Kenshi
Wandering Squads (outdated, look for newer version)
146 Comments
Jerran 8 Feb, 2017 @ 5:40pm 
Fantastic thanks very much :)
zartury  [author] 8 Feb, 2017 @ 5:38pm 
Added the links up within the description. Just read the description for the spawn engine before deciding whether to have it active or not, as there is some incompatibility with a few spawning mods.
Jerran 8 Feb, 2017 @ 3:41pm 
I dunno if its because im tired or just an idiot, I cant find the new version of this mod. Anybody got a link or point me in the right direction thanks
zartury  [author] 27 Nov, 2016 @ 3:42pm 
Everything has been added. You can find it either under the recent tab for Kenshi mods and type up Wandering Squads in mod search. Add and run what you like.
zartury  [author] 26 Nov, 2016 @ 8:57pm 
Hello everyone,

So I uploaded a few of the mods, the spawn engine, the merchants and the recruits. Mercenaries will be uploaded tomorrow, since I ran out of time.

Also, this mod will officially become "outdated", so try to move to the other one. You also will not require Wandering Squads Offline, just use the spawn engine.
Weaver 21 Nov, 2016 @ 12:40pm 
No problem, it's kind of confusing. I actually posted a request in the modding form that they add a randomization function to weapons, since they are only using 2 of the 3 possible data values for the entry.
zartury  [author] 21 Nov, 2016 @ 12:11pm 
Hmm. Guess I will "examine" all the characters to see if thats the case, just so that the new mods are good to go. But thats good, I can create weapons merchants (maybe armor merchants too?). I will keep that in mind when remaking the bounty hunters .Thanks for the heads up, wouldn't know about it otherwise.
Weaver 21 Nov, 2016 @ 11:51am 
Hm, far as I can tell it selects all of them; I tried using that list to make a random holy weapon character and I ended up starting with 12 or something Edge X weapons >.>. Complaining about that, my friend commented that he took down a mercenary somewhere and found them loaded with weapons. Dunno what's going on really.

Oh, and I just noticed you changed playable to true and added cannibals to the human group in the editor, I didn't see any other changes related to them, they just show up in character creation. (But then so do cannibal skavs and deadhive and that's not your fault so I have more mods to tilt my head at :D)
zartury  [author] 21 Nov, 2016 @ 10:13am 
For the bounty hunters, it was a suggestion way back then to add them in and since they were already created in the vanilla game, I simply plopped them in. As for their weapons, it shouldn't spawn a dozen weapons, as I tried to creates merchants the same way and failed. Turns out it selects one randomly, but you can prioritize which one they should aim for if they get rid of previous weapons. If this has changed now, well, no worries, as the new mods are just caravans, recruits and mercenaries. Don't have time to work on bounty hunters.

As for the cannibals, they are part of the other mod released, wandering cannibals. It was worked on within this mod before being transferred to another one. Its leftover work and shouldn't spawn.

Weaver 21 Nov, 2016 @ 12:46am 
Hey, little oddity I noticed. You create squads that reference Bounty Hunter Low 18474-Dialogue.mod ... it and a couple other unreferenced-in-vanilla bounty hunters are configured to spawn with like a dozen weapons at once, since the weapon list dosen't actually support randomization like the other ones do.

Also this mod adds playable cannibals for some reason. (Now where are the playable deadhive coming from though...)
zartury  [author] 20 Nov, 2016 @ 4:20pm 
Update on the progress. It has moved to the testing and fixing stage (half way through). So at the latest it should come out at the end of next weekend. Opportunistic merchants (for harsh environments) still need some work.
zartury  [author] 20 Nov, 2016 @ 7:16am 
Uh, this shouldn't be an effect from this mod. This mod creates stand-alone characters that are seperate from the base game (so that nothing is modified within it by me) and they are mercenaries, caravans, recruits, nomads and bounty hunters. I also didn't introduce anything related to bandits. Maybe you downloaded another mod?

Also, it could be that its because you have more than three characters in your squad, hungry bandits will always attack if you have two or less. When you have more than three characters, they will have a chance of attacking you (like 20%-50% of every encounter). Hope this helps.
DoubleShot 20 Nov, 2016 @ 2:42am 
It seems for some reason random bandit groups arent attacking me since i installed this mod?
Billsthename 29 Oct, 2016 @ 2:46pm 
Thank you.
zartury  [author] 29 Oct, 2016 @ 2:06pm 
Alright, so you got a 2% chance of the recruits popping up in either vain or dred areas, the pink forest areas. It is equally important to be on the roads or near them while waiting, as that's where they will be found 100% of the time.

As for skeletons, they should have a higher percentage of being spawned, you just have to be hanging around an area where skeletons are usually found.
zartury  [author] 29 Oct, 2016 @ 1:54pm 
Ahh, that's probably the reason. Try staying in one spot for a game day or so. I have equally noticed that the chances of recruits becomes greater the longer one stays in the same spot. Let me dig up some info about the chances for hiver recruits.
Billsthename 29 Oct, 2016 @ 12:02pm 
I've been running around the hive vain area trying to recruit me some hive. On new game plus and still no hive or skeltons to hire in the unbigoted bars. Me wants me some diversity in my group. That way if a hiver calls me a racist I can be like, "some of my best friends are hivers." Anyway, I've only found traders guild hivers and mixed mercenaries really trying hard to get me to recruit them.
zartury  [author] 29 Oct, 2016 @ 6:01am 
Yeah, they were gotten rid of by the devs. They are suppose to fall under tech hunters, at least for now (I am going to update everything once this mod breaks up into seperate components, since there are too many characters to keep track of). I reduced the chances of them spawning, so that the game is a little balanced, but you should be seeing them at least once a day or so.

Just to help you out, look for a group sort of look like dust bandits, however, if you point your mouse over them, a talk pointer should appear for a few of them. Those are the recruitables.
Billsthename 28 Oct, 2016 @ 5:11pm 
Is there suppose to be an adventurers guild? I subscribed and all I'm finding are mercenaries and traders. And under factions there is no adventurers guild like in the screen shot.
zartury  [author] 24 Oct, 2016 @ 6:35pm 
Ah, makes sense. Guess they didn't want to make it too OP, though I recall they make make their own unique dialogue for hiring in each case so its understandable (mod making can be overwhelming when it gets too big). Well, if any other problem arise let me know.
Kolljak 23 Oct, 2016 @ 7:23pm 
The person that made the recruitable prisoner mod forgot to add Merchant Guild to the list of recruitables im trying to get him to add them for use with your mod. nothing on your end.
zartury  [author] 23 Oct, 2016 @ 6:56pm 
Sorry, I am a little lost. Don't get what you wrote except that something doesn't work on the trading characters in this mod.

Only going on a leg here (not much specifics here), but if it has to do with popular mod on slavery and recruitment, they would have to take a look at the mod I made (downloadable from the link above to lofigames) and add the characters I created. Most characters (merchants included) are stand alone and I am guessing they have to add them to a list to make them slavable and recuitable.
Kolljak 23 Oct, 2016 @ 5:29pm 
well as it is the recruitprisoner [which i have asked him but got no responce yet] doesnt work on Merchants guild peeps.
zartury  [author] 23 Oct, 2016 @ 4:15pm 
Hey Kolljak, will keep the idea in mind. Currently, spawned merchants cant buy or sell actual items, at least from previous experiments. As for alcohol, the food merchants + caravan guards usually buy it. But once the engine is released, I hope to add sword and armor merchants into the mix.

As for blueprints, I would rather leave it to the villages/cities to provide, otherwise there would be no point to explore. However, I wouldn't mind adding ninja specific blueprints if they don't already exist in the wild, though again only once the engine/map update comes in.

Appreciate the feedback Truthowl. That leaves 9 more feedbacks on the idea.
Truthowl 23 Oct, 2016 @ 8:47am 
I like the idea of seperating the merchants from the mercenaries.
Kolljak 22 Oct, 2016 @ 8:03pm 
Mabe you can add traveling ninja merchants that sell/buy illegal goods of the holy land /blueprints/gold/silver/rare items/anything narcotics and alcholhol?
zartury  [author] 22 Oct, 2016 @ 7:13pm 
Alright, the fix on the narcotics is done.

Just to mention to everyone, I will clean up this mod once that update to the engine occurs (and hopefully the latest addition to the map at the same time) as it will most likely need some adjustments.

I am considering the idea of spinning off different components of this mod so that problems will be easier to pinpoint and also so that people can pick and choose what they want to keep from this existing mod. Will appreciate any feedback on this idea.
zartury  [author] 22 Oct, 2016 @ 7:02pm 
So I looked into it and strangely enough you are right. Very odd, whatever it used to be got turned into hashish. I think it was originally a seditive or something akin to it, and they were trading it before when I made that portion of the mod 3-4 months ago. In any case this only applied to the trade goods trader (of the four type of traders), so all others were not peddling in narcotics. Thanks for the heads up.

Also, I guess I should clarify by about the medical supplies. Try trading in medical kits, would never suggest narcotics. Its one of the few things all four types of merchants buy. The type of trading merchant in drawn at random. Also the guards of the caravan will purchase it too.
Kolljak 22 Oct, 2016 @ 4:11pm 
also yeah you where right i was too far from the road.
Kolljak 22 Oct, 2016 @ 4:10pm 
There is an error in your mod your traders carry narcotics even tho the discription says trade guild doesnt handle in narcotics. wont touch the stuff.
zartury  [author] 21 Oct, 2016 @ 12:10pm 
Just remembered, how close are you to a road? That can affect their willingness to engage in trade with you, especially if you are too far.
zartury  [author] 21 Oct, 2016 @ 12:09pm 
(cont)

My suggestion: try trading medical supplies. If they buy, then the problem was the goods you were offering. You can tell by engaging directly in trade with them, and seeing what they are selling the least of. That is the greatest want.

Hope this helps
zartury  [author] 21 Oct, 2016 @ 12:08pm 
Not really Kolljak. They are suppose to engage in trade for every area where there are spawns. To help out, read and see what may be missing.

The merchants should trade with you if you 1) set your town to public 2) set the building the shopcounter is housed in to public. Also, negative relations could be an issue, so try to get your relations up by trading directly with them (+1 relations for every dialogue trade with them outside trade counters, trade counters don't increase relations I think).

If these are are all good, then its a matter of what you are selling to them. So far they don't buy weapons or armor or equipment. What they do buy are commodities. However, like the description says above, each trader has specific wants (4 types of traders). Some wants are also more important than others, so they won't go to your counter even if its a want they may be willing to buy, as its not a priority.

(cont)
Kolljak 21 Oct, 2016 @ 10:08am 
@zartury is there a way you can filter out merchants going to specific factions. the merchants near my town keep going to a 2nd empire shopcounter on laviathan coast and ignoring my town. can you filter 2nd empire as a visitable area for them?
zartury  [author] 15 Oct, 2016 @ 8:49pm 
Hello Banana Cat,

You have to be at the pinkish forest found west of the Hub or any of the hive villages found in it. Just understand that recruits don't pop up that often compared to original spawned units or units like bodyguards/merchants, so hang around in one area for a while, eventually you will see some hiver recruits.

Also you have a chance of seeing them in non-holy regions, but the chances of finding them in a recruiting squad are a lot lower than if you came across one in the hiver regions.
Banana Cat 15 Oct, 2016 @ 5:05pm 
Any idea where I can find the hiver recruit squads?
BigRowdy 11 Sep, 2016 @ 9:21am 
Oh Yeah! I forgot all about blueprints! And tbh I have bareley left the border zone. Oh and this time i remembered to give you the thumbs up.:steamhappy:
zartury  [author] 11 Sep, 2016 @ 8:02am 
Thanks BigRowdy. Though this mod wouldn't be as great as it was without any input for suscribers like yourselves, so thanks to all of you as well for contributing.

As for the exploring motivation, I would disagree a bit. Blueprints do depend on the area you are visiting (still hunting for that ninja shirt blueprint). As your characters level up, you may start to look for more worthy adversaries, maybe even look for new places to settle, etc (try taking down a leviathan, its a great accomplishment). There are also some additions to lore and locations to visit for treasures and missions. Given the game is still in development, more stuff like that will be added over time, so that may compel you to go around and explore. Though, compared to a few months ago, there are a lot of mods that try to bridge that gap, maybe try some if you need to find a reason to explore. ;)
BigRowdy 10 Sep, 2016 @ 6:58pm 
This is a good mod. I have recruited many wanderers. The only downside is now there is little reason to explore....well at least to find fighters. Great Job though...:steamhappy:
zartury  [author] 10 Sep, 2016 @ 5:01pm 
As of today, thete should be no more forced conversations with the mercenaries who are looking to be hired. Instead there will be dialogue bubbles firing back and forth between one of your characters they see and themselves. Also, a solution came up that worked nicely for them to stop following your characters, without it seeming too out of place. Enjoy!

Ps. As for actual hiring bug (its from the game itself), it still is sort of there, but it seems to happen more when you reload the game, as they will forget they were hired by you (for the hours left of service they were suppose to provide). It rarely happened that they didn't follow through on their hire task through my few hours of testing.
zartury  [author] 9 Sep, 2016 @ 5:51pm 
Alright, given that hiring barely works (game bug), I have made a limit of one week to restart hiring dialogue. This should limit annoyances for everyone while I work on finding a better way of making mercenaries come by player characters without forcing dialogue.
zartury  [author] 7 Sep, 2016 @ 3:49pm 
Alright, so the problem with hiring mercenaries is related to the game, not the mod. Playing vanilla (mod turned off) and running to nearest town for mercenaries yields the same results.
I had to buy their services 9 times, the 9th time they actually started the job of defending the town for 2 days.

It is something on their end that doesn't show in the modding program, unfortunately. I can decide how much time passes before contract ends, but the game is choosing to ignore it. My suggestion would be to build up a lot of money if mercenaries are necessary and try till it works. Otherwise avoid using them for the time being.

Gonna contribute to the bug report with Turthowl, as he mentioned it has occurred since 93.21.
zartury  [author] 7 Sep, 2016 @ 3:23pm 
Yeah, I have just tested runned it. The code for the mercenaries looks unchanged. Running it however, I get the same problems as you guys mentioned, excluding Deadeye, though, they seemed to deduct both 50,000 and 20,000 for the contribution, despite it being programmed to deduct only 50,000. I am at a loss as to why its doing that.

I am guessing a bug has occurred for the AI, as it decides when they are suppose to perform mercenary work and when they are suppose to end. It is skipping the time countdown. Gonna check it Vanilla, to see if its the mod or if its in fact the game
Sir Tanne 7 Sep, 2016 @ 3:15pm 
Well I've only been playing the game for about 2 days and first few hours kept getting over run by pesky dogs or baically found myself hiding in the shadows from everything as a newbie so I see your mod and thought it might be the helping hand that I need to take a bit of preasure off while I try get myself on my feet and stay on my feet for a little while longer.

Semmed okay when I hired my first bunch of Mercs and they would have been yours too but sadly things just progressively got more unstable it seemed. I even resorted to unsubribing the mod at 1 points then reinstalling it again to see if it would solve the weirdness but to no avail.

I've not had bug deadeye talks of, quiet the opposite it seems, they take my money but kind of run off laughing at me.
zartury  [author] 7 Sep, 2016 @ 2:25pm 
Well something has happened to the game that I wasn't aware of. You shouldn't be able to do that if you don't got the money. This might be a very long weekend.

Will keep everyone posted.
Deadeye_7 7 Sep, 2016 @ 2:01pm 
@Zartury, thank you, i will let u know if it changes, and i mentioned the merc influence because i can pay the 50000 cats to increase the influence, WHEN I DONT HAVE 50K, but again, i wont lose a single cat. BUT i will still get influence. is that you? or a bug with the game as a whole?
zartury  [author] 7 Sep, 2016 @ 1:36pm 
Hello Truthowl and Sir Tanne,

Alright, I guess this should take priority over the issue with forced dialogue. By the way, this started recently or has this been a recurring issue?

I haven't been playing this at all over this past month and am rather surprised that I haven't heard from anybody about till now. Not much has been changed with regards to mercenaries since July 22th, and I know I didn't have issue with them after that time either. As for the recent changes, to speak in 6 hours instead of 2 and increase in money contributions were the only changes since then. They shouldn't have an issue from hiring.

I guess I will take a quick look at the mercenaries tonight, to see if some more meddling occurred from updates. If the worst has happened, maybe I will spin-off the mercenaries into a seperate mod till it works again.
zartury  [author] 7 Sep, 2016 @ 1:32pm 
Also, yes, the mod has included the payment for influence for mercs. Influence also increases with business with merchants (if you go up to talk to them to buy something, rather than them buying from your counter). Its to help in case of isolation from towns due to war.
zartury  [author] 7 Sep, 2016 @ 1:23pm 
Hey Deadeye,

Well, by paying I meant actually having money deducted. By the way, its fine now or the skeletons are still having trouble understanding the concept of being paid? Should it still be the case, let me know.
Deadeye_7 7 Sep, 2016 @ 12:55pm 
btw, is it your mod or vannilla game that has you paying the mercs for influence?