Kenshi
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Wandering Squads Spawn "Engine"
   
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26 Nov, 2016 @ 8:07pm
19 Feb, 2023 @ 6:58am
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Wandering Squads Spawn "Engine"

Description
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.

Required to run any of the other wandering squad mods.It pretty much totals all vanilla spawns to 100 points, in proportion to what the developers set them to. Why? Makes life simple when adding spawn rates of other mods, especially when you don't want to crunch the numbers.

This will also serve as a patch for anyone who has recruited under the previous mod "Wandering Squads" or the current ones out "Wandering Squads - Recruits", should you turn them off so that you don't lose the recruited members.

Last modification was to reduce spawn amount from 1 to 0.25, because there are no spawned squads for that area. The mods add some to appear, so that its less desolate.

Also, Heng and the Great Desert have each been left to their respective vanilla totals of 250 and 248, as there are over 30 different types of spawns that appear, and some are set to 1/250 or 1/248, so I might have to upscale the total spawn value to 250 or 1000.

FAQs

Do I need this to run if I turn off Wandering Squads (original) or Wandering Squads - Recruits/Wandering Squads - Cannibals?

If you recruited anyone under these mods and wish to keep them, yes. If it won't bother you, no need to do so.

Why does this have to run for the other wandering mods?

It helps set spawn values for vanilla to 100 points (or 100% percent), so it makes it easy to decide what the spawn rate should be for each mod, like 5%, 4%, 2% and so on. Without it, you will notice that vanilla squads may spawn less or more often compared to mod spawns. A lot of the spawn figures are not easily divisible or workable without a calculator, and I would rather save myself the headache of doing that.

Link for those who want to modify it to their taste (if you want to upload a modded version of this, no need to ask, just give credit where due):

https://www.lofigames.com/phpBB3/viewtopic.php?f=11&t=11223&p=55889#p55889
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.