Kenshi
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More Mercenary Contract Options
   
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Jan 21, 2019 @ 11:32am
Jan 22, 2019 @ 11:13am
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More Mercenary Contract Options

Description
MMCO - More Mercenary Contract Options

PLEASE: DO NOT RE-UPLOAD THIS MOD ANYWHERE. I want this mod to be as stable as possible before uploading anywhere else. This mod is vanilla-friendly. It does not require an import. * This mod will clash with other mods that modify mercenary dialogues.

What does this mod do?
The mod adds more dialogue options to the hired mercenaries available from the mercenary guild. It also affects the dialogues from hired Techno Hunters.
  • The option to dismiss hired mercenaries is now available.
  • The maximum number of days you can hire a bodyguard is now set to 30 in-game days.
  • The maximum number of days you can hire outpost guards in now set to 100 in-game days (1 year in Kenshi).
  • Mercenaries now have 2 standard first aid kits equipped by default (*applies to unmet mercs, or imported save).
  • Mercenary Captains now have 1 advanced first aid kit equipped by default (*applies to unmet mercs, or imported save).
  • Bits of random casual dialogue options are made available with hired sellswords. Just talk to the leader/captain.

Dismissal
The one feature Kenshi needed but didn't implement. You can dismiss mercs when you don't need them anymore. Or when you want to change the contract. Or, if they guard the wrong outpost - hire them as bodyguards, lead them to the right outpost, dismiss the bodyguard contract and rehire them as outpost guards!

Why this mod?
Because I feel like there is wasted possibility of interaction from the swords you hire. The fact that I can actually hire them for 7 days and the only time I can get a word out of them is during fights - well, that doesn't seem right. Bits of casual dialogues when engaged are added to improve immersion. If you just want longer mercenary contracts and not the additional dialogues then I suggest you redirect your attention to other mercenary contract mods instead.

Why limit the dialogue options to the leaders and not with the other members?
  • There are times when you accidentally right click on characters instead of a destination, a task or an actual enemy. This lessens the chances of accidentally engaging the dialogue.
  • There actually are random idle dialogues available for the non-leaders. Again, these occur by chance. If you miss them, they are enabled to re-occur every week.

Why are the dialogue options available randomly?
  • To avoid too much repetitiveness. Some dialogues are available by chance so if you want to find out, just keep talking to them. Some answers change/varied. You can hire them for 100 days so there's a lot of time available for talking!
  • Most of the dialogues also vary depending on the Mercenary leader's personality. 100+ dialogue lines are added with this mod. It may seem like a lot - but honestly, it isn't. When I get the time and the drive, I'll try to add that variety to all the dialogue options. Or maybe when I know people are actually using this mod. But for now, there will be repetitve stuff.

Help!
I dismissed them, but they won't stop following me!
Most likely, they will also still show up as hired. This is probably because you are in a closed space. Open/unlock all your outpost gates, lead them outside your house, and they will leave. Rarely, there is a little time lag (~10 mins in-game) before the dismissal registers to their AI so please wait it out.

I dismissed them, but they won't leave!
This also happens in Vanilla Kenshi sometimes. Sometimes, they stick around for a bit and patrol, but they will leave later. Sometimes, they will also stick around to shop which is a normal behavior.

I harrassed them and now they won't talk to me!
Re-read the question and the answer is there. Without spoiling too much, well, their anger is temporary so you can re-hire them again in an hour... to around 10 hours. DO NOT ATTACK THEM IF YOU PLAN TO RE-HIRE THEM PROPERLY. If you attacked them before their anger quells then your turret guards will still attack that merc even if you've rehired them. They'll even heal 'em lol. It's a mess, I know. So don't attack them if you want to re-hire.

I want my mercs to last longer!
I replaced basic first aid kits from Mercenary inventories with standard first aid kits. I also gave the Mercenary Captains 1 advanced first aid kit. This change makes sense because this mod enables mercs to be employed longer. Longer employment means more medkits will be used because of the frequent fighting. If you feel that the mercenaries have exhausted all their medkits, one tip is to loot them when unconscious and place medkits of your choice in their inventory to replenish their stock. Aside from letting your squad heal your mercenaries of course. Thanks to Headhunter and abquintess!

Other
  • The additional options to hire mercenaries for a longer time depends on the money you have at hand. So, if you want to hire a mercenary for 100 days to guard an outpost - then you better have 100k cats at hand. If not, the option will not show up.
  • The option to extend the contract is not possible. The idea definitely exists even in FCS, but it was not implemented so all I could do was add the dismissal option. You can then rehire mercs for a longer time if wanted.
  • The option to re-hire them is automatically available when they are within the scope of your outpost. For vanilla contracts outside the outpost, I cannot guarantee this.


This is my second foray in modding so comments and suggestions are appreciated. Grammar corrections are also welcome. I also have another mod for Kenshi named MFSO (More Food Storage Options). You can check it out here: https://steamcommunity.com/sharedfiles/filedetails/?id=1619587396

Cheers!
Popular Discussions View All (2)
3
Aug 3, 2024 @ 4:37am
Post here.
Nashe
0
Apr 22, 2021 @ 4:04am
Absolutely WONDERFUL mod
Neverminder
26 Comments
sandman Apr 28, 2024 @ 12:51am 
Try this: Hire the desired group of mercenaries as bodyguard. Move with them to the base which you want to be protected by the mercenaries. Dismiss the contract (if using this MOD here) talking to the leader or wait till the agreement exeeds and then hire the group as guards for your base. The mercenaries are supposed to protect the base closest to the position the agreement is done.
Nashe  [author] Apr 14, 2024 @ 10:30pm 
It's been a while since I last played Kenshi. But there is no option like assigning specific settlements in this mod. A workaround I remember before was to lock/close the mercenaries inside the gates of that settlement.
paanstar Apr 14, 2024 @ 9:56pm 
Same question as previous, though it seems unlikely to be answered.
Lumiere Aug 11, 2022 @ 1:19pm 
Is there any way to add an option to allow us to choose which settlement they go to defend? I have two bases, and I want them to go to one, but they always go to another.
rbalsek Feb 4, 2021 @ 3:38am 
이 모드는 용병 대장의 체력을 괴물처럼 높혀주는 것입니까?
Mazz Dec 9, 2020 @ 4:35am 
Does this mod work still ?
Terendelev Mar 21, 2019 @ 11:55pm 
Great job on the mod, I like how you also added dialogue and a dismissal option. This will be nice for my playthrough as I'm using x3 attack slots, upped enemy squad sizes and not using the 256 mod so mercs are crucial.
Nashe  [author] Feb 4, 2019 @ 7:32pm 
Hi there, I checked in FCS and there should be no incompatibilities between the two mods ^^ The RW mod adds another Merc Captain NPC who is not meant to be hire-able and only spawns in certain locations. The vanilla Merc Captains still exist though so MMCO should still work and you should still be able to hire them.
arykalin Feb 4, 2019 @ 12:42pm 
Hi, is it compatible with Reactive world mod? I see that it changed mercenaries too.
Nashe  [author] Jan 26, 2019 @ 11:27pm 
Working on some new dialogues. And thinking up of another mod to enhance dialogues with a mostly ignored faction in the game or maybe add a new character with lore related to that certain faction. Have rough ideas here and there, going to experiment some more and see what I'll come up with. On the sidelines, me and Chaos are testing the features he suggested so we'll see how it goes from there, too :)