Kenshi
Wandering Squads - Trader's Guild
42 Comments
zartury  [author] 1 Jun, 2018 @ 3:54pm 
No, unfortunately you have to sell them manually, ie. speak with a merchant directly. The way the game works it can't buy weapons, it can only buy items. That's the way the game was made. I haven't heard if the developers plan on changing that.
zartury  [author] 2 Apr, 2018 @ 4:04pm 
That would be kind of difficult to do, at least with dialogue options currently available. But it would be possible to make wandering sparring bandits/martial artists, the question would be what race/nation would make sense lore-wise to use, since I cant picture any kind or group/nation going for it, unless its a random gang.

Other than that, it may take some time to get up and going but if there is some interest in it, I could make something before the end of April (I am a little squeezed for time). However, should you want to have a go at making one, let me know and I can give a few suggestions for where to start.
Mr.Taco 2 Apr, 2018 @ 1:09pm 
or even wandering martial artists that have you bet money to spar with them or something
Mr.Taco 2 Apr, 2018 @ 1:07pm 
played it and yes it works! ty for the reply btw oh and i may have an idea for a future mod. perhaps spawning characters that you can have a bar fight to build up your martial arts skill ina lore friendly kind of way with different dialogue in between to spice it up
zartury  [author] 28 Mar, 2018 @ 4:50pm 
Yes it should still work, as this mod doesn't depend on anything (including Kenshi updates, experimental or not), except the Wandering Squads Spawn Engine. However, I might have to review of each mod to see if any areas were changed/created since the last update, as I think only three were created in the already released areas since the last time I updated it.

Except for those three areas (which are quite small), it should work normally (by normally, I mean that those squads appear in those areas).
Mr.Taco 28 Mar, 2018 @ 12:12pm 
does this work for the recent version of experimental?
zartury  [author] 15 Nov, 2017 @ 4:18pm 
Yeah, its a confirmed bug. For me it was certain hiver villages, which got fixed after an import. I guess I will contribute to the bugs findings and let them know too, as should anyone who gets the bug still.
Havoc 'Lamperouge' Kan 15 Nov, 2017 @ 12:03pm 
@Ghost.
I've had the bug where one or other trader were at a huge deficit, within the intervals you described, however that was way before I even found this mod.

I don't think it is related to it.
zartury  [author] 4 Nov, 2017 @ 2:32pm 
*30 game days
zartury  [author] 4 Nov, 2017 @ 2:20pm 
Alright, after much testing (30 days going by), I couldn't replicate the issue you had with the wandering trading squads for either Clownsteady or Drifter's End. Money resets normally after purchases and no purchasing.

If you are still getting it, try looking into the coin purse mod or even the expanded cities if you use them. Good luck!
๖ۣۜᎶ𝔥𝔬𝔰𝔱 👻 2 Nov, 2017 @ 2:42pm 
Clownsteady and Drifters End.
I'll try verifying and such too.
zartury  [author] 2 Nov, 2017 @ 2:26pm 
Have you tried disabling my mod to see if the problem went away vs coin purse mod? That would be a good thing to pursue. The game may have bad files, so if you verify it it often solves issues (they seem to appear after multiple updates, it just doesn't always affect the game).

Outside of that, just give the names of the two UC towns (there are quite a few of them) and I will be looking into it on the weekend if the problem reappears. I will look into my game and see if I got the same thing (have 30 days + too).
๖ۣۜᎶ𝔥𝔬𝔰𝔱 👻 2 Nov, 2017 @ 2:06pm 
Both the UC towns were running insane deficits.
It was each shop owner, apart from the building material people for some reason.
I noticed it first when they were at -40k, figured I'd be able to buy shit from them and eventually get them back up. I returned an in-game week later and they were all at -285k to -295k.

Didn't check the other towns, since I was building a base down there.

Only other mod with cats is the coin purse you find on dead people.

Uninstalling and importing seemed to fix it though, maybe only importing would've been enough too, who knows.
zartury  [author] 2 Nov, 2017 @ 1:57pm 
That would be impossible for them. They do buy stuff like mercenaries/wanderers (vanilla and mod alike), however their tastes are completely different from other squads. The 4 specialized buyers will buy stuff from anyone, npc or player, so as long as it fits their shopping list, their budget (around 5,000-15,000 cats) and are buying from a counter, not a plain character.

Maybe if you mention the town, I can try to see on the weekend. But that seems very off, if anything the shops should have 285k (is it each or altogether?), not -285k in their bank. No other mods where money is taken, instead of given?
๖ۣۜᎶ𝔥𝔬𝔰𝔱 👻 2 Nov, 2017 @ 12:59pm 
Do these traders actually take money from the NPC shops when they visit?
All shops apart from the building materials one is -285k or more in cats after having this on for 50 in game days or so.
This is the only mod I have that even remotely comes close to any economic changes, uninstalling and importing restored their money luckily.
zartury  [author] 30 Sep, 2017 @ 6:31pm 
Alright, so this has been updated to 0.97.2, with all squads reflecting the factional sqauds that are spawned in any given area. Tweaks will be made once I visit the areas more thoroughly.
zartury  [author] 29 Sep, 2017 @ 3:58pm 
Hello there,

It should be, since I added to the unreleased areas way before, like August 12. So yes, it should be fine. I went exploring with a godmode character and saw them appearing in some of the areas they added. I will be doing a comprehensive scan over all the wandering mods tomorrow night or Sunday, to catch anything that was missed.
gazza_m_bolton 6 Feb, 2017 @ 3:12am 
That helps lots thank you very much. Looks like packing up camp and moving :D
zartury  [author] 5 Feb, 2017 @ 8:48pm 
They usually stick to roads, however, if its not too far off they will leave the road and come to your outpost. It best to stick close to the roads though, as they will spawn on any road that nearby.

The other thing is that they won't buy certain things, as there are four different types of "buying" merchants. Try putting medic kits in your counter and see if they come (all four will buy it). Also, if the town gate is set to private as well as the building the counter is in, they won't come to buy (just check to see, its easy to overlook).

Last thing is if the spawn engine is on, because without it the chances of them appearing in that area will be smaller than what it was set to.

Hope this helps.
gazza_m_bolton 5 Feb, 2017 @ 4:45pm 
One quick question do the trade caravans come to your base or do you need to build near there route as built outpost near to the holy farms on the green land and not had any caravans arrive at the outpost. Am I in the wrong spot or am I just being unlucky on the spawn rates and will eventually show?
zartury  [author] 15 Jan, 2017 @ 4:12pm 
Well, the north is done like that on purpose. Originally I wanted it to sell at the huge price while buying at the normal price it usually would but the game doesn't work that way (odd I know). Its kind of the reason why I kept the money they have on hand the same, so that it doesn't break the game. The logic of higher prices for buying makes more sense than normal prices in a location like leviathan so I went with it. Once the developper allows for said adjustments, then I will change them.
blot 15 Jan, 2017 @ 4:04pm 
Ah, didn't take faction relations into account, my bad.
McFlurry Butts 15 Jan, 2017 @ 3:52pm 
Oh, and if you go into the north part of the map, they jack the prices up, but they also buy stuff at a higher cost too. They usually don't have enough money to buy things of immense worth like higher tier sword, so I doubt it's game breaking.
zartury  [author] 15 Jan, 2017 @ 3:45pm 
Alright, this should fix it permanently. Personally, didn't want to use this fix but it should work fine. Stripped any dialogue associated with forcing an attack, as well as introduced a steady positive relationship reinforcer between traders and anyone they come in contact with (except animals + player squads).

Allies should not attack, even if they get hurt accidentally by an ally (mercenary guard + my guys on harpoons ), unless they changed that mechanic for the game. Will check in tomorrow on this to see if its still an issue.
zartury  [author] 15 Jan, 2017 @ 3:23pm 
Its still there? Alright, got an idea, since you are observing them Mcflurry. I gonna throw a few changes and see if it stops them from rampaging for you, since I can't seem to replicate it.
blot 15 Jan, 2017 @ 1:45pm 
@McFlurry Butts I want to say that this happens without the mod too, for example: bonedogs vs. holy nation and you'll step in to help the patrol with your plank wielder, a few bad swings results in "friendly fire" turning them hostile towards you.
McFlurry Butts 15 Jan, 2017 @ 1:34pm 
I noticed that they get into fights with other factions sometimes if they get attacked by bone dogs and some other faction like The Holy Nation accidently hits them with a fairly long reached weapon.
McFlurry Butts 10 Jan, 2017 @ 4:31pm 
Thanks! Great job!
zartury  [author] 10 Jan, 2017 @ 3:46pm 
No problem, the timing for this was just right. Would have taken longer if there was no such thing as fast forward to see if it works, so should be good now. Enjoy!
blot 10 Jan, 2017 @ 3:42pm 
That was a fast fix, kudos!
zartury  [author] 10 Jan, 2017 @ 3:34pm 
Alright, a fix has been given for the AI shopping. They should be less likely to break down gates and doors for NPC towns. Also, noticed that some squads that were appearing in holy lands weren't completely human (odd since characters were set to be greenlander only), so did a squad override for race.
McFlurry Butts 10 Jan, 2017 @ 2:24pm 
The door issue might have been it, but I really can't recall if my doors or gates were locked.
zartury  [author] 10 Jan, 2017 @ 2:22pm 
Maybe that what its really about. While revise the AI while looking into this.

The traders do have a script for vengeance (of sorts), and will retailiate if their members are looted/kidnapped. That may explain why the huge battle occurred and why you got drawn into it. Will continue following a caravan I came across (they have a shek with them) and will see what will happen when coming across the holy nation.
blot 10 Jan, 2017 @ 2:17pm 
Is there a way to stop them from breaking down doors at night to shop? I've seen them do that before both in other towns and to get inside my own settlement and it didn't really bother me then, but now when I've been spending some time in Mongrel trying to turn in Fog Princes it suddenly became a problem because all the cages are occupied by doorsmashing Traders Guild.
McFlurry Butts 10 Jan, 2017 @ 1:59pm 
(The Kidnapping and bailing out part was in The Stack, while the counter was at my base.) It took a good while before anything really occured and I passed tons of traders with it.
McFlurry Butts 10 Jan, 2017 @ 1:58pm 
I never attacked them or lost any relations, but I did kidnap a knocked out pack animal and then put it into a holy nation cage and then bailed it out, so it was apart of my team with all the items considered legally mine. That might have caused it, but I am not sure. I was also building a counter for items when this happened too.
zartury  [author] 10 Jan, 2017 @ 1:49pm 
Last thing that I forgot to ask, as this will influence what the fix is (otherwise I may get it wrong). What was your relationship level with the Traders at the time (roughly). Once I got an idea about that, then expect a fix to come out today. In the meantime, I am going to that area to see if it can be replicated.
McFlurry Butts 9 Jan, 2017 @ 10:10pm 
I think there was a Shek, but most of it was human.
zartury  [author] 9 Jan, 2017 @ 8:50pm 
Near the fog area? Quick question, were there any non-humans in that caravan squad? Equally interesting is that they attack you too.

This is an assumption but I think the trading squads in the fog area may have gone into the holy lands (so non-humans) and then triggered a huge fall in their relationship, which begins at +100. Though I have seen it being the case where non-human squads (skeletons and hivers) being ignored by holy squads in the testing phase, so this is weird

I don't think I will be able to get a fix out today (well, for the last 10 minutes of today), but expect it tomorrow by the same time at the latest.
McFlurry Butts 9 Jan, 2017 @ 8:26pm 
Yeah, they attacked the Holy Nation, and they attacked my units too. There was actually a pretty large battle between them and the Holy Nation on multiple occasions. I had a hive soldier and a bone dog in my team composition, so not sure if that triggered them to assault me. They usually ended up with a bounty.

Also, they did not immediately attack, but rather sat around for a bit before going crazy.

I was near the fog too, so there was lot of fogmen and wild bonedogs running around.

I don't know if this helps at all.
zartury  [author] 9 Jan, 2017 @ 7:24pm 
Hey McFlurry, which people they are attacking exactly? I have been playing for a while and have yet to see it happen anywhere. Is it the holy nation?
McFlurry Butts 9 Jan, 2017 @ 3:57pm 
They keep attacking people.