Kenshi
Quests for Questers
23 Comments
Wrzaskier 20 Feb @ 9:45am 
Stupid "Samurai Inspector" is running around a city and putting in a cage everybody who is sleeping or unconcious. Don't download this mod it causes to much chaos
The Internet Janitor 12 Nov, 2024 @ 9:22am 
This mod is really good, and could use a massive expansion. Having small contained stories inside kenshi does not take away from the open ended world feel. Surprised this has not been a bigger focus of modders.
SR 9 Jul, 2024 @ 7:55pm 
Suggest updating this, was a good idea! <3
Ketra 2 Mar, 2022 @ 10:58am 
Can't wait to try this out! This is just the sort of thing Kenshi needs, IMO. Thanks for making it!
Luff 31 Jan, 2022 @ 2:29am 
Interesting! I'll give this a try.
VayneVerso  [author] 19 Jan, 2022 @ 2:00pm 
@Chinochiii Thanks! Yeah, the trick with Kenshi, really, is trying to think of quests that can work within the limitations of the modding system. Like, just the fact that the game doesn't properly have the concept of a quest item makes a lot of things challenging. I hope I can continue working on it, as well, though.
VayneVerso  [author] 19 Jan, 2022 @ 1:56pm 
@Fei Yeah, Beep basically just follows you forever. ha! It's kind of annoying, because he'll follow you well out into the fogs and get himself killed. I was always trying to be a bit conservative with the amount of stalking my NPCs would do, but it's something I can look at tweaking. Thanks for checking this out!
Chinochiii 16 Jan, 2022 @ 4:18am 
Discovered this mod organically and I hope it gains more traction! I love this idea. I always find it kinda hard to think up stories on my own. I hope you keep on developing this mod at least to a point where every major town/city has a quest. Or even just a few radiant peasant quests! Thanks for creating this btw! 💖
Fei 6 Jan, 2022 @ 3:16am 
Lovely mod, this is really what Kenshi lack imo,
Can you make the NPC use Beep AI so they 'stalk' you for the quest? I'm using Genesis and it adds lot of NPC, it could be difficult to found the one with the quest and i don't want to be spoiled.

I hope you make more content, lore related :) and even 'evil' quest.
Thank you
VayneVerso  [author] 24 Dec, 2021 @ 1:21pm 
@Zuncle That's awesome. :) There's not much there at the moment, and what I've done is pretty well scattered. I'd love to continue adding to this over time, so here's hoping some others discover it organically as well.
zayden 24 Dec, 2021 @ 11:25am 
found this organically lol, but it seems pretty cool! using this :)
pgames-food 10 Dec, 2021 @ 6:48pm 
ah cool thanks i will have a look... so far i only went south west to shek town, and the maps i found online didnt mention squin :)
VayneVerso  [author] 10 Dec, 2021 @ 3:38am 
Relative to the Hub, or...? Squin is pretty much directly south of the Hub. Just a short run.
pgames-food 9 Dec, 2021 @ 11:48pm 
ok thanks, btw where is Squin?
i looked at a map image but cant see it :)
VayneVerso  [author] 9 Dec, 2021 @ 10:55pm 
Added a quest called "The Wedding Getaway" to Blister Hill. This was extremely challenging to write, because there are many steps and I had to separate out the reams of dialogue into many different pieces in order to properly keep track of the user's progress. It works, but consequently, I can't swear that there won't be some weirdness. Some bits are slightly rough and I hope to refine them. Also, there's a bit when the user goes through the gate with the quest giver in tow where I skipped writing an interaction with the gate guards. But I want to add that.

There's a custom Wanderer game start that begins in Blister Hill, which I included temporarily just for testing purposes.
pgames-food 2 Dec, 2021 @ 11:59pm 
ah thats true, i saw that recently with one of the mods that adds salt sugar and cinnamon spices (there was about 200cats difference from one town to the next...so i grabbed a few of each for trading) :lunar2019piginablanket:
VayneVerso  [author] 1 Dec, 2021 @ 11:54pm 
@pgames-food Actually, I forgot something. You can specify alternative prices within the trade culture, as well. E.g., hashish sells for 4x the base price in Holy Nation territory.
pgames-food 1 Dec, 2021 @ 11:35pm 
ah ok, yeah im a complete noobie when it comes to kenshi modding,

rimworld modding ive made some like my rimside recycling mod, but in order to achieve the sub-levels / nested way to randomise things, i had to put random items in random containers, and then randomise the containers in other containers to achieve the granularity, but it turned out ok so far :)
VayneVerso  [author] 1 Dec, 2021 @ 11:27pm 
@pgames-food I had the same idea. As far as I'm aware, however, NPCs always buy and sell at the list price, basically. The price of an item is attached to an item, and there's no way really to modify that. You can definitely restrict what NPCs are willing to purchase, but that's actually set at the *faction* level rather than at a squad level (e.g., you can't sell skeleton stuff to the Holy Nation). At the squad level, you can only specify what items you want them to sell.

I think you're already sensing that a lot of Kenshi modding comes down to working around limitations within the code. Then again, there are definitely some things that I still don't understand, myself, so I could always be wrong.
VayneVerso  [author] 1 Dec, 2021 @ 11:16pm 
@Quint ¤ ς ¤ Thanks for the comment, and yes, fetch and delivery quests are two quest types that are at least *somewhat* achievable with FCS, though even there, you run into the problem that you can't give items to NPCs (or check quantity for that matter). You can write around the problem a bit with dialogue, or you can implement a trade window upon quest completion in order to encourage the user to fulfill the contract, so to speak, but it amounts to a lot of workarounds in the end.

Though it can still be fun. My first attempt at a quest in Kenshi was writing an escort mission (taking a character from The Hub to Squin). I had to get extremely creative with it to make it work.
pgames-food 1 Dec, 2021 @ 10:31pm 
hi i dont know much about kenshi modding (am still trying to make 1 basic tweak appear in my game lol) but maybe one way to do quests could be like a shop merchant, (but they only buy questing items, and only sell quest rewards) but the cost of the item is really high, meaning that you need to sell them what they need to be able to afford it.

(but its open to cheating) :)
maybe each quest person is a recruitable person, and the reward is in their backpack (which you gain access to when they join? :)
Quint ¤ ς ¤ 1 Dec, 2021 @ 9:42pm 
i uite like the idea of more missions in kenshi, maby some simple fetch/ uests peasent level that could give basic rewards like food or crappy armour,

(i know you cant give armour or weapons via dialoge but simple uest item representing a package given, used as ingredient to make weapon/armour via crafting in building representing a package opener could be a decent work around)

would make early game/scavenger playthroughs more intresting and non bounty poster assasination missons for more high end uests
VayneVerso  [author] 1 Dec, 2021 @ 2:28pm 
On the off-chance somebody finds themselves here organically (they won't), I'll just state that at the moment, this mod contains exactly one quest. You begin it by finding the "Troubled Traveler" at the gate in the Hub. She's a town resident, so it would require an import for her to appear. If I had to name it, the quest would be called "No honor among thieves".