome, Jack. Glad you enjoy it.

If you would like to have bar guards regenerate as well, here is the mod I made for it:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1610136910

o7
16jackcole 4 Jan, 2022 @ 5:17am 
Its only a few extra guards, but it does make a big difference. Usually after a few weeks all the Trade ninjas in the bar have either been killed or enslaved while I'm not looking, which sucks because then the bar gets overwhelmed, and the Hub ends up feeling even more sad and lifeless.

With the extra ninjas though, bandits never even get close to the bar or patrons, and the gate guards have the numbers so that they never get overwhelmed or knocked out, which means they never die or get enslaved either. Months in, and all the guards/bar staff/patrons are still alive.

Simple but great mod. Thank you vert much :steamthumbsup:
KelTheHud 15 Dec, 2021 @ 7:37am 
So in my game, with very few mods I am having issues with them attacking holy nation outlaws as well. However, the only thing I noticed is they tend to do it primarily if there is a bounty on the outlaw. So if you have one of the mods such as bounties extended, which has a high chance to add low level bounty amounts to outlaws and other random enemies, this could be the cause. Otherwise I am not sure what else it could be.
HAL-9000 4 Dec, 2021 @ 9:24pm 
@JayRebirth Its not a mod conflict, sometimes the outlaws have bows and if theres an all out skirmish in town they might hit a trade ninja and then become hostile with eachother, causing an internal war.
Arturia 15 Nov, 2021 @ 5:03pm 
Thanks for the mod! I didn't like how bandits could patrol into the hub and randomly decide to attack the bar. The barman almost died a few times so I went looking for a mod like this.

I noticed the middle guard at each gate likes to carry dead bandits; a grim reminder for those who wish to attack!
JayRebirth 5 Aug, 2021 @ 7:30pm 
No idea what people below are talking about. I just installed it and they are working as intended. Clearly people have mod conflicts for them to be attacking everyone.
Eddy63 24 Oct, 2020 @ 11:48pm 
Are you able to mod the trade ninja faction to be allied with the holy nation outlaws and the shinobi thieves? .... or at least neutral.
Pig ♡ 24 Oct, 2020 @ 5:28pm 
They attack everyone, including the shinobi thieves.
nidaren  [author] 24 May, 2020 @ 8:40am 
Yep, it is in game situation - easy to fix though, so I will have to sit to it :)
Eddy63 24 May, 2020 @ 8:35am 
True even after uninstalling this mod the trade ninjas from the bar are attacking the holy nation outlaws living in the hub eventually wiping it out. So its not the mods fault its a generall problem with the trade ninja faction
DenizenofDarkLight 24 May, 2020 @ 5:52am 
First, I'd like to thank you for the mod. After getting wrecked by Dust Bandits in a new start, I think having some extra guards nearby will be helpful. Second, in regards to the issue some people have reported about Holy Nation Outlaws and Trade Ninjas fighting, while I haven't seen one of these battles for myself in vanilla or modded, I did find another mod that mentions the issue, Kenshi Architecture Mod. The mod itself plans to make changes to pretty much every settlement in the game, but what's interesting is that the author mentions finding and fixing a bug where Outlaws and Trade Ninjas kept fighting. Maybe you could study the mod to find what they did to fix it, or just contact the author and ask them how they did it. Hope this helps! And thanks again for the mod!
nidaren  [author] 4 May, 2020 @ 12:40pm 
This may be affected by other mods you are using, or a new versions of Kenshi that changed something to the behaviors. When I last modded it, it was not possible to influence the behaviors like putting in prison, picking bodies etc. Usually what triggered it in the past was when a mod added a prison for example or indeed a corpse burner, but then they would just use it as per normal. It may be some mod that interferes with it.
Eddy63 4 May, 2020 @ 12:23pm 
Good to hear. Looking forward to seeing a new version with some more chilled guards. Btw. any chance you can fix them to not carry bodies around? They pick up downed ppl but never drop them, so they end up guarding with corpses on their shoulder. Is it caused by the corpse incinerator in the city (which is unusable for tasks), or is it the standard "throw out of town" routine that gets interrupted?
nidaren  [author] 4 May, 2020 @ 12:14pm 
Thanks for the reports guys, I simply use the same faction as the guards that protect the bar, but maybe these are not compatible with the "outside" travellers. I will update to something more friendly :)
simpliv 4 May, 2020 @ 11:37am 
Can confirm. They regularly attack Holy Nation Outlaws living inside of the Hub and even regular caravans from the Traders' Guild. The former (HNO civs being attacked) is usually triggered by guards attacking the Traders' Guild or other enemies, resulting in an all-out brawl. They usually ignore the civs again after it all, but it does cause a lot of needless chaos.
Jäger 13 Apr, 2020 @ 8:10pm 
I found two types of caravans in the FCS. One has guards with the faction of the Trade Ninjas, the other has guards with the HN faction. That is why they are are attacking. You may want to switch the guards to the Shinobi Thieves guild to avoid this and make it more compatible with other Hub mods.
nidaren  [author] 29 Feb, 2020 @ 10:38am 
Hey there - the gate guards belong to the same faction as the guards from the bar, so they inherit all of their default behavior .
Mr. Mauer (Mollari) 28 Feb, 2020 @ 4:54pm 
they fight the holy outlaw criminals and for example the npc from functioning market stalls are outlaw criminals aswell, unfourtanetly the ninja trader fight the outlaw criminals and everything looks really odd.
nidaren  [author] 2 Jan, 2020 @ 12:09pm 
Hey Quirky. Thanks for your feedback. Glad you like the mod.
Quirky Custodian 2 Jan, 2020 @ 4:49am 
Great mod, glad I found it. :cybereye: Started using this on a new playthrough with a small selection of other mods, 15 of them, and the guards are acting normally, not aggressively. Hungry bandits are walking casually through Hub if they're not causing trouble. Animals are also not attacked just on sight.
nidaren  [author] 23 Nov, 2019 @ 11:43pm 
Hey Bruunz, nothing has been altered in the Guards' AI. They are from the same faction as their collagues that stay in the Bar.
Bruunz 22 Nov, 2019 @ 12:51pm 
Any particular reason why the gate guards are so aggressive? Dust Bandits and Hungry Bandits are not able to get close to the gates without the guards initiating combat. The guards are also attacking wildlife when in view. They don't seem to have the same behaviour as the guards in the bar. nice mod btw :)
nidaren  [author] 23 Aug, 2019 @ 7:45am 
Thanks! Glad you like it !
Mr. Anonymous 20 Aug, 2019 @ 2:12pm 
Been using this for months. Very nice addition. Thanks!
nidaren  [author] 17 Jun, 2019 @ 8:09am 
It has been reported a few times - but this mod does not alter the relations between factions at all, so you must have a modification that sets the hostility between them. You would need to go through the mods and check which ones sets it.
Redeye 17 Jun, 2019 @ 7:16am 
are the trade ninjas rivals to the holy nation outlaws? I have other mods where there are more factions int he town, the guards are constantly fighting visitors and there are always dead bodies everywhere. I'm just curious if anyone knows the relation of these factions so I can edit it for my own gameplay.
nidaren  [author] 9 May, 2019 @ 5:41pm 
Thanks - normally there should be no difference between the gates, both follow the same ruleset. The only thing that comes to mind that could cause this behavior is a mod that changes the buildings or building parts in the Hub. Chanding in game definition or link to the gate could also switch off all the NPCs that relate on that building.
RocknGames 9 May, 2019 @ 4:44pm 
hmm east side gate guards seemed to respawn but thewest gate guards havent ,and its been ingame days .might just be a game thing but thought I would mention it
nidaren  [author] 15 Apr, 2019 @ 3:32am 
Yep, if you installed a mod that alters factional relations between each other it can happen, as my mod uses vanilla factions and does not touch relations between them. If they are altered, it is either by events in game or other mod.
Lansetti 14 Apr, 2019 @ 1:49pm 
Hey, had the "same" problem on one of my plays where the Ninjas just wiped both Slavers and Traders.. (Think everything was fine before I installed Faction Caravans mod)
nidaren  [author] 7 Apr, 2019 @ 5:18pm 
Hey Knitght, it never happened in my games. but I did not play in the newest updates. I will have a look. The guards are using the faction that should not be hostile to outlaws by default, unless some event occurred in the game that has caused it.
knightmare170 7 Apr, 2019 @ 5:29am 
Are the guards supposed to constantly attack Holy Nation Outlaws (i/e. the general population of the Hub)? Because they do that all the time in my games.
★Captain Yami 1 Apr, 2019 @ 1:54pm 
if you pick a modded guy, they wil be hostile? perhaps?
nidaren  [author] 10 Mar, 2019 @ 2:42pm 
Thank you very much Mark, I may make a small under-the-sky prison for them, as there is not much space in the current hub :)
Mark 10 Mar, 2019 @ 11:01am 
Great mod!

Possible bug: The gaurds seem to not know how/were to put down bodies they pick up. Two of mine have been holding rotting corpses since their first fights. Not game-breaking by any means and they still fight even while holding the bodies.
nidaren  [author] 6 Mar, 2019 @ 5:37pm 
Spread the love around ;) We don't have enough of it these days <3 ;)