Kenshi
Shenji Oct 18, 2020 @ 9:28pm
HUB's barman is missing, how to find out if he's dead or not?
I dispatched some patrol team around HUB, with fast zone hopping on, I guess the region never got properly unloaded. Several days ago the barman in HUB and all his qt-pie guards disappeared. I remember people talking about how to find if some important NPCs are dead or just left their normal locations but I can't find the post now. Please enlighten me.
Originally posted by Morkonan:
Originally posted by Shenji:
...Please enlighten me.

If he's not there, it doesn't matter if he's dead or enslaved, the result is the same. There will never, ever, be a Barman there once the original has been "broken."

Note: In the back of my mind is some memory of some patch that "did something" with barmen/shopkeeps to help with this. I don't remember what it was, though. I don't think it would replace them if they're lost, though. Maybe improved them a bit?

You could probably load your Saved game into the stand-alone Forgotten Construction Set and drill-down until you found him, but it really doesn't matter - He's gone. Even if he's captured/enslaved and still alive, he's basically a "broken" NPC. If you freed him, he'd probably just stand exactly where you took off his shackles.

The Hub is a dangerous place. If you're based out of there, you can keep it relatively safe yourself. But, left loaded and with few guards of any sort, it's easy prey for inter-faction battles, etc. Wandering Assassins, if aggro'd during NPC fights, can wipe the whole place practically by themselves. The Thieve's Guild's notables can get wiped out easily when they aggro bandits outside of the walls. (The Tower placement near the exterior wall often means wandering bandits or a camp can aggro the Thieves.) Dust Bandits can path right through the middle of the town, too, and garru packs doing so are common.

Can you Import and allow NPCs to be respawned? (ie: You aren't depending on any captured notable NPCs for training or World State Triggering?) If so, do that. If not, well... Adding a mod for him might force him to respawn, dunno. Creating a mod that replaces him might work, just be sure you create a new mod rather than overwriting the vanilla files in that case. (Check the Guides section for creating mods using the FCS.)

Whenever this happens to me, I just Import and reset everything if The Hub is meaningful to my play at the time.
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Showing 1-12 of 12 comments
Pyrrhus Oct 18, 2020 @ 9:37pm 
Vanilla barkeeps in general are weak and do not have weapons. They can die easy due to low stats. You would need to import the game to bring missing barkeep back but before you do, you might wanna this mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=1702530766
The author of this thread has indicated that this post answers the original topic.
Morkonan Oct 19, 2020 @ 2:24pm 
Originally posted by Shenji:
...Please enlighten me.

If he's not there, it doesn't matter if he's dead or enslaved, the result is the same. There will never, ever, be a Barman there once the original has been "broken."

Note: In the back of my mind is some memory of some patch that "did something" with barmen/shopkeeps to help with this. I don't remember what it was, though. I don't think it would replace them if they're lost, though. Maybe improved them a bit?

You could probably load your Saved game into the stand-alone Forgotten Construction Set and drill-down until you found him, but it really doesn't matter - He's gone. Even if he's captured/enslaved and still alive, he's basically a "broken" NPC. If you freed him, he'd probably just stand exactly where you took off his shackles.

The Hub is a dangerous place. If you're based out of there, you can keep it relatively safe yourself. But, left loaded and with few guards of any sort, it's easy prey for inter-faction battles, etc. Wandering Assassins, if aggro'd during NPC fights, can wipe the whole place practically by themselves. The Thieve's Guild's notables can get wiped out easily when they aggro bandits outside of the walls. (The Tower placement near the exterior wall often means wandering bandits or a camp can aggro the Thieves.) Dust Bandits can path right through the middle of the town, too, and garru packs doing so are common.

Can you Import and allow NPCs to be respawned? (ie: You aren't depending on any captured notable NPCs for training or World State Triggering?) If so, do that. If not, well... Adding a mod for him might force him to respawn, dunno. Creating a mod that replaces him might work, just be sure you create a new mod rather than overwriting the vanilla files in that case. (Check the Guides section for creating mods using the FCS.)

Whenever this happens to me, I just Import and reset everything if The Hub is meaningful to my play at the time.
Radiosity Oct 19, 2020 @ 3:58pm 
Originally posted by Shenji:
I remember people talking about how to find if some important NPCs are dead or just left their normal locations but I can't find the post now. Please enlighten me.
Because of the way squads work, normally if a barkeeper is killed, one of their guards will stand in their original position. That's normally how you can tell if they've been killed. But if all the guards are gone as well... yeah, that ain't gonna work ;p
angrytrex Oct 19, 2020 @ 5:23pm 
I'm using some crazy mods which make the world a little too dangerous for towns, so I import 3-5 loads these days. I figure if the barman dies, the bar isn't going to sit there vacant forever. Since I started doing this, the world feels a lot more persistently alive.
Shenji Oct 19, 2020 @ 6:24pm 
I noticed the barman got rekt'd several times, so I put a patrol team around HUB, even put a sword maiden perma-sitting next to him, but looks like I still can't prevent **** from happening. Well Kenshi is a harsh world I won't complain..
Just found this in screnncaps,
https://steamcommunity.com/sharedfiles/filedetails/?id=2259589613
Morkonan Oct 20, 2020 @ 2:42am 
Originally posted by Shenji:
I noticed the barman got rekt'd several times, so I put a patrol team around HUB, even put a sword maiden perma-sitting next to him, but looks like I still can't prevent **** from happening. Well Kenshi is a harsh world I won't complain..

I routinely sit characters in the Hub bar and the Rebel Outpost/HQ/whatsits. They're there just to keep an eye on things. (When basing out of The Hub.)

There's literally no way you can guard an NPC in any automated way. Your character won't respond to them being attacked and won't respond to many preemptive targeting attacks for your own characters, either. (ie: Triggered in guard mode when they "see" an enemy targeting a player character, but actually less effective in guard mode?) After watching the Hub Bartender and the Rebel Bartender get whacked far too many times, I tried and tried to get some kind of "system" in place to protect them. Very little joy in that effort other than keeping a human eye on things

I put a line of "guards" at both entrances to The Hub. Their job? Protect The Hub... But, one can't easily protect The Hub from itself.

Just found this in screnncaps,
https://steamcommunity.com/sharedfiles/filedetails/?id=2259589613

This is a beautiful thing... :)
bunny de fluff Oct 20, 2020 @ 3:22am 
Put the top tier equipment on them. Pick the shop's lock at night, sneak to their beds , and change their equipment. Put the higher quality medkits on them.
Shenji Oct 20, 2020 @ 6:32am 
Originally posted by bunny de fluff:
Put the top tier equipment on them. Pick the shop's lock at night, sneak to their beds , and change their equipment. Put the higher quality medkits on them.
Kenshi: Santa mod...
Morkonan Oct 20, 2020 @ 12:37pm 
Originally posted by Shenji:
Originally posted by bunny de fluff:
Put the top tier equipment on them. Pick the shop's lock at night, sneak to their beds , and change their equipment. Put the higher quality medkits on them.
Kenshi: Santa mod...

+1 :)

Though, I don't recall ever seeing a Barman sleep. Putting them in any kind of bed "breaks" them, too.

It is possible to loot them when they're unconscious, so I assume one could do a sort of radical "gear transplant." Kind of like a forced "make-over?" :)
Trowis Oct 23, 2020 @ 5:09pm 
Originally posted by Morkonan:
It is possible to loot them when they're unconscious, so I assume one could do a sort of radical "gear transplant." Kind of like a forced "make-over?" :)
I was sad to realize my slave escape run ruined because the Hub and the nearby outdoor bar were empty of NPCs. Couldn't find anyone to protect me from the roaming pack of 20-some starving bandits.
Morkonan Oct 24, 2020 @ 5:52am 
Originally posted by Cyberpunk Eevee:
Originally posted by Morkonan:
It is possible to loot them when they're unconscious, so I assume one could do a sort of radical "gear transplant." Kind of like a forced "make-over?" :)
I was sad to realize my slave escape run ruined because the Hub and the nearby outdoor bar were empty of NPCs. Couldn't find anyone to protect me from the roaming pack of 20-some starving bandits.

Starving Bandits won't actually try to kill you, but you can succumb to your wounds. (They'll all be using blunt weapons, normally, anyway and will leave you alone once you're down.)

The Hub and The Rebel Outpost nearby aren't going to be active and "running" if you're not nearby. If you're in their logical cell, they'll be fully active. If you're next to it, they'll be sort of partially active/preloaded.

The Shek don't care if you are an escaped slave and Squin is a nice place to set up for awhile. Thought, the along the road between The Hub and Squin there are multiple places where Dust Bandits tend to roam and sometimes a bonedog pack or two.
Shenji Oct 25, 2020 @ 3:35am 
Originally posted by Cyberpunk Eevee:
Originally posted by Morkonan:
It is possible to loot them when they're unconscious, so I assume one could do a sort of radical "gear transplant." Kind of like a forced "make-over?" :)
I was sad to realize my slave escape run ruined because the Hub and the nearby outdoor bar were empty of NPCs. Couldn't find anyone to protect me from the roaming pack of 20-some starving bandits.
If that's your first visit to Hub then there're something wrong there. You better import a save to see if it got corrected.
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Date Posted: Oct 18, 2020 @ 9:28pm
Posts: 12