Kenshi
Many More Mercenaries!
72 Comments
Komunistof 2 Apr @ 3:00am 
Hey man love the mod, the mercenary troops look awesome and I love how hivers have tamed beast and also I love the notes explaining the reasons of them becoming mercs, pretty good and stable mod and makes the world feel more alive because now there are other adventurers and not only you. 10/10
Pix  [author] 3 Mar @ 10:51pm 
It won't break anything, but I don't know if they'll have the cage dialog added by the recruit prisoner mod, that depends on how they do it!
Monkey Punisher 3 Mar @ 1:31pm 
Is this compatible with recruit prisioners?
MikaBoy 5 Jan @ 10:28pm 
Thanks for the quick reply! Just wanted to let you know that the translation is now available. I've made sure to include all credits to your original work. If there’s anything wrong or if you notice any issues, feel free to let me know, and I’ll be happy to fix it!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3401741209
Pix  [author] 30 Dec, 2024 @ 11:46pm 
Of course, no worries! Thanks for finding interest!
MikaBoy 29 Dec, 2024 @ 10:26am 
Hey there!

First off, thanks so much for the amazing work on this mod. I’ve really enjoyed it and would love to translate it into Spanish so more people can enjoy it. Of course, all credit will go to you.

I’m a bit of a beginner when it comes to modding, and I’m still learning the ropes, but I’d love to contribute by making this translation available. Would it be alright if I upload it here on Steam? I’ll make sure to link back to the original mod so others can support it too.

Cheers.
MasterShake75 12 Oct, 2024 @ 12:19am 
This mod's worldbuilding is underrated. I like the effort you put into justifying why a lot of these new mercs exist with their notes.
Pix  [author] 12 Jul, 2024 @ 11:02pm 
Hey, don't know when I'll update or make alternative versions, not been on kenshi in a while! If someone wants to make tweaks and whatnot they're very welcome to. I'll probably update when I get sucked back in, but there's no telling when that will be!

As for hollering mercs, no clue, though I'd inch towards "probably not", depends how they changed dialogs! Maybe some of my mercenaries will holler, too, or end up with some of their dialogs. I don't expect anything catastrophic, at any rate!
Mythril 11 Jul, 2024 @ 6:41pm 
Any conflict with hollering mercenaries?
Illuminatus 19 May, 2024 @ 6:26am 
When will you do the light version that drastically lowered spawn rates? The frequency of the spawn rates even if it sets to default in the settings still feels frequent and the squad size is a lot. Basically it makes the game unbalance as i can just sell the loot from dead mercenaries every 5-10 minutes of exploration and the squad size is broken since i don't have to recruit anyone and just hire mercenaries to do my bidding without any risks.
Pix  [author] 14 Dec, 2023 @ 7:02am 
It should be functionally compatible at the very least, did not tweak any base game files! If the other mod expands on base dialog, then it will affect my mod's mercenaries too, so maybe!
MizKai 12 Dec, 2023 @ 4:37pm 
is this compatible with reworked mercenary. imagine if you got blacklisted in holy nation, and you recruit in the united cities, does it makes u also blacklisted in united city factions? both of them are enemies...
ℱℛ𝒜𝒩𝒦 19 Aug, 2023 @ 9:25pm 
it's really a good mod, but there are too many people in the pub...
Trinity 3 Aug, 2023 @ 5:43am 
:o I'm sorry I stole your name
32 Hairless Frogs from Idaho 30 Jul, 2023 @ 11:33pm 
This is a bit of a long shot, but I am working on a my first mod, and I cant quite figure out how to consistently make my new units double as mercenaries. If you are able to help me out please do.
Crazy Monkey 7 Jul, 2023 @ 6:10am 
I managed to bandaid the issue, used FCS to change the dialogue to a diffrent one from genesis. (also added banners to the leaders to make them i bit more obvious).
Crazy Monkey 7 Jul, 2023 @ 5:54am 
It seems that after a recent big patch of the genesis mod i am now unable to hire any mercenaries from this mod, any advice on what could be the problem and how to fix it, understand that you dont want to fix it yourself.
Pix  [author] 26 Apr, 2023 @ 1:52am 
Do you reset relations while importing?
If yes, then this goes to show that somehow, the mercs develop bad blood on their own through gameplay, which I had expected, though not to that scale! Maybe I should make almost all of them friends, but that might have a bad impact, too...
BantaSpec 21 Apr, 2023 @ 12:28pm 
So far I've seen Shek soldiers fight against monks, starving mercs and disgraced Sheks (though I know fights with last group are normal), weird thing is, after importing everything goes fine for a while, mercs just chilling at Shek bars and whatever, but eventually Shek soldiers start fighting the mercs, (while mercs just run, they don't even fight back lol)
Pix  [author] 20 Apr, 2023 @ 5:13pm 
Weird indeed, though depends on who the mercenaries are!
BantaSpec 20 Apr, 2023 @ 1:39pm 
So I'm allied with the Shek Kingdom and for some reason, everytime I pay a mercenary squad to guard my base, the Shek reinforcements end up fighting with the mercenaries, dunno why <_>
Pix  [author] 13 Apr, 2023 @ 1:53pm 
I think it should, used it with living world I believe!
This mostly adds things, if the big mods change city/leader states it might change mercenary spawns, but that wouldn't be gamebreaking, you'd just see less of the mercenaries... also, if the big mods add new factions, you might see more brawls in city (if a mercenary group fights a thuggish city faction outside the walls, they could become enemies and fight inside the walls too if both spawn at the same city, then they might both get guards on them!), but again nothing should be gamebreaking!
Basically, I don't expect major issues but might be the usual hiccups
Totanakur 12 Apr, 2023 @ 3:25pm 
Would this work with larger mods like UWE, living world and Kaizo?
Pix  [author] 2 Mar, 2023 @ 3:19pm 
I'm assuming it was the "Disgraced" shek squads that were causing issues, since they are the only shek squad with a chance to spawn in shek cities that aren't aligned with the Shek Kingdom, and are instead aligned with the basic vanilla mercenary faction, which often ends up building up negative relations with others through gameplay

I've updated the mod and removed them from Admag and Last Stand, since there's not much I can do to fix how the vanilla mercs behave with others... and either way, it makes sense for the disgraced sheks not to be welcome in shek cities!

If the issues persist, could you give more details? Mostly, what faction were the troublesome squad aligned with or what name did they have, and in which city?
I've added quite a lot of groups, including several shek groups, so details would help!
leader cocaine 28 Mar, 2022 @ 1:19am 
the sheck mercs keep causing trouble in sheck cities
Mazz 12 Mar, 2022 @ 8:42pm 
My mercenaries don’t cause problems for me on hub as I’m using holy nations outlaws patch it works well to stop conflict , along with harmony on hub, rebels ++ , rarely see fights in towns now(:
Pix  [author] 15 Jan, 2022 @ 5:48pm 
If so, please give details so I can try to fix it, maybe in the bug reports discussion!
I'll eventually come back to kenshi and see these myself, but in the meantime I can only attempt fixes based on feedback!
NinjaBeest 15 Jan, 2022 @ 3:59pm 
There are simply too many mercenaries spawning everywhere... Lol. They have problems with towns, kill everybody, and only cause problems... But I love the mod we need more mercs. :)
Pix  [author] 29 Dec, 2021 @ 5:07am 
Hey Mazza, I'm not sure, it depends on your case. The only mercs I've put in the hub are neutral ones that belong to the vanilla "Mercenary Guild", and the HN Outlaws are technically bandits, if some of them happened to aggro wandering mercs of the vanilla faction then eventually the two will be enemies and attack on sight.

Though it could also be that a wandering merc squad from the Holy Nation happened to wander close enough to town and didn't like what they saw!
Do you remember which mercenary group attacked them?
Mazz 28 Dec, 2021 @ 6:30pm 
Hi is it possible to stop mercenaries attacking holy nation outlaws on the hub ?
Pix  [author] 17 Aug, 2021 @ 5:50am 
Hey, honestly I'm not quite sure, there's no setting to decide when they respawn, only a "yes/no" toggle for whether they respawn or not. Info online about the respawning of town NPCs is a bit muddy and I can't really find any info on it besides "a few days". And that's assuming the NPCs are really dead and not in a coma somewhere!

Also, they rarely have a 100% chance to spawn in towns, meaning that if you found X mercs in a town, recruited them then imported later, they might just not show up in that town after import since there's randomness - though other groups might

Roaming mercenaries are endless, though, so if you find a roaming group you like in a zone, try and remember that zone and visit it again if you're desperate for an army!
K!d_Mod3 16 Aug, 2021 @ 12:55pm 
Hi, thank you for your mods, just wanna ask how long does it take for the merc used to usually spawn again?
Pix  [author] 15 Aug, 2021 @ 6:19am 
I remember having this issue with vanilla mercs too from time to time, and it seems some other people have too
This might be a vanilla merc AI problem after all, since that's the one all my mercs use
Have you tried raiding a UC place with them since, btw? I'm curious about the results!
ClonesDream 14 Aug, 2021 @ 12:40pm 
Strange... Once the Leviathan started attacking me, the Machinists started attacking them back. (Promptly got wiped lol)
Strange how they won't help me attack when I target them first, only once one of my guys gets hit. Amongst the fighting, I don't know if they started attacking when any of my members got hit, or only when the one who "bough" them did...
Pix  [author] 12 Aug, 2021 @ 4:02pm 
@Mazza
Well, a bit more complicated, they're the ones that hire tech hunters and compile their findings, normally you'd only find them in their university in World's End
Those from my mods are their own faction though, since having them be part of the vanilla Machinists would cause issues
Pix  [author] 12 Aug, 2021 @ 3:53pm 
Huh, really? Even now? I just tweaked their faction again, since the faction was classified as a "civillian" one, though they themselves were classified as military. If that doesn't fix it let me know, I'll just make them regular mercenaries.
Mazz 12 Aug, 2021 @ 3:49pm 
arent the machinists part of tech hunters
ClonesDream 12 Aug, 2021 @ 1:03pm 
Any reason why the Machinists won't attack Leviathans? They seem like the most useless mercs to hire, since they don't want to fight anyone so far! They also seem to spawn everywhere, all around the world, which makes sense since they're mostly robots and will roam inhospitable places, but completely useless as mercs!
Lordawesome 12 Aug, 2021 @ 10:56am 
Its not fixed. the small spiders were not the problem, its the big ones outside of the bar. posting a screen shot in discussions.
Pix  [author] 12 Aug, 2021 @ 7:14am 
Living up to their name, I see!
Were they inside a building? Could be that the spiders were causing issues.
I just disabled spiders from bar squads for now and gave them more soldiers to compensate, hopefully that fixes it, if not let me know!
Lordawesome 11 Aug, 2021 @ 12:36pm 
If this mod adds glitchy knights then they get stuck on glitchy security spiders. It says their retreating but both units just sit ontop of eachother unable to fight in black desert city.
Pix  [author] 6 Aug, 2021 @ 11:11am 
Oh, the (hopefully!) fix was done yesterday when I replied! Steam most likely autoupdated it for you. Though yeah, you'll need to import to reset the relations most likely!
I just removed the Southern hivers from most towns except a ruined override. Depending on feedback, I may put them back in some places, but it's true that they had been a little too succesful at their little infiltration for antisocial bugs!
ClonesDream 6 Aug, 2021 @ 10:23am 
Nice one! Let me know when the update is ready and I'll download it and import my game.
Nice changes all around, I don't mind the Southern Hive spawning out in the world, but it's weird seeing them get along with the towns people despite the fact that the Southern Hivers are extremely territorial and aggressive towards anyone, even with the lore note left on the Prince hiver ;)
Keep it up! I really like this mod!
Pix  [author] 5 Aug, 2021 @ 8:28am 
As for Starving mercs and Sheks attacking the Mourn guards, I believe it's just due to damaged relations between them due to some previous ruckus, both are from the regular vanilla mercenary faction which should get along just fine with them, unless they got dragged along in a brawl at some point! I believe your best bet to fix their relations would just be to import.
They could also have been caught "commiting a crime" by having a member accidentally getting locked in a shop past closing time or something similar.
And as for the Southern mercs becoming weirdly hostile after antagonizing the Southern Hive, well, that's to be expected! :p

I might remove them from most towns if it causes issues, though. Or perhaps just change them to not have ties to their hive anymore.
Pix  [author] 5 Aug, 2021 @ 8:26am 
Alright, I THINK I've found the root of the issue: While the Machinist aren't directly linked with the UC through their relations, they still have a UC-aligned legal system, which I believe was the reason why their mercs wouldn't join fights against the UC, and why they would attack other groups they'd see "commiting crimes" against them. I've made the mercs their own sub-faction loyal only to the Machinists with no other ties, which should hopefully fix it!

I've also removed the Crabbers from Mourn, as they may start troubles, specially against anyone that still has some ties to the UC. I'd rather not risk them there since I (think?) some ex-UC may roam around.
ClonesDream 3 Aug, 2021 @ 10:15am 
It's alright, I don't mind the chaos in Mourn! It was good for early to mid-game, and totally plays into the anarchic feeling of the town. Bit weird seeing Crab Raiders there, but not un-welcome! It's a nice change of pace against the usual dust bandits or generic NPC's you see in this area of the map.

What bothered me most is that bought out mercenaries started fighting each other in the world, that was annoying!

I will update as I continue playing, as the mercenary spawns add so much more life into towns and cities at this point. It's great for that!

Pix  [author] 3 Aug, 2021 @ 5:29am 
Alright, thanks a lot for the info, it's very helpful! I'm a bit swamped currently but I'll probably fix it in the next few days.

At the very least 1) will be very easy to fix, Mourn happens to be the one place I voluntarily let a chance for rivals to spawn, considering I saw it as a bit of an anarchistic dilapidated place. I should have known that someone would settle there long term eventually and it'd cause issues.

Do send me more info like this in the meantime if stuff like this happens again!
ClonesDream 1 Aug, 2021 @ 11:37am 
To add, I am natural enemies with the HN.

2) I do not know the exact faction alignment between the mercenaries I hired, but the latest moment I had where multiple hired groups started to in-fight was when I hired Machinists, alongside Tech Hunters and Shek Disgraced. They were fine until I launched an attack on Catun, where the Machinists would start to in-fight with the Sheks - Obviously not ideal.

3) In the same Catun assault, the Machinists would not help attack, but would follow. Even if I was first attacked by the guards, or if I manually attacked the guards, they would not join the fight, instead, opting to fight the Sheks, and both groups were ultimately slaughtered by the turrets and guards, proving useless as a fighting force, but somewhat as a distraction for my guys to get away.
ClonesDream 1 Aug, 2021 @ 11:36am 
I am not running any huge game overhaul mods like Genesis, but I do have a mod active to make Mourn have more guards/electricity.

1) I spent a lot of time in Mourn, which at first would spawn Starving Mercs, Shek Disgraced, the martial artists and Crab Raiders. The Crab Raiders would be the first to start attacking, I do not know what caused this. They would respawn 4 times, before never spawning again. Each time this happened when I left and came back days later, letting the cell regenerate the NPC's.

However, about 20 hours into this game, the Crab Raiders were replaced with Southern Hive. These hivers were neutral to me before I attacked the Souther Hive and returned to Mourn, to find the mercenary group spawning in town now. They would not attack me or anyone else in town. They would only notice and attack me if I got too close to them or manually attacked.
Now, most of the time in Mourn, the Starving Mercs and Sheks start fighting the Shinobi Guards and Tech Hunters.
Pix  [author] 1 Aug, 2021 @ 8:23am 
Hmm, I'll look into those.

1) That's weird, I tried to make sure not to give chances for potential rivals to spawn in the same town. If you remember, could you tell me which towns had this issue? Also, do you have big mods like Genesis? I've heard it can cause town brawls, so who knows. Could also be mercenaries trying to shop in a locked shop, causing them to commit a crime by trespassing/trying to break the door to enter.
2)That's even weirder, unless you're hiring both UC and HN mercs at the same time, for instance. Could you precise which groups end up fighting?
3)Mercenaries belonging to certain factions will keep their ties, so if you're trying to attack UC or Slavers with UC-aligned mercenaries, it's normal that they won't be joining the fight!

I'll be looking into it, but more details could help a lot!