Kenshi
Mercenaries +
33 Comments
Skolokiroptera 9 Feb @ 12:26am 
Very cool mod. Adds some nice variety to the world.
ent-2-ene  [author] 11 Aug, 2024 @ 10:36am 
@sandman also idk what the mod you are talking about does
ent-2-ene  [author] 11 Aug, 2024 @ 10:36am 
@sandman hey sorry for very late reply, but yeah, I think I did remove the vanilla faction. The ai was just duplicated though.
sandman 23 Apr, 2024 @ 1:09am 
Does it remove the original mercenary AI and dialogue to be compabible with Faction Mercenary? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2963093613&searchtext=Mercenary
If your MOD only removes the vanilla faction, but keeps the corresponding AI and dialogue routine it should?!
MizKai 2 Apr, 2024 @ 9:36pm 
compatible with uwe?
ent-2-ene  [author] 22 Dec, 2023 @ 12:45pm 
Ah right, new update lmao
ent-2-ene  [author] 22 Dec, 2023 @ 12:45pm 
@zeMantras I know this is more than a year later, but now they should be a lot more balanced.
Flarr 21 Dec, 2023 @ 2:30am 
I've been playing with this mod for several runs. Thanks for adding flavour to the game!
MizKai 12 Dec, 2023 @ 6:21am 
is this compatible with reworl mercenary?
zeMantras 6 Dec, 2022 @ 4:41am 
its a pretty cool idea but its rather unbalanced, dont agree with stuff like having "fragment mercs" with 60+stats right in the hub were i started
CollapsibleChair 23 Nov, 2022 @ 12:36pm 
are they allied with each other or rivals, would they fight against each other?
toetruckthetrain 15 Nov, 2022 @ 5:01pm 
is this compatible with reactive world?
ent-2-ene  [author] 15 Sep, 2022 @ 5:13am 
i gotta go uni soon
ent-2-ene  [author] 15 Sep, 2022 @ 5:13am 
@tacc13 I was planning to but I don't know if I will be able to add them. The dune sailors, okran's defenders, river ronins will not have bases but I will make them have camps instead. The rest I will work it out. Strida somewhere in heng, gorillo all over, straw hats shun, catans in bonefields.
tacc13 14 Sep, 2022 @ 8:00pm 
Was wondering if you were planning on adding bases for some of the merc factions like strida clan?
Synopse 9 Sep, 2022 @ 9:52am 
@distinguished gentleman: thanks for the quick reply. I will give it a try. :steamthumbsup:
ent-2-ene  [author] 9 Sep, 2022 @ 9:51am 
@Synopse I have no idea as I don't use LW, but I doubt there will be much of a conflict. Also, you should probably load LW under this mod.
Synopse 9 Sep, 2022 @ 9:42am 
Cool mod. Is it likely to be compatible with living world or do I need a patch if I want to use both? Any directions on load order when using both?
SweetPotatosx 8 Sep, 2022 @ 11:16pm 
im not sure what happened i moved around some mods and now they pop up but when i encountered the problem the faction itself didnt exist wouldnt show up on the list and the base wasnt found whatever i did fixed it though im guessing load order not entirely sure thanks for the reply
ent-2-ene  [author] 8 Sep, 2022 @ 6:37pm 
@SweetPotatosx can you explain in more detail? What do you mean that you can't use the warmaidens mod? They shouldn't really conflict.
SweetPotatosx 8 Sep, 2022 @ 5:43pm 
Hey i really love your mod but every time i use it i cant use war maidens mod or overrides im not comlpetely sure but is there anyway you can make a patch or something if not it is what it is but very nice mod much appreciated
ent-2-ene  [author] 8 Sep, 2022 @ 5:27am 
Never mind, the color map can still be set as a character thing. I can just make them part of the Holy Nation now that I realised this.
ent-2-ene  [author] 7 Sep, 2022 @ 6:43pm 
Nope, nothing like that. But now that you let me think, it is possible to work around this. For example: you killed the Phoenix. If you go talk to an OD, it is possible to mod a reaction from them, so that as soon as you talk to them, they react to the world state of the phoenix being killed and they can turn hostile. Idk if you understood this, but in short, there is nothing like this in the FCS but a workaround is possible, but I've never done it and idk how it will go.
Blightloaf 7 Sep, 2022 @ 6:32pm 
That makes sense. I'm curious, is there a game mechanic available where if one faction becomes hostile to you, another affiliated one does also? I haven't yet seen an instance in the base game where that happens, only people becoming hostile because you allied with their enemies. If there was a you-messed-with-my-ally-now-you're-my-enemy-too mechanic, that would help you make like "sub-factions" like what you were originally planning for them.
ent-2-ene  [author] 7 Sep, 2022 @ 2:00pm 
They are a separate faction because it is easier to assign a color map to them.
ent-2-ene  [author] 7 Sep, 2022 @ 1:59pm 
@Blightloaf, my original idea for the ODs was that they were citizens that wanted to help out but were too weak to become servants. But I think I like your idea. They could be tough dudes that were rejected from the army because of slightly different beliefs and practices but decided to form a mercenary group to spread the word in their own way. That could explain their lack of proper equipment and weakness. I will buff them a bit. Let me know about this then.

Also, originally, I made them as a replacement for the human mercenaries in the vanilla game and because otherwise the HN territory would not be covered by any mercenary group.
Blightloaf 7 Sep, 2022 @ 1:51pm 
Maybe, if you really don't want them to be an HN state-owned merc group, as you mentioned was an option, you could change their name and have them be somewhat disgruntled tough guys that went out for Holy Nation soldiers, but were each denied as not devout enough or morally deficient in some way - though of course not having done anything bad enough to get sent to Rebirth. So that they have a lore reason not to feel loyalty to the Okranites. You said they were pretty weak already, which is might help explain why HN tolerates their existence, since they probably wouldn't put up a with a non-devout armed force in their midst that was actually capable of standing up to them.

Just my thoughts anyway. Thanks for making this.
Blightloaf 7 Sep, 2022 @ 1:51pm 
I like this idea. You asked for feedback on "Okran's Defenders" ... it seems to me that making them a different faction from the Holy Nation is going to break immersion a little, in that you can go to war with the HN and Okran's Defenders mercs won't care, will still work with you. You would even be able to hire them to fight Paladins and attack the Phoenix if you wanted... which doesn't sound much like something "Okran's Defenders" would be on board with.
ent-2-ene  [author] 6 Sep, 2022 @ 2:12am 
@brainlag i forgot to give them medkits smh. Thanks for telling me
brainlag 6 Sep, 2022 @ 12:10am 
so far no problems with uwe, one observation is the catun guys don't seem to heal themselves
ent-2-ene  [author] 3 Sep, 2022 @ 5:21pm 
@brainlag they should be fine. I have no idea about mod compatibility though. This mod was created with vanilla/kaizo in mind so idk how it will behave with big mods like UWE or Genesis. But if you do find anything, just let me now
brainlag 3 Sep, 2022 @ 4:42pm 
sounds interesting, just one question, are they set to co exist with the various factions they roam? I usually have the problem in the past with mercenary mods that they cause towns to fall into chaos since someone triggers a fight with a faction town.
ent-2-ene  [author] 3 Sep, 2022 @ 11:57am 
Let me know if you find any mercenary guild faction members, including their location. Thanks.