Kenshi
Wandering Squads Spawn "Engine"
44 Comments
zartury  [author] 20 Feb, 2023 @ 5:21pm 
Yeah, no problem. If anyone can be specific about the bug, then it is an easy fix (like your mention about the crash happening in the city of Mourn). These mods were setup to require little maintenance, so a little fix like this is no issue - plus give these mods alot more mileage too :)
Brenbold 20 Feb, 2023 @ 12:49pm 
Thank you so much man, love this mod and was sad to disable it on my load order. Honestly, I didn't even expect you to come back to this so thank you for debugging it! :praisesun:
zartury  [author] 19 Feb, 2023 @ 7:37am 
Alright, so seems like the non-talking bodyguard mod was the issue. Strange how the taking bodyguard mod had no error but anycase, the only issue i could pinpoint was resolved (seems the developers removed the neutral dialogue - which caused a crash because it had to trigger some dialogue with neutral NPCs but there was no dialogue available).

Took some additional precautions removing broken squads from the engine mod as well, so all these mods should stay good for a long time.
zartury  [author] 13 Feb, 2023 @ 5:23pm 
Hello Brenbold - apologies, missed seeing your comment. Thanks for the mention, this mod only modifies the vanilla spawn rates - so if something isn't there, it is unable to modify it. Will check later this weekend to see if this is coming from this mod underlying code, but won't be going on a witchhunt to resolve it if outside this - lot of changes have happened since this mod first came out - it could very well be outdated from how it functions or simply some bugs from overlapping updates. Would also suggest try validating the game, as you only need one corrupt file to ruin the game or mod in a specific map area.

Hello Bueno Horse - well, not really sure - I wasn't around when Genesis came out. Check with the creators if they mess around with the spawn rates of the vanilla game - if so, would suggest keeping this mod off - this may affect the spawn rates of the dependencies (may happen more or less often that they will spawn, depending on the map area).
Brenbold 2 Feb, 2023 @ 4:24pm 
Not sure why but this mod (or maybe one of its subsidiaries) causes the city of Mourn to cause crashes for me. I'm not sure if you're even maintaining or looking at this thread 4 years later, but I just wanted to put the comment down just in case someone else is trying to debug weird crashes.
zartury  [author] 2 Sep, 2019 @ 12:50pm 
My suggestion would be to look into how to mod in Kenshi before trying that. There are several tutorials for that (I think one in the forums here). Then pick up the Wandering Recruits mod and change the spawn rate for skeletons recruits.

Another option available without modding is that you can also increase the number of spawned squads and their sizes. These settings can be changed in the menu, I think under options. Be aware that performance may be affected.
Pharious 1 Sep, 2019 @ 2:01am 
Okay then so how do I modify it then because I don't know how to modify much?
zartury  [author] 31 Aug, 2019 @ 11:41am 
Hello, you would have to modify the Recruiting squads mod, this mod only modifies vanilla squad numbers. Depending on the area, turning this mod off can increase the spawning rate of recruits in an area (typically set to 5% in every area).

Hope this helps.
Pharious 31 Aug, 2019 @ 11:02am 
How do I edit the recruit spawn rates? I'd like an army of skeletons if possible.
zartury  [author] 7 Aug, 2019 @ 2:28pm 
That would be the wandering recruits mod, this mod only modifies spawn rates.
EvilNecroid 6 Aug, 2019 @ 12:40am 
does this add new squads or just changes spawn rates?
ive been seeing these southern hivers wandering around with unique names and im just trying to track down what mod they come from
Timesplitter 26 Jun, 2019 @ 12:39pm 
Thank you for this amazing mod that I have included in "Kenshi: The World Divided". This Mod Collection has been fully tested and works perfectly. Thank you again for the great mod to add to this collection. :steamhappy: Timesplitter.
zartury  [author] 26 Aug, 2018 @ 4:38am 
Maybe try to see if validating the issue works (its found in local files, in game properties), costs a lot less time than reinstalling the whole game. I have had occasions where imports didn't help, that I would have to start a new game and that cleared all the issues.

Well, I hope you find the cause of it.
Kolljak 25 Aug, 2018 @ 5:17pm 
I wonder if its a conflict between one of my other mods that may have remnants in it. i could try a clean install next time i play.
zartury  [author] 25 Aug, 2018 @ 3:27pm 
As for the AI I suspected, it is the one the developers have made for every other friendly-ish squad in the areas (checked it out). So, I would be at a loss in either case if it were to blame.
zartury  [author] 25 Aug, 2018 @ 3:21pm 
I must admit, that has always been an issue since ever for me, it just happens. The only suggestions are these (don"t know if you played a while or not):

Validate the integrity of the game: often, these updates usually leave out a file or two. Having done so removed the CTD, I was missing three files it had to retrieve.

Imports, especially when you have gotten rid of either a building mod (and the building still is in the world) or city mod. I had to get rid of most city mods with a modder that starts with a A as it was causing random crashes. Just turning off a city mod doesn't get rid of it.

The Shark mod is good, but I can't vouch for the others, as I haven't tried them out.

Good luck on finding it.
zartury  [author] 25 Aug, 2018 @ 3:13pm 
Alright, so I have looked into it. Nothing seems to trigger, outside of building (but that wouldn't involve these mods) in Darkfinger. Found the fishing village north of World's end, followed to the only library on the North Coast. Nothing from the mods. I however got ctd coming from the direction of World End to the fishing village, but that was with and without the mods on (so inconclusive). The only way no CTD wouldn't happen is if you went directly through World End (don't know why).
zartury  [author] 21 Aug, 2018 @ 5:02pm 
You know, I have been considering whether its the recruits that might be to blame. I have just changed their AI not long ago, so maybe they interfere with it. Have you tried having them off and going through the area?

If you have hired recruits, and they disappear when turning it off, try using the Wandering Recruits offline and see the results (it should preserve any recruits, though you can also do that reset thing, forgot its name but it redoes the world). Actually, have you done it in a while since the latest update?
Kolljak 20 Aug, 2018 @ 6:00pm 
This was done with a 100% success rate of crashing with Engine, Non Hollering, recruits. mods that are with this and those are the only 3 i had when doing it.
Kolljak 20 Aug, 2018 @ 5:59pm 
Seems to do it if you walk from fishing village to the Ruined Library north west of it. just near the old village. good luck.
zartury  [author] 20 Aug, 2018 @ 5:12pm 
Okay, turn off the mod for the time being. Will look into this when I will have the time near the weekend, hopefully.
Kolljak 19 Aug, 2018 @ 5:03pm 
Can no longer use this mod. seems to cause CTD randomly at Leviathan coast
[purple sand coastline north above cannable lands]
please look into this if you are still actively working on this.
Rohzdear 11 Jun, 2018 @ 4:53pm 
Alright, thanks for the explanation.
zartury  [author] 11 Jun, 2018 @ 4:51pm 
But I remember having elaborated on the disclaimer, guess it got erased by the old mod's description. Will update temporarily that part, will readdress the rest later.
zartury  [author] 11 Jun, 2018 @ 4:39pm 
Basically, their squads won't pop up or spawn as often as they had set it for some areas. For a certain 2-4 areas, they will be popping up more often than vanilla + Wandering squads . That's pretty much it. Other than that, nothing else.

Someone was originally floating the idea of making a universal spawn engine, so that everyone could add spawnable squads without diluting the vanilla ones, after I threw this mod out there. There hasn't been any progress on that front by anybody as of yet.
Rohzdear 11 Jun, 2018 @ 4:02pm 
"Disclaimer: This may impact adversely the spawned squad mods made by Shidan, Thaboone and Kenshi Reworked. If you are using these mods, it best to turn off the spawn engine, till a solution is achieved. "

What EXACTLY does adversely means in this context? Will it crash my game? Compatibility issues?
Simply stop some parties from spawning?
Bantichai 18 Apr, 2018 @ 5:42pm 
Thanks a lot for taking the time to respond. I was deciding whether to type everything out on one page but decided to leave each comment with the context of the mod. Anyway, that all makes sense. Thanks!
zartury  [author] 18 Apr, 2018 @ 4:05pm 
Well, you beat me to it. Glad you worked it out but yeah, it happens. Check my other comment on what this mod is responsible for, one of three places you commented in. Have a fun read!
Bantichai 18 Apr, 2018 @ 6:55am 
Actually, found out it was Crows World mod which edits the hub that spawned all the recruits, with it disabled hardly any recruits were spawned interesting.
Bantichai 18 Apr, 2018 @ 6:34am 
I tried this mod today with squad size x3 in the hub and it resulted in a few of the recruits sitting on the same chair. IE x3 recruits sitting on the same chair. I then tested it in the Hook and instead the recruits that couldn't fit in the bar, started wandering around the town patrolling and buying. Any idea as to why this happens?
zartury  [author] 30 Sep, 2017 @ 6:32pm 
This mod has been updated for every area, released and unreleased, under Kenshi up to version 0.97.2.
zartury  [author] 29 Sep, 2017 @ 4:00pm 
For anyone wondering, this mod has had squads added to unreleased areas , like the great desert and a few others. However, will be performing an update for anything missed either tomorrow night or Sunday.
zartury  [author] 19 Apr, 2017 @ 8:45pm 
Yes, its up to date with the latest experimental version.
Mr. Bear 19 Apr, 2017 @ 5:01pm 
is this still up to date with the current version of the game?
zartury  [author] 6 Jan, 2017 @ 2:41pm 
Right now the load order makes no difference, as the associated mods and this mod perform different things, so its fine. Once it comes out that that other spawning mods start fiddling with vanilla spawn values, then it will matter to have it "above". I can't say if Shidan's, Thaboone's or Kenshi Reworked has done that but if its a priority for the wandering mods to work above theirs, then it should be put above. Hope this helps.
Cody 6 Jan, 2017 @ 1:46pm 
Do I have to load this in a particular order in the launcher? Like, does the "engine" need to be "above" the other mods in the list?
I thought I remember you saying we need to but maybe that was for somethin' else.
zartury  [author] 5 Jan, 2017 @ 8:16pm 
Alright, also if you want, I made a discussion above for a spawn normalizer. If you want to give some input on it, feel free to say what you want to see in it, seeing you also have made quite a few spawning mods. Contacted two others after perusing the mod listing, will see what they will have to say as well.
zartury  [author] 5 Jan, 2017 @ 6:56pm 
Sorry if I caused any issues, but I wasn't against a normalizer being created (only voiced the opinion that there weren't any mod for spawning out there at the time, at least to my knowledge after a brief sweep of the mods available). Weaver offered to make one and I asked just to be notified about it if it came out.

In any case, I will issue a disclaimer, but I guess I will see and contact those who have spawning squads and see about releasing a spawning normalizer that they can use too.

Ah, I realized I forgot to add the link for downloading this mod. Added it.
Shidan 5 Jan, 2017 @ 3:56pm 
I'd like to point out, Weaver was definitely right. This mod will kill the spawn rate of any other mod's squads, assuming they didn't modify the base game's numbers as well. And most people are just going to match their squads to the base game's.

I think you should probably at least have a disclaimer or something mentioning this lack of compatibility. As it's the other mods that are certainly going to get the flak for their mods not working right.
zartury  [author] 27 Nov, 2016 @ 12:43pm 
If problems come to such a point then I guess all modders will have to agree about a spawn normalizer, but I don't think much has come out on that front yet. But if your idea stands, I wont mind it, just would need to know about it is all.
Weaver 27 Nov, 2016 @ 8:50am 
Cool, and if it ever becomes an issue of major concern I can probably hack together a spawn rate normalizer mod generayor or something. Also you misspelled Okran in paragraph 3.
zartury  [author] 27 Nov, 2016 @ 6:30am 
Thanks, forgot about that. Well, it shouldn't affect anyone unless these mod are meant to play a larger role in the area. Average increase in spawn rates were mostly increased by 1/3x to 14x. One had to be reduced by half.

Everyone is welcome to use this as their mod spawn base too if they like. Anyways, gotta run. Will add the remainder once I'm back.
Weaver 26 Nov, 2016 @ 9:24pm 
(Assuming they have any anyway). Also you should probably use the 'add required other mods' thing on steam to link your stuff together
Weaver 26 Nov, 2016 @ 9:22pm 
Hm, isn't this going to cause literally every other mod on the workshop to have its spawn rates thrown off?