Many More Mercenaries!
I’ve always thought that the amount of mercenaries was pretty low for a world such as Kenshi, this mod aims to fix that by adding 25 new ones with unique identities and purposes!
Particularly, I wanted mercs that were part of the game’s factions. People that, through ideology or circumstances, ended up affiliated with them despite remaining freelancers. I tried to keep it as vanilla/lore friendly as possible!
The fancy hood + mask combo in the thumbnail was made by a friend and is the only truly unique item this mod adds, don’t expect anything fancy!
This mod adds bar squads depending on towns and their overrides and roaming squads as well, which I tried to keep rare enough. Some squads from a given faction may start invading their enemies’ territories and have a greater likelyhood to spawn, however!
If you don’t like a particular roaming squad and want to see it gone, each squad leader should carry a lore note giving you some clues about who they are and which noble/officer is encouraging/funding their little expeditions!
Do keep in mind that these mercenaries usually retain their faction’s relations, so raiding a territory with mercs that are linked with the faction holding power there will likely not go very well!
In particular, this mod adds:
-4 United Cities Groups
-3 Neutral Groups (regular mercenaries)
-3 Holy Nation Groups
-2 Shek Kingdom Groups
-2 Flotsam Ninjas Groups
-2 Mongrel Groups
-1 Deadcat Group
-1 Rebel Farmers Group
-1 Anti Slaver Group
-1 Crab Raiders Group
-1 Skeletons Group
-1 Machinists Group
-1 Swampers Group
-1 West Hive Group
-1 South Hive Group
Some neutral or mostly neutral roaming squads (mongrel, deadcat, skeletons, swampers and neutrals) do not have leaders that can be slain if you want them to stop spawning, which makes sense considering how decentralized they are. If you still want to have someone to kill to remove them, I made a patch adding roaming unique leaders for each of them: https://steamcommunity.com/sharedfiles/filedetails/?id=2532591086
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I’d recommend you use my patch that fixes the dialogue for vanilla roaming mercenaries. This mod uses the vanilla merc dialogue and in vanilla, some roaming mercs may not be recruitable. It isn’t very noticeable in vanilla but should become apparent with this mod, considering the amount it adds.
https://steamcommunity.com/sharedfiles/filedetails/?id=2523899045
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Import is required for full effect!
Should not actively conflict with anything and should be compatible with mods like Better Mercenary Contracts.
Other mods may conflict with it to some degree though I don’t expect anything gamebreaking.
If you notice anything let me know.
I’m very open to feedback, let me know if you’ve got any ideas or thoughts! I’m not playing anymore for now, so I’m only ever fixing issues if I’m told about them.
DETAILS ARE APPRECIATED if you report issues! Particularly, Which squad was causing trouble, what faction was that squad aligned with, in which city did it happen?