Kenshi
Wandering Squads - Recruits
179 Comments
Cellhawk 2 Jul @ 9:31pm 
Hi, wanted to ask, are these followers related to the occupying faction in every way? E.g. Flotsam Ninjas with player_flotsam dialogue package when recruited, in The Hidden Forest?
zartury  [author] 2 May, 2024 @ 4:48pm 
Hello Agathon,

Well, not sure, as there were other squads besides the recruitable ones that were added. I followed the logic of the squad composition to those in the vanilla game, that it follows what the vanilla game was going for. If it bothers you, you can download the mod and remove the squads from spawning in the game, the area should be listed (should be a quick fix). Myself, I no longer have access to this modpage, was lost long ago from a computer crash, so cannot update it anymore.
zartury  [author] 2 May, 2024 @ 4:44pm 
Hello Quantum Anubis,

Well, sounds like you are making a mod. I think though you need to first create a recruitable fogmen character (preferably one that activates in prison, as they will attack despite starting the dialog). Suggest you refer to the recruitable cannibal mod, "borrow" the recruitment dialogue from there onto a new copied character called fogmen. Can do it inside that cannibal mod, just so that it is easier for you. Can rename the mod afterwards. For spawning, you need to manually go through each region/area and see if there are spawns, if so add it there. I think there is a mod guide somewhere, can refer to it.
Illuminatus 2 May, 2024 @ 10:07am 
I don't know if this is the mod or it's the game but tech hunters skeletons spawns in HN territory (Especially Stack) so tech hunters and HN fight everytime they see each other. Can't tell yet if they fight now without the skeletons but i'm just reporting this some sort of bug.
Quantum Anubis 1 May, 2024 @ 1:04am 
@zartury what value do i need to change for the chance for fogmen recruits to spawn?
The Best We Have 6 Feb, 2024 @ 4:45pm 
I have solved the mystery!!! Pablo's Followers is, apparently, an old faction from the Child Mod from an early stage in the mod's development. It just so happens they are a homeless spawning wandering squad.
The Best We Have 5 Feb, 2024 @ 5:48pm 
Huh... Well, thank you for the response. I'm now even more confused as to where Pablo's Followers come from. I'm not the only one who has seen them in the game, but there are only about 3 other posts anywhere on the internet that I've seen reference them - none of which mention any particular mod.

WHO ARE YOU, PABLO?! WHY ARE ALL YOUR FOLLOWERS SO TOUGH?!

Oh, ya know what? Maybe the Child Mod... A squad of Pablo's Followers always has about half children in it. I will check with the author of that mod and report back.
zartury  [author] 5 Feb, 2024 @ 4:31pm 
Hello Santy,

So to confirm, these are recruitable squads that are wandering around in the wild and through towns (they may hang around for a few days in bars if you happen to hole up in one for a day or more).

Hello The Best We Have,

Apologies, missed this. Not entirely sure of the Pablo's Followers (and who they are), never added something like it (must be another mod). Just added squads using the vanilla recruit assets.
Pochopeta 4 Feb, 2024 @ 12:35pm 
i have a question, where are the recruitable characters? bars?
The Best We Have 8 Oct, 2023 @ 2:47pm 
Still waiting on an answer to my question from May, but in any case, I am now extra curious about "Pablo's Followers" because they were miraculously instrumental in my sudden, surprise takedown of the Holy Lord Phoenix. I thought it would take me a year or more of guerrilla tactics and Shek Kingdom soldier bodyguard squads attacking Blister Hill, but yesterday, just as I was about to take my original character out of the damned city and flee, there they were. Lucky for me, while normally not hostile to anyone, the Followers were attacked by the Holy Nation soldiers and thereby sealed the fate of the Phoenix. He's dead now. I carried him out of the city unconscious, took all his shit, brought him outside Admag, and slowly cut his stomach open until he finally bled out and died. So... Thanks to whomever modded in Pablo's Followers.
Botchevik 17 Jul, 2023 @ 8:57pm 
Great mod! I wish there was a UWE version with the UWE races.
The Best We Have 24 May, 2023 @ 9:26pm 
Is this the mod where "Pablo's Followers" came from? I can't think of any other mod I use that could have spawned them. Apparently, the idea of the character Pablo was pretty popular a few years ago.
zartury  [author] 21 May, 2023 @ 11:48am 
If on the other hand, no changes were made for dialogue (it is possible it is based on vanilla), you can modify it by looking for the changes to biomes (the spawns highlighted in green) and double click on the squads themselves. From there, it will reveal added dialogue in the window for that squad, run though each dialogue until you see one that would be highlighted in red - it stands for player paying money.

Good luck!
zartury  [author] 21 May, 2023 @ 11:44am 
Hello Brunticus,

Yes, you definitely can! It may take you an hour but it is rather easy. Aside from asking help on the discussion post, you will need to be subscribed to the mod. 1) move the mod from the steam workshop to the kenshi's mod folder. You will be able to modify it from there. Next, load kenshi via steam library, select "forgotten" option. After that, when you enter the program, select load (if not already up) and select the wandering recruits mod. From there, look from the taskbar for changes - from there you will be able to identify my changes to biomes (the spawn rate) and the dialogue for recruitment (to change cost).
Brunticus 21 May, 2023 @ 7:16am 
I really like this mod. Would it be possible to make a version with higher recruitment costs and reduced skeleton spawn chance? Possible also lowering the spawn chance of the caravan by a bit? I can't use the mod in harder play throughs since it feels too exploitative/cheaty compared to the vanilla balance. Great mod nonetheless, some of my favorite play throughs were in part because of the flexibility this mod allows.
r y u u 23 Mar, 2023 @ 5:29pm 
@frank yakumo I also can't right now, I think RP+dialogue is broken. I'm actually going to do a fresh start right now I assume that it's not working because I installed the mod mid play through.
FrankYakumo 20 Mar, 2023 @ 9:28pm 
Hey! Someone still here?
Does anyone use this mod with "Recruitable Prisioners with dialogue"?
I usually kidnap wanderers spawing from the mod and imprison them in cages, but can't recruit them via the RP mod, any patch or any tips for modifying the mods?
Juroguy Johnson 7 Dec, 2021 @ 5:30am 
Can confirm there are southern hivers, sometimes in the hub, usually in the stenn desert in the united cities.
zartury  [author] 5 Mar, 2021 @ 6:00pm 
Hello BeasteBeat,

From what I remember from my last update (back when I had the mod) that they were added in, but only for locations where they naturally roam. It also depends on relations with the faction of southern hide too, if too negative may be impossible to recruit. If that is holding you back from recruiting them, you can try capturing them, place them in a prison cell and see if the dialogue will trigger from attempting to talk to them from there. I know that this trick worked with my cannibal mod which was had negative relation stats and would attack on site.
BeasteBeat 5 Mar, 2021 @ 2:11pm 
Wondering if southern hiver's are in these recruits as well or not. Trying to make it so southern hivers can be recruited in an organic way
Jabroni Binyot 8 Dec, 2020 @ 1:04am 
Hello, huge fan of this mod as it allows me to play a skeleton only run quite easily and its quite balanced with its prices. Thank you so much.

However, one little tiny complaint. The wandering recruits of skeletons I find are ususally always only the standard skellies. I have only found one that was a headless variant lol, it would be cool if it was more equal with the P4 units and Soldier bots, so there is some variety.
zartury  [author] 16 Nov, 2020 @ 4:42pm 
Hello Magrael,

It depends on whether your active map covers an area where hivers spawn (bigger than the immediate screen). If so, then they will be coming from that area to roam into the holy lands, especially in order to get to a road. Unfortunately, though I have lost my mod, verifying through Steam I see that Holy lands only get holy wanderers. So cannot figure whether some else could have happened.
Magrael 14 Nov, 2020 @ 3:59pm 
I have issue with this mod. Why in the holy land there are Hivers?
zartury  [author] 26 Sep, 2020 @ 7:00am 
Yes, those are actually the guards. They are not recruitable, they are simply guards for the recruits.
SplitSec 22 Sep, 2020 @ 1:12am 
empire Solder - united cities
usually at the last roll of the squad.
zartury  [author] 19 Sep, 2020 @ 7:18am 
To mod the squads spawn rate in this mod (not game engine, as you are aiming to increase the spawn rate of rare characters), you will need access through launching Kenshi via steam app. It will give the option of running the game or making a mod. Once in there, a list of mods should appear at the bottom, select this mod's name and click load. There would be a tab for changes made by the mod, clicking on that will reveal the changes made to the vanilla game and those added to the vanilla game (the spawn rates are those added to the game). You should be able to change them from there.

Or the faster way would be to disable the game engine (plus increase the number of squads in the options menu), as the spawn rates without it would be greater in many places, while major cities it may be lower.
zartury  [author] 19 Sep, 2020 @ 7:16am 
Hello The Noob Babysitter,

I would need more details on which recruit doesn't work (name, faction), as most of the recruitables are the common vanilla characters within the game. It could be a bug, but that would be with the devs to fix (unless that character was dropped, don't know). I have not really done anything with those recruitables except plopping them into squads with the guards I created.
SplitSec 18 Sep, 2020 @ 8:00am 
also, dont mind a stupid question.
how to use the mod/game engine to change spawn rate?

not a big deal cus i like the rare spawn rate, but only if they are recruitable when i finally meet them lol haha
SplitSec 18 Sep, 2020 @ 7:54am 
Hello, hope you are still reading these. I am having the same issue as one of the comment below.
some of the character that i can converse with (gives the bubble) but only "Can i help you?" pops out on top of the character's head with no option to recruit,
the stats of the char is a laround 10-20.
they are not the strongest ones in the group that clearly make sense shouldn't be recruitable.
in fact, i have came across some with similar stats, or even slightly stronger and they were recruitable.
is this a bug still? cus they are very rare and when i meet them but cant recruit, its kinda frustrating.
thank you for the good work though
zartury  [author] 20 Jul, 2020 @ 7:43pm 
*The spawn rates changeable in the mod/game engine.
zartury  [author] 20 Jul, 2020 @ 7:39pm 
If the mod is taken off, then it would be impossible to get any recruits related to the mod. If you see one on the save game while the mod is on, turning the mod off should make them disappear (dead bodies included) upon loading the game without the mod on (that how it worked when I last played the game). You can give it a test to see if it is my mod that is responsible or not.

It sounds like you have another mod running, that or it is the vanilla version that has gotten a major change. When I used to play, they made a change where passive squads were more likely to spawn than non-passive squads. You can change the amount of squads in the game too, and there is no limit there, unlike under the menu. I haven't made any such change to the vanilla spawn rates since the game was made. Whatever is set there by the dev is still used by the mod.

I would suggest giving those a look. And maybe mention what area you have made the base, it may help.
Zephyrius 19 Jul, 2020 @ 4:54pm 
Yeah i dont know how to change the spawn rate of these guys but as soon as i build a base the fucking assholes just keep swarming my base and lag the fuck out of the game, i got so annoyed at one point i just decided to mow them down with 20 automatic turrets, as they crossed my gate threshold, the sheer amount of drifters was so huge that even under heavy fire for 2 straight days of 20 turret six shot fire with gunmen whose turret ability reached 100 they still just kept flooding in like a plague. I have never been bombarded by a bunch of passive nuisances ever, even as the mod was uninstalled the remnants that were created still plague my game making it impossible to play. simply because they walk menacingly in my base and never leave. squad rate and global spawn rate where at 0.5. I was actually happy the second i was being attacked by blood reavers because i foolishly believed they could thin the herd. God i was wrong
zartury  [author] 10 Apr, 2020 @ 2:48pm 
Hello jstevenco,

Yeah, a mistake on my end, thought I fixed it (I checked one of the two characters, should have checked both). I only noticed now that the "soldiers" are also missing armour of every kind that they used to have before? Odd issue, but fixed it. Don't know, I guess an update deleted those armours.
jstevenco 8 Apr, 2020 @ 8:53am 
Interesting possibly related "empire soldier" issue -- my squad's in The Bastion and encountered a wandering UC recruit squad. There's the usual recruitables, and some toughie Empire Mercenaries -- can talk to former not latter as expected. I *can* talk to the Empire Soldiers however (imagine the initial excitement of seeing that talk bubble over someone with those shiny stats :steamhappy: ) but they only reply "can I help you?" -- in my case there were two Hivers and one Skeleton -- and they all were wearing nothing.
BigRowdy 20 Mar, 2020 @ 9:58pm 
Thanks for updating
zartury  [author] 20 Mar, 2020 @ 11:26am 
Ah, yes, that is not suppose to happen. Weird, as it is using vanilla "soldiers". Will give it a look later today.
Skrymaster 19 Mar, 2020 @ 4:44pm 
Is it intended that the "Empire Soldier"s that spawn with united cities recruit patrols (@ Sho-Battai for instance) wear only a shirt and a sword on their back, otherwise roam around naked? The mercenaries that sometimes accompany them have equipment, just the soldiers seem... off... And they're not recruitable, which leads me to believe they were supposed to be wearing some sort of uniform.
zartury  [author] 6 Mar, 2020 @ 4:15pm 
No, you don't. The spawns of recruits should appear, just keep your eyes open. You will see them on the roads mostly.
Kernel Douche 5 Mar, 2020 @ 12:30pm 
Do I need to start a new game for this to work?
Shinichi 24 Feb, 2020 @ 3:02am 
Thank you!:steamhappy:
zartury  [author] 9 Jan, 2020 @ 5:29pm 
Yeah, that would actually do it, though this mod does not add caravans, just recruits with bodyguards travelling from one city to another. No idea on Faction Caravans (never tried it), but they would be the non-recruitable ones from the sounds of it.
RedPine 7 Jan, 2020 @ 3:29pm 
Maybe Faction Caravans adds caravans in a way that is in addition to yours? I wasn't paying attention, so it's possible the extra caravans were non-recruitable ones. I'll try the mod again and pay more attention - I really hate being reduced to automatically hiring randos in bars instead of being picky.
zartury  [author] 1 Jan, 2020 @ 6:21am 
Depends. The Spawn engine corrects for that kind of situation (if modded squads % exceed vanilla % by a significant amount), as it tries to keep the % of modded squads minimal (for all the ones I made).

If they still show up too often, might be the enemies are being drawn elsewhere (off your screen). But I have noted that sometimes the game hangs onto certain type of spawns, far more than they should. I remember seeing many spawns of recruits, when the probability for other types of vanilla squads spawning was much higher.

RedPine 31 Dec, 2019 @ 6:25pm 
At least in Squinn, this mod made wandering recruits far too common for my tastes. Kenshi doesn't feel right to me unless the (friendly) population density is low.
Land 12 Oct, 2019 @ 10:20am 
Haven't played in a while, but whenever I scouted the Deadlands I also didn't find any squads. So it could just be that they are somewhat more uncommon than regular squads. Head to the floodlands if you want skeletons, as thats where I found mine.
zartury  [author] 12 Oct, 2019 @ 6:43am 
When you turn off the engine or in-game, it has no effect except for the chance of squads appearing. It can be changed without issues, you just need to reload the save.

It sounds from your case that with it off it the skeletons recruits have less of a chance of appearing. So turning it on will help. Also I would suggest to increase the number of squads appearing, only make sure you can survive the enemies that might be created with that move.
zartury  [author] 12 Oct, 2019 @ 6:39am 
The spawn engine changes the way the calculation of the probability that a squad appears in an area. The current system may have two squads: one has a 40% and the other 160% chance. The current system will total the chances and recalculate the probabilities as 20% and 80% (the real probabilities). However, when you add a modded squad, it is difficult to keep the modded squad from overwhelming the vanilla squads, unless you always update it. At the time, a lot of updates were put in that were always changing these numbers.

The engine simply does changes the current system probabilities to the real probabilities, so that I can assign an unchanging probability for all my squad mods. There are also some areas, where the current system probabilities assign 1% chance for 5 vanilla squads, which is really 20%. I wouldn't be able to put a squad for a real 5% chance in that kind of scenario under the current system.
PureFingMagic 11 Oct, 2019 @ 8:14pm 
Question: I am in the Deadlands I can not find any of the skeleton squads? There was something mentioned about a chance to spawn in the "engine" mod? Can you explain how this works/ what I have to do to get them to spawn? (Also I had a game going then loaded this mod)
zartury  [author] 23 Sep, 2019 @ 5:06pm 
The headless were funny enough and the stats pretty ridiculous for being headless. The P4, probably was added but I think you know how they look like. Only the head really changes, the body not as much.
Land 22 Sep, 2019 @ 8:18pm 
Can confirm that Skeleton Subraces are included in the drifter spawn. Found a large squad of skeletons wandering around the Floodlands. Seems like even the headless thrall bots are added. Personally will never recruit those but its nice to know the subraces are recruitable. Screenshot: https://steamhost.cn/steamcommunity_com/id/landyboi/screenshot/782987253213669827