Kenshi
Security Plus - Guards & Patrols
59 kommenttia
colbub 10.7. klo 18.55 
I don't think there's a way to make them stop at certain patrol points for longer periods, other than maybe turning down the efficiency of the patrol points (it's at 800% in the default mod). If I can figure it out in the modding tool or someone else can, we'll see!
Mr. Biscuits 27.4. klo 16.19 
Too sweet
Mandalf 23.3. klo 8.10 
This mod is an amazingly useful mod that adds immersion and gameplay options.

But I have always looked at it as more of a workaround to add needed functionality rather than an advancement to make in game. The required tech level three research is pretty far up there for my knuckle dragging survivalists. So I made the research and build costs lower.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3450518270
iriemk 27.11.2024 klo 16.08 
This mod's been working without fail for me for just about every kenshi setup over the past 5 years. Dunno what everyone's issue with the guardposts is, my guys fight all that go near, then return to post. As they should. And well, I don't use mats/torches to set patrols. But as training tools, namely for STR, Stealth & Athletics, they do a damn fine job:

Grab a corpse, load up with 2000kg, setup a 2way patrol & GO. Set one guy to patrol task, the others to follow - instant marathon! Put a live enemy in a cage anywhere in sight of your training run, it'll raise stealth as if you were running past him in the wild. And 2000kg + corpse is just about enough to never have encumbrance drop below 100% until you reach high 90s in STR.

In short: This mod is a godsend with regards to training, and while it may not be working perfectly for everyone, it works well enough for me to absolutely love it.
So thanks to LordLurk, Crovvv & Winsenkiller for making and sharing!
Zack77 19.4.2024 klo 3.14 
Don't use buggy mod messes with navmesh and very buggy guard behaviour
sunny 5.4.2024 klo 2.17 
@snuggl tech level 3 was for waypoints as well? waypoints is tech 2 even on its latest own seperate mod.
sunny 5.4.2024 klo 2.16 
It isn't working for me, tried setting up on it's own without any other mods and importing.
Ailosacath 4.4.2024 klo 3.30 
@Cat Daddy: just put them on follow on another character that is using the torchposts
Yakachu 3.3.2024 klo 13.15 
I use this to train athletics. If only it worked with my animals.
Snuggl 27.2.2024 klo 16.21 
@Couch: Works fine for me. You need Tech level 3 for it to show up.
Couch 26.12.2023 klo 9.29 
does this still work? i subscribed and nothing is showing up in game
greeny19 6.9.2023 klo 21.18 
Was able to work for me by importing/putting at bottom of load order. Not sure if that's a fix all but resolved for me
Jariko 8.8.2023 klo 19.57 
The patrol torches were working for a bit and now has stopped
Psycho Dad 10.4.2023 klo 9.00 
Be nice to have a mod like this for Guarding/patroling that works :(
MrPinobis 21.2.2023 klo 17.01 
no working, f
SFX_NoFace 3.2.2023 klo 13.20 
this doesnt seem to be working for me
Mexican Timothee Chalamet 13.1.2023 klo 18.25 
any comments on if this works?
Tizferatu 8.12.2022 klo 5.49 
Disregard, accidentally built mats instead of torches and mats clip down into the terrain (which is why they're invisible).
Tizferatu 8.12.2022 klo 5.20 
The patrol torches seem to be invisible. Reloading doesn't fix it.
Ratlock 20.5.2022 klo 23.58 
question: are you still updating this mod or have you moved on
Commy 30.4.2022 klo 12.56 
mod still working?
Ojisan 25.2.2022 klo 4.26 
Really love how the mod worked but... it keeps crashing my game and when I place down guard mats, it screws with the pathing system that my characters can't leave the gate at all for some reason.
Delusionist 15.2.2022 klo 6.59 
This mod messed up my game:steamthumbsdown:
Cat Supremacist [SM] 25.1.2022 klo 2.31 
I can't get my guys to take the B>A back to A, however I was able to set them to craft a new ticket and run to B with it back and fourth to get the same effect.
Mr Nimbus 24.1.2022 klo 23.29 
so your torch posts for guards work fine, but the mat for guards inconsistently disappears, or is untargettable, and all versions of the patrols don't work at all - I assign the jobs in every order combination possible, and none of my dudes actually carry out the job in any capacity.
Lord Lurk  [tekijä] 22.1.2022 klo 4.51 
Yeah, some locations in the game have just really wonky and outright unreliable pathing. Not really much you can do about that AFAIK.
Blasman 21.1.2022 klo 23.23 
Well, i guess it is a " zone " issue, like, i can make my patrol from Hub to B, but B to C dosent's work even if it is 10 meters away, problem " solved " i guess ( PS it does work on my own bases, it is just here the issue )
Lord Lurk  [tekijä] 21.1.2022 klo 18.08 
Yeah, that sounds like your typical pathing issue. If using a second set of points doesn't work, try moving the other ones around a bit.

Sadly the pathfinding issues of the game are frequent and not easy to solve.
Blasman 21.1.2022 klo 15.41 
@Lork Lurk yeah the thing is that he does find and operate the last of the post, he just left the ticket in here and forget it, i've placed torches on the path the closest i can to the town, and i've managed to do it on a ways, tried a way and he buged, i'll try to do another cluster like you said
Lord Lurk  [tekijä] 19.1.2022 klo 5.07 
@@The Mighty Blasman !

(*1/2*)

Make sure you are using the same cluster of patrol points, aka the 2, 3, or 4-way groupings etc. The naming scheme I used for them initially was prolly not the best and it can be easy to mix them up from other groupings.

Another thing I must add is that if the distance between the first and last point, where it would loop all the way back around from say D to A is too far apart, the games kinda shoddy pathfinding breaks and they can get stuck like this.
Lord Lurk  [tekijä] 19.1.2022 klo 5.06 
@The Might Blasman ! -

(*2/2*)

You can try rebuilding the navmesh (a quick google will tell you how), or make a secondary cluster of patrol points so they follow that one back then start over from the other end on the first grouping.

Other than that, from my various testing when making the mod I noticed that placing just any building like structures, such as torches or chairs or even storage containers, helps with the pathfinding a little bit for some reason, dunno why, didn't really look into it, so you might try throwing some torches along the path and see if that helps.
Blasman 19.1.2022 klo 4.17 
i tried it on the hub, bought some building and made a fishing road down the river with a partol that go forth and back for guarding duty, for some reasons my guard ditch the partol tocket to A from B, From C, D and back at A ( so a full cycle ) and stop taking the ticket and stand still, any idea ?
\\,[†],// 15.3.2021 klo 14.32 
Say I haver a tent mod and want two people to go around and gaurd it can this mod do it?
Wrath 15.1.2021 klo 9.34 
@Riceball : I believe you can just turn off [Ditch items] in the [AI] Tab.
Deathjester 17.11.2020 klo 14.44 
Nevermind, you need to apparently give them a job of "attack enemies" and prioritise that, then it'll work.
Deathjester 17.11.2020 klo 14.38 
The guard posts don't seem to work at all, they just stand there when enemies attack my base.
theigabod 15.9.2020 klo 20.00 
@AverageBandit there is one mod that does that it was actually posted like 6 months before you commented on this. I haven't tried it out yet though. But it's a fairly simple edit to make in FCS. Just add the AI behavior for patrol town to your starting squad when you make a new game start. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1602870310
The Konrad 21.7.2020 klo 17.35 
Thank you! I like it! It only took me 13 misproduced 5Way Tickets to get it to work! Go me! :rulez:
Riceball 21.7.2020 klo 2.50 
Is there any way to stop them from auto-hauling during patrolling? After going to A>B post, my character goes straight to auto-haul the items in his inventory (iron, in this case). Only after this he goes to B>A one.
Jist 16.6.2020 klo 12.04 
just a thought maybe if you want them to patrol the walls... add a dividing segment of some sort and set the way points on each side forcing them to "walk up the ramp and walk the wall" down into the other? Dunno if would work but worth a shot?
AverageBandit 10.6.2020 klo 2.49 
thanks for this!

here is maybe something to think about for if you ever want to take this mod further; the mercenaries that you hire in bars to guard your town will automatically patrol between all your structures that you have built (except walls, and gates iirc) without any manual setting of patrol routes. That means there already is a way to automate patrol routes of your town in the engine. Now THAT's a mod i'd like to see lmao:steamhappy:
AggressivePo 9.6.2020 klo 9.09 
Have a two way patrol going, but after going back and forth a couple times the tickets build up in the second post and my guy stops at the second post.
The Word-Mule 5.6.2020 klo 16.59 
Any chance this could use Laboring instead of Science? Feels a bit exploity to have my guards training Science on patrol.
Violen 27.3.2020 klo 20.38 
@IronLungs, Ive had a somewhat similar issue's with the killingtime mod. Seemed to not be very compatible with Modded races, maybe that's the issue.
IronLungs 23.3.2020 klo 13.52 
maybe i have this mod too high on my mod list? when i setup a 5 way it paths fine but the legs of the character stay in place and dont animate between mats- i dont use any custom animation mods.
Crovvv  [tekijä] 27.2.2020 klo 7.47 
I see, good to know!
Lord Lurk  [tekijä] 25.2.2020 klo 18.00 
It'll work somewhat, but the pathing usually breaks badly or doesn't work at all sometimes. Not to mention that if you try and use the turret nodes it can leave your people stuck in the wall sometimes.
Crovvv  [tekijä] 24.2.2020 klo 21.50 
Possibly with the game editor (shift+f12) move the waypoints to the top of the wall manually.
I have not tested myself so I don't know if this'll work
Onchalk 24.2.2020 klo 18.46 
Anyway to make it so they can be placed on walls? I'd love to have my guards walking back and forth along my wall next to my gate. More than just the turret guards standing there.
Count D'Cinamon 19.2.2020 klo 2.24 
good to know, thanks!