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Skeleton Recruit City - 20+ Skeleton Recruits (of all types) Right Next to Hub (RECRUITS REMAIN AFTER UNINSTALL!)
   
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Dec 18, 2024 @ 8:13pm
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Skeleton Recruit City - 20+ Skeleton Recruits (of all types) Right Next to Hub (RECRUITS REMAIN AFTER UNINSTALL!)

Description
Exciting update: after testing, it's been revealed that uninstalling and uninstalling + importing do not remove recruits that you've already recruited, meaning that once you're done recruiting you're free to uninstall + import after you've created the skeleton army of your desired size if you would no longer like the physical city to be there. Only uninstalling will remove all non-recruited npcs but leave the buildings, while uninstalling then importing will remove everything besides recruit npcs. The city is meant to serve purely as a vessel for gaining skeleton variety quickly and easily while leaving little to luck or chance, so I personally would encourage uninstalling + importing if the city is close to your base to prevent potentially further affecting gameplay. Update over!

Adds a small town just north west of the hub, you can see it if you zoom out from the spawn. The town contains only 2 buildings: one is full of guards and turrets, the other is a bar full of relatively cheap recruitable skeletons of all types (except headless), There is no shop, and no one else to talk to besides the recruits. Also adds associated "Skeleton City" faction, which does nothing.

The guards are incredibly strong and have a dozen plus harpoon turrets, and will keep the recruits safe from wandering bandits. Shouldn't attract any attention from other factions unless a prayer day group wanders over there or something. The specific location I chose is because it's right by my current base. The recruits are all weak, poorly equipped, and randomized / generic, and AFAIK they all cost 3k cats.

When the town first loads in the guards won't do anything for a minute or two, before running to position. Most will be on turrets but there's a few guardposts around too, but they're a little jank and guards will walk away then run back to them constantly.

Does significantly affect balance by giving you over 20 skeleton recruits right at the start of the game (you can't afford them right at the start but they're there) and you can run to the guards for guaranteed safety when needed.

Download if you want a quick and dirty way to recruit skeletons of other types, without flooding the wastes of Kenshi with the added variety.

IMPORT IS REQUIRED! If you run out of recruitable skellys, then importing should also reset Skeleton City, including restocking the bar with recruits.

This is my first mod after a very long hiatus and it was my first time trying to make a town in Kenshi and I did it with a LOT of trial and error so issues may occur. Shouldn't affect other mods unless they place things in the same area or affect base game skeletons somehow. Please report all problems faced in the comments, I'm not good at modding but it might be something I'm able to fix..

Favorites, awards, likes, and positive ratings / comments are appreciated.
10 Comments
qinlongfei Jan 11 @ 6:59pm 
I haven't tried it myself since so far all I had done was playing around the editor using other people's mod. But I suspect you have to do something like go into the game yourself, do the shift + F12 cheat and somehow save the new town data. But yeah, modding building and town is way beyond my ability at this point.
glossyplane542  [author] Jan 11 @ 6:59pm 
it's not meant to be a functioning base really it's just meant to hold skeleton recruits so what it is is pretty much what it will be forever because I'm not very good at kenshi modding, maybe if i get more into modding I'll come back and add to this one way down the line
glossyplane542  [author] Jan 11 @ 6:56pm 
@qinlongfei no because I don't know how to do that lol Kenshi building interiors are really weird
qinlongfei Jan 11 @ 6:03pm 
Is there plan to make more addition to the base? At least, I think it would be fitting to add some skeleton repair beds to one of the buildings.
glossyplane542  [author] Dec 24, 2024 @ 1:47pm 
@Lyrio Notes im not sure what exactly could be causing that, try seeing if turning off other mods fix it and import and all that
Lyrio Notes Dec 24, 2024 @ 11:00am 
i think the skeletons didnt spawn for me
Bont Dec 21, 2024 @ 2:52am 
great,with that feature the mod is 1 million times more useful!
glossyplane542  [author] Dec 20, 2024 @ 11:03pm 
@Bont I haven't been available to test it, sorry. I just got done testing, both just deactivating the mod and deactivating the mod and then importing do not remove already recruited skeletons. Exciting news! Makes the mod way more versatile, in case someone finds the city itself (which is unimportant after you're done recruiting) an eyesore or in the way.

To be specific: just deactivating the mod will remove all the npcs but leave the buildings (I didn't check the turrets, so I'm not sure about those), and then deactivating and importing will remove everything.
Bont Dec 20, 2024 @ 7:43am 
hey? answer pls
Bont Dec 19, 2024 @ 12:55pm 
if i get rid of the mod will i keep the recruits?