Kenshi
Random Joiners
42 Comments
Leeum 1 Mar @ 4:41pm 
Cool mod but feels OP at times, ive often had groups of 4+ joiners arrive which totally changes the flow of the game, would be cool if that was more rare and usually only groups of 1-2 show up
Inquisition Time! 7 Nov, 2024 @ 12:15am 
Can they be from a modded race if the faction have a chance to spawn modded races? For my juggernaut run.
MGJ Sakazaki 24 Sep, 2024 @ 8:26pm 
Good mod. The only thing I didn't like it was because I had to enlist all of them in one go.
SCarverOrne 5 May, 2024 @ 5:13pm 
Great when it works. Sometimes the ones who show up are assigned to a hostile faction so I cannot talk to them. Dust Bandits, Scavengers, etc.
Trex 27 Jul, 2023 @ 9:16pm 
Great mod! Is it all possible for you to possibly make a version that just makes the vagabonds event more common? Not too common, of course.
maxibreard 12 May, 2023 @ 4:32am 
Thanks i love this mod somethimes the group just arrive with another groups of bandidts and i have to go out of the walls and defense theys . in one run i have a small group for the City and five joiners came that save mi life
Cattrina  [author] 11 May, 2023 @ 11:06pm 
There are no conflicts, but this uses only vanilla factions.
maxibreard 25 Apr, 2023 @ 9:06am 
Its compatible with uwe?
Cattrina  [author] 9 Mar, 2023 @ 10:10am 
:)
Hydden 4 Mar, 2023 @ 2:13pm 
Been playing for around 60-70 days and I started to receive visits from two caravans, both of them joined (they beg to join mostly lmao), it's pretty nice bc its free!! :D
thanks for a great mod
MadDragon 8 Feb, 2023 @ 3:41pm 
OK, the next random joiner caravan wasn't hostile. Got some crew. So.. it works! yay!
MadDragon 8 Feb, 2023 @ 8:45am 
Yes I imported the game...
MadDragon 8 Feb, 2023 @ 8:45am 
So just subscribed, and the first caravan of vagabonds to show up has everyone hostile to me and I can't talk to them? Will see if it happens again...
Grave 30 Jan, 2023 @ 7:31pm 
This seems similar to a vagrants event I had when playing Odyssey. I could try to invite them to my base, but they usually showed up on their own with 20 vagrants and tried to claim my base as if I abandoned it
I'll check this out now that I've dropped odyssey
Cattrina  [author] 26 Jan, 2023 @ 12:14am 
It works, just the whole team does not join.
Vadim 24 Jan, 2023 @ 11:26pm 
does this still work?
Cattrina  [author] 23 Nov, 2022 @ 9:03pm 
Yes, but I do NOT want them going. I want the entire squad to join the player.
pnciampo 23 Nov, 2022 @ 1:24pm 
Hmm. I just tested my own mod using an identical mechanic. Seems to work fine. I recruit a non-leader and the squad went about their business.
pnciampo 23 Nov, 2022 @ 8:56am 
lol
Cattrina  [author] 22 Nov, 2022 @ 11:29am 
No, it does not matter if they are commanded to join from different dialogue lines. The squad breaks if any of them joins. I tried also the 'DA_Separate_to_own_squad but it also breaks the squad. I found out the leader and any remaining squadmates leave because the AI package has a SIG_SQUAD_NOT_INTACT which was the reason they left. Now the issue remaining is the fact the squad breaking disrupts the conversation and the leader starts over from announcement Gah!
pnciampo 22 Nov, 2022 @ 6:49am 
If I get around to it I may play with it. Something like this: Character says yes to recruitment - Recruit maybe says something to stretch out the conversation, like "can I get something to eat?" If the effect exists, I'd split the squad here? I don't know if it'd work. But basically, break up the "events" to land on different dialogue exchanges. I have no idea if it'll work. I haven't played with it yet.
pnciampo 22 Nov, 2022 @ 6:46am 
I vaguely remember something in the dialogue package settings/effects that has to do with splitting into another squad. Maybe that will help. Let me know, because I have a similarly functioning mod and I may have to face the same problem. Hmm.
Cattrina  [author] 20 Nov, 2022 @ 11:40pm 
When one character joins the player, the squad he came with gets broken. It is a game mechanic. And it's causing me grey hairs, LOL
pnciampo 20 Nov, 2022 @ 11:08am 
Hmm. I don't understand. What do you mean "broken?"
Cattrina  [author] 20 Nov, 2022 @ 3:07am 
I managed to smooth the arrival of the squad, but for some reason the game plays the retreat phase whenever the squad is broken. It plays regardless I have one in the campaign or if I have the leader joining or not. It is confusing. I need to rethink this entirely.
Sempa 19 Nov, 2022 @ 11:30pm 
My base is in west Shem and I'm getting vagrants like twice a week and they all have the (for some reason this guy gives you shivers) message type
pnciampo 18 Nov, 2022 @ 4:10pm 
I noticed that with mine too. I haven't tested it, but I'm trying this: leave the unloaded speed at default (probably run is default) and set loaded speed to walk. Even with your own squad, you'll notice characters have no problem keeping up with a walker.
Cattrina  [author] 18 Nov, 2022 @ 12:39am 
I am currently in the process of fixing it, but the issue is the varying running speed, the teammates do not arrive at the same time, which makes the staggerers left behind forming a new leader, thus repeating the process.
Nin 17 Nov, 2022 @ 1:53pm 
So do you have to talk to everyone in the caravan one by one or just talking to the leader makes all the vagrants either join you or leave? (Like when you save a bunch of slaves and run far enough, some of them join you and some of them part ways with you)
MGJ Sakazaki 17 Nov, 2022 @ 6:32am 
I'm trying to do the same to a mod of mine. =)
pnciampo 17 Nov, 2022 @ 5:25am 
If I may add, maybe make the "leader" of the squad have only an announcement dialogue. This will force the event to end at the end of the characters speech. In the speech, you can highlight somehow that the other characters would like to join you. Just a suggestion.
Cattrina  [author] 17 Nov, 2022 @ 2:29am 
Ah, that is indeed annoying. I'll investigate my options. Thanks for letting me know.
pnciampo 16 Nov, 2022 @ 12:49pm 
If forget the basic traders AI name, but what I do is either replicate or duplicate an event that is similar and create the new dialogues with the same structure... It seems that the "JOIN FAST" function doesn't end the announcement dialogue.
pnciampo 16 Nov, 2022 @ 12:46pm 
I love this mod, but I have to be a little critical. The campaign doesn't end after the people join. I suggest making the leader be an escort of some kind. May it be a major faction soldier or what have you. You need the event to actually end, which is scripted if the dialogue is not interrupted OR if its interrupted and the trading or conversation is ended. Right now you have a campaign that is unresolved in the "Faction" tab.
Cattrina  [author] 14 Nov, 2022 @ 8:34pm 
\0/
Mark. 14 Nov, 2022 @ 10:22am 
I've been looking for something like this thanks bro!
Cattrina  [author] 14 Nov, 2022 @ 4:51am 
매우 감사합니다
rbalsek 14 Nov, 2022 @ 1:00am 
굿.
Cattrina  [author] 12 Nov, 2022 @ 11:07am 
Thanks! Yeah they sometimes have a bit walk to make. It depends how far their home town is. If you already are allied with several factions you certainly can get more than one group to appear at once. Usually you just get one squad, but very often their speeds wary so much they arrive at different times.
JKRAZY 12 Nov, 2022 @ 7:25am 
I have my base near ClownSteady and the first time it told me they were coming it did take a lil min maybe like a day or so for them to get there so thats good if you don't have no one at your base 24/7! Also idk if it was supposed to happen like this or not but about 4/5 of them showed up pretty much at the same time. So far everyone i have recruited has had a weak weapon some with good stats in certain areas tho ive only seen a swordsman as far as skilled people so to say. GREAT MOD!!!
Cattrina  [author] 10 Nov, 2022 @ 8:09am 
I am glad you asked! Yeeees XD
Ñokk 10 Nov, 2022 @ 7:52am 
Any joiners?