Kenshi
More Mercenary Contract Options
26 Comments
sandman 28 Apr, 2024 @ 12:51am 
Try this: Hire the desired group of mercenaries as bodyguard. Move with them to the base which you want to be protected by the mercenaries. Dismiss the contract (if using this MOD here) talking to the leader or wait till the agreement exeeds and then hire the group as guards for your base. The mercenaries are supposed to protect the base closest to the position the agreement is done.
PRIDE Tikoy  [author] 14 Apr, 2024 @ 10:30pm 
It's been a while since I last played Kenshi. But there is no option like assigning specific settlements in this mod. A workaround I remember before was to lock/close the mercenaries inside the gates of that settlement.
paanstar 14 Apr, 2024 @ 9:56pm 
Same question as previous, though it seems unlikely to be answered.
Lumiere 11 Aug, 2022 @ 1:19pm 
Is there any way to add an option to allow us to choose which settlement they go to defend? I have two bases, and I want them to go to one, but they always go to another.
rbalsek 4 Feb, 2021 @ 3:38am 
이 모드는 용병 대장의 체력을 괴물처럼 높혀주는 것입니까?
Mazz 9 Dec, 2020 @ 4:35am 
Does this mod work still ?
Terendelev 21 Mar, 2019 @ 11:55pm 
Great job on the mod, I like how you also added dialogue and a dismissal option. This will be nice for my playthrough as I'm using x3 attack slots, upped enemy squad sizes and not using the 256 mod so mercs are crucial.
PRIDE Tikoy  [author] 4 Feb, 2019 @ 7:32pm 
Hi there, I checked in FCS and there should be no incompatibilities between the two mods ^^ The RW mod adds another Merc Captain NPC who is not meant to be hire-able and only spawns in certain locations. The vanilla Merc Captains still exist though so MMCO should still work and you should still be able to hire them.
arykalin 4 Feb, 2019 @ 12:42pm 
Hi, is it compatible with Reactive world mod? I see that it changed mercenaries too.
PRIDE Tikoy  [author] 26 Jan, 2019 @ 11:27pm 
Working on some new dialogues. And thinking up of another mod to enhance dialogues with a mostly ignored faction in the game or maybe add a new character with lore related to that certain faction. Have rough ideas here and there, going to experiment some more and see what I'll come up with. On the sidelines, me and Chaos are testing the features he suggested so we'll see how it goes from there, too :)
ChaosMass 22 Jan, 2019 @ 11:32am 
I was working in a similar mod, but this solves all of those gripes. Have you thought of adding AI behaviors such as going to bed while hurt, manning turrets, removing intruders? I can give you the deets on how to do it.
Quint ¤ ς ¤ 22 Jan, 2019 @ 11:30am 
lol nice one thanks a thought it might work like that they can use any first aid kit i think the descriptions just for flavor where it says skill will hinder you not 100percent thou they can use all med kits just like a player character can
PRIDE Tikoy  [author] 22 Jan, 2019 @ 11:19am 
Updated and implemented suggestion. For future suggestions, please post in the thread named "Post here." instead so we'll have a proper avenue for discussion. A new thread also works. :) Thanks!
PRIDE Tikoy  [author] 22 Jan, 2019 @ 10:23am 
Alright. I loaded a really early save where I hadn't discovered some of the towns yet and @abquintess, you were right. Mercs did have the updated medkit in the unimported file. I'll patch in your suggestion @Headhunter. ^^
PRIDE Tikoy  [author] 22 Jan, 2019 @ 9:54am 
I see. Unfortunately, I think I may have seen most of the mercs available on my save file (I only have 1 playthrough lol). Unless I'm patient enough to scout roaming mercs @_@ Btw, I'm unsure, at what skill level can a medic use the advanced first aid kits? I went with the safer choice and gave the mercs standard kits instead of the advanced ones.
Quint ¤ ς ¤ 22 Jan, 2019 @ 9:43am 
either way if it works or not youd still get the extra med kits in inventory on a new game start lol :S
Quint ¤ ς ¤ 22 Jan, 2019 @ 9:40am 
yeah lol thats what i ment sorry if you add it into the characters inventory it should be applied to the merc squads you have not visiited yet as they have not yet been loaded in to the active world yet if that makes sence
PRIDE Tikoy  [author] 22 Jan, 2019 @ 8:25am 
unfortunately, you can't add items through the squad template (correct me if I'm wrong) - only through the characters section where you can change items in their inventory. I actually have the little mod already but... the change requires an import.

However, I only tested this from the mercs in bad teeth and I was around the borderzone that time. I'll try to test it out again from cities further away, perhaps it was a mistake on my part.
PRIDE Tikoy  [author] 22 Jan, 2019 @ 8:16am 
I haven't thought about adding kits through their squad, just characters. I'll try it out and see if it works ^^
Quint ¤ ς ¤ 22 Jan, 2019 @ 8:04am 
for example in vanilla i reguallry hire mercs and have the outpost life mod where you get npc citzens i always staelth ko or loot when downed and fill theri inventory with first aid kits so they can heal themselves and others (and me) more effectivly hah
Quint ¤ ς ¤ 22 Jan, 2019 @ 8:02am 
i agree with head hunter the mercs need more first aid kits for the extended contracts (they needed more with the vanilla ones) lol other than that this mod sounds awesome andim looking forward to trying it out,

if you update the mercs inventory with the first aid kits in the squad template then it might effect squads you havent loaded in to the world i.e havent met yet so the change could be affected without an import ...
Headhunter 22 Jan, 2019 @ 6:00am 
Hello, that's no problem. It was just a thought. It is no problem for me to integrate it myself into the mod if I want it. Again, a great and immersive mod!
PRIDE Tikoy  [author] 22 Jan, 2019 @ 4:09am 
The feature you requested is actually very easy to do, however, you need to import the game in order to have the changes applied. Personally, I dislike importing and only do it as a last case scenario because it resets so many things from my game. Which is why I feel I cannot add this feature to the mod at the moment, I am sorry.

Perhaps I can make an add-on or a patch, and when I do, I'll update the mod description for this.

For now, your squad can help patch your mercs up if they have the medic job enabled or you can put standard first aid kits in their invo when they're unconcious.
PRIDE Tikoy  [author] 22 Jan, 2019 @ 4:08am 
Apologies for the late reply. Thanks for the suggestion and I'm glad you like the mod. :)

What you say is true. However, giving them bigger (standard) first aid kits instead will also use up more inventory space. Another thing to remember is that Mercs actually loot from the dead. When you hire them for non-vanilla durations (say 30 days), you will eventually notice them saying "no room for that" whenever they try to loot from the dead.
Headhunter 21 Jan, 2019 @ 10:22pm 
Hello, great mod! I want suggest that if the mercenaries are on duty longer, the first aid kits will go blank. Maybe the mercenaries should be given two big first aid kits to last longer.
Mr.Taco 21 Jan, 2019 @ 12:53pm 
looks interesting.....I shall download and test it immediately!