Kenshi
Work as Mercenary
36 Comments
EuchreJack  [author] 8 Nov, 2024 @ 9:50pm 
Good luck, Hero for Hire!
EuchreJack  [author] 8 Nov, 2024 @ 9:49pm 
The following individuals can have bounties that the Anti-Slavers will pay out: Slave Market Master, Slave Master Grande, Slave Master Haga, Slave Master Ruben, Slave Master Wada, Slave Mistress Grace, Slave Mistress Ren, Slaver Boss, and Slaver Caravan Boss.
154 8 Nov, 2024 @ 9:07pm 
I joined Anti slavers how can i get bounty?
154 8 Nov, 2024 @ 6:46am 
I have the same problem as ghosty and I figured out what the problem was. The reactive world mod creates an npc called world state in the bar. I think this was the problem. After uninstalling the reactive mod, I was able to find the mercernary liason.
EuchreJack  [author] 8 Jul, 2021 @ 4:04pm 
Crime pays in Kenshi, in that you can have your character commit crimes, then turn them in for the bounty, and collect those sweet sweet cats.
Although with my mod, you probably had enough money to pay off the debt.
I've been having fun testing the bounty system with a modified Freedom Seekers start (I started in the Holy Nation territory instead of walking there). Guards actually aren't quick to apprehend characters with a bounty on their head. When I get some more cats, I'll experiment with the pay bounty function.
Ghosty 8 Jul, 2021 @ 8:00am 
I actually just had him turn himself in so he didn't get hunted down 24/7 lol.
EuchreJack  [author] 8 Jul, 2021 @ 2:35am 
@Ghosty, nice video. Ha ha, Ganja forgot he was holding. Fighting the Shek briefly is good combat experience (if you don't lose an arm), anyways.
The Shek don't mind a drug dealer in their mist? I thought that bounty was at the Notorious level.
Ghosty 7 Jul, 2021 @ 6:26pm 
EuchreJack  [author] 19 Jun, 2021 @ 7:14am 
Well, its not so much incompatibility as it is running out of sitting space in the Bar. The Liason should still appear, they just might be wandering outside or something. I test the mod by playing one of the starts where the player starts at a Waystation.
Ghosty 17 Jun, 2021 @ 6:16pm 
I do have a couple different mods that might be causing some sort of incompatibility, but I'll mess around with the load order and see what I can do.
EuchreJack  [author] 14 Jun, 2021 @ 11:05pm 
Ghosty: When you get your video posted, feel free to link to this mod page. I'm interested to see it!
EuchreJack  [author] 14 Jun, 2021 @ 11:02pm 
Also: The waystation liasons might not be scorchlanders, like above. I also didn't set the faction, so they would be Tech Hunters (the owners of the Waystations) as you can see above.
For the Tech Hunters faction, every member has almost a 1/3 chance of being Scorchlander, Greenlander, or Shek, and a marginal however possible chance (5% approximately) of being a Hiver or Skeleton.
EuchreJack  [author] 14 Jun, 2021 @ 10:51pm 
Did you check the second floor of the snailhouse for The Hook waystation? I know characters can be hard to find sometimes, but I'm reasonably sure they are somewhere. I think my photo is of the Grey Desert waystation.
I'm reasonably sure that the Liasons should appear at any waystation, as the game doesn't actually differentiate between any of the waystations. They're all actually just one town that appears in several locations, at least from a modding standpoint.
I was able to confirm that the Liasons are not unique, thus one should appear at every waystation, and there should be one per waystation. Are you using other mods that add more characters to waystations/bars? They can add up after a while, forcing some characters into unusual places.
Ghosty 14 Jun, 2021 @ 7:55pm 
Also, I hope I'm not bothering you or anything, but I took another look at the Waystations just to double check and see if I missed any of the Liasons, and I did manage to find the Liason in the Stenn Desert Waystation (the one in the picture you provided). I could not, however, find the Liasons in the 'The Hook' Waystation, just Southwest of Clownsteady, and the Grey Desert Waystation, even after importing my save.
Ghosty 14 Jun, 2021 @ 6:28pm 
Thank you a ton, man. I'm working on a Kenshi video right now using your mod, so I will definitely be sure to give it a shoutout.
EuchreJack  [author] 13 Jun, 2021 @ 9:33pm 
Alright, I uploaded a picture of the Mercenary Liason sitting at one of the local Waystations.
Note: Your Mercenary Liason might not be a Scorchlander. Hope that helps!
EuchreJack  [author] 13 Jun, 2021 @ 9:14pm 
Should be on at every waystation, they're dressed as Nobles. Check the second floor of the bar and any other buildings in the waystation. Does NOT appear at Flats Lagoon, in case that is causing any issues (the bars there are called Waystations, but they're different)
Ghosty 13 Jun, 2021 @ 9:02pm 
Yeah, those are the only ones I'm having a really hard time finding. I've searched every Waystation in my current playthrough and I can't seem to find any more liasons. Overall though, I'm really enjoying the mod.
EuchreJack  [author] 13 Jun, 2021 @ 3:05pm 
I'm glad you found the Shek Liason!
The other liasons are at the waystations (usually in the bar, but they probably walk around a bit). I made sure to put one liason at each waystation (these are the more generic liasons, they're identical)
Ghosty 12 Jun, 2021 @ 3:02pm 
I went back to Squin and really searched hard, and I managed to find the Shek Kingdom Liason standing outside of the Police Station. Thank you for the help. Is there any chance you could provide a map of where each Liason is on the map?
EuchreJack  [author] 11 Jun, 2021 @ 1:03pm 
Also: They'll look like nobles, which should help them stand out
EuchreJack  [author] 11 Jun, 2021 @ 1:00pm 
Did you check both bars in Squin, the upstairs of the bars, and between the bars? Any luck with the Waystations?
Ghosty 6 Jun, 2021 @ 7:25am 
Hey there, I installed this mod and started a new save game, but I can't seem to find any of the guys who issue the jobs. I checked in Squin, and nobody was there. Any suggestions?
EuchreJack  [author] 19 Dec, 2020 @ 9:27am 
A few quirks of allying with the Trader's Guild: Their enemies the Anti-Slavers are wanted by the United Cities, so I made them the faction that you need to keep happy. Also allying with the Trader's Guild causes Anti-Slaver patrols to appear in The Eye, South Wetlands, and The Hook
EuchreJack  [author] 19 Dec, 2020 @ 3:57am 
I've implemented the penalty of -5 for each time the player gets paid, and the initial alliance state is set at a boost of relations by 60. Two times of getting paid without doing work, give or take whatever relations the player previous had, should see the player lose their new ally. The freedom from contract option takes away 60 relations, so taking too much money without giving back to the faction either via bounty hunting or healing their wounded could lead to a hostile faction when the player frees themselves from the contract.
EuchreJack  [author] 18 Dec, 2020 @ 8:34pm 
One idea that I'm toying with is the idea of Mercenary Campaigns. Getting paid to achieve certain missions. Would probably require imprisoning/killing existing characters, plus the addition of new ones. But then again, isn't that basically the Bounty system that already exists in-game?

Another mechanic I'm considering, tying into the above and adding to the existing bounty system, is that the player loses reputation each week with their employer, to the point that if they're doing nothing, they eventually lose the ally status and might even be branded enemies upon contract completion. It shouldn't be too brutal, probably like a -5 or -10 each week. It should be fine because the relation loss only triggers when the player gets paid. If you are on the cusp of losing ally status, just don't collect the money until you've improved relations.
EuchreJack  [author] 18 Dec, 2020 @ 8:34pm 
An interesting idea, but the mercenary trade is competing with the pacifiers. Why should the player get paid to have their relations go from -100 to -75 when the pacifier demands a huge sum for the same service?
EuchreJack  [author] 18 Dec, 2020 @ 7:51pm 
Of course, in Bannerlord, you don't get paid much if you aren't doing anything for the faction, since pay is calculated by essentially slowly draining your repulation for cash. But they don't kick you out if you do nothing, you just get paid almost nothing. Maybe nothing, it's been a while since I've played.
EuchreJack  [author] 18 Dec, 2020 @ 7:49pm 
@ white: Actually, they do not in M&B. If you look carefully, what you are giving the faction in M&B is another noble army for calculations, and you are about as loyal as all the other nobles that might just sit in their castle instead of fighting the enemy.

For example, you take up a mercenary contract for Swabia. This helps them because Rhodok has to calculate one more noble when deciding whether or not Swabia is weak enough to declare war against, or Swabia is too strong to defeat any further in their current war. You basically are a noble during the contract, yet the Ruler doesn't have to share any of the gains of conquest with you, which is the real benefit to them. When balancing settlements to nobles, you don't count, which makes their life much easier.
EuchreJack  [author] 17 Dec, 2020 @ 9:32pm 
Who am I to tell people how to play?
New version implements a Mercenary Liason in each Waystation that should give a pretty standard Mount & Blade mercenary experience: You agree to ally with a faction with their enemies being your enemies, and each week you can either continue and collect a paycheck of 5000 or free yourself from the contract with relations all being reset via the plus/minus of relations dialog.
Quint ¤ ς ¤ 17 Dec, 2020 @ 5:43pm 
there should be a numerical value that can change relations by plus or minus forgot what its called but in the dialoge box it in the top right drop down menu you should be able to add either plus or minus to relations on a dialoge, so start of contract :holy nation -100 united cities say 25 then at end of contract back to neutral 0 i may be remebering this wrong as the dialoge packages not my strongist suit but i think its doible. try looking at flotsam molls package as when you allie them holy nation become hostile.

either way just though i'd mention it as when you mentiond like mount and blade i was more thinking of how mercs work in viking conuest.
EuchreJack  [author] 17 Dec, 2020 @ 5:33pm 
Quint, to answer your question specifically, dialog functions can only change relations up or down, I don't think they can set relations. I actually though it was possible to actually set relations, but I don't see the option. It explains the bug in the basic game where it is possible to ally with Simon and not be at war with the United Cities and Trader's Guild, for example.
EuchreJack  [author] 17 Dec, 2020 @ 5:26pm 
Of course, maybe I could put in neutral recruiters, that would be happy to fix your relations with the United Cities, and even pay you, if you would be willing to go to war with the Holy Empire...
EuchreJack  [author] 17 Dec, 2020 @ 5:26pm 
Oh, I think I could probably set it so that relations normalize after the contract. But then the recruiters wouldn't be paying so much initially and weekly.

In fact, some versions of Mount & Blade did in fact omit the correction to faction relations, meaning that once you took a contract to help Swabia versus Rhodoks, you would be hostile to Rhodoks post-contract. It got fixed, because mercenary wages generally weren't worth that much.

Personally, I think that what the factions are paying for is the declaration of war by the player faction versus their enemies. Just because the player later decides they don't want to be at war with, for example, the United Cities, Trader's Guild, and Slave Traders, does not obligate those factions to declare peace with the player. They don't care that the player was just a mercenary. You declare war on them, they hunt you down till you pay them off.
Quint ¤ ς ¤ 17 Dec, 2020 @ 5:07pm 
Its a intresting idea but to put faction relations back after a job could you not add an unlockible dialoge that ends the contract with the liasons and say if it was a contract against u.c set the relations back to 0?
EuchreJack  [author] 17 Dec, 2020 @ 4:16pm