Kenshi
Adventurers Guild - Lore Friendly Recruitment
544 Comments
Skarb Apr 30 @ 6:48pm 
can i do this without a base? im planning a robot murder spree gameplay
Aether Apr 25 @ 7:10pm 
Thanks for the response. Cheers!
Haend  [author] Apr 25 @ 2:49am 
@Aether yes. It doesn't pull from the same pool but I do set it so there's rare chance for the more uncommon skeletons to pop up. Same with the hivers.
Aether Apr 24 @ 7:23pm 
Random question. When recruiting skeletons, is there a chance for one to be P4? They can be a rare spawn for bar recruits and I'm wondering if this mod pulls from that same pool or forces generic skeletons.
Rachel L Mar 15 @ 10:42am 
Thx!
Haend  [author] Mar 14 @ 11:00pm 
@Rachel You can import buildings. That is totally safe
Rachel L Mar 14 @ 8:10am 
Does it need a save import without importing buildings or we can import buildings?
Haend  [author] Feb 28 @ 10:07pm 
@CheeseBurgouzz hey. That is a very strange occurrence. If I have to assume it is related to mod conflict. What other mods do you use?
CheeseBurgouzz Feb 24 @ 9:53am 
Hi, i searched in many cities but i didnt found any representatives from this guild ... i wnet to ishijuku but the place was empty (not destroyed, there wast any one is this outpost). I imported as recommanded. Do u have some advices ?
Sad Pepe Feb 17 @ 9:40am 
Does representatives spawn in Lagoon? Ive not found any yet
Seamus Jan 23 @ 7:24pm 
i cant find their outpost near hub or any bars in blister hill or bad teeth? im new to the game so idk if those are major citys or not
MikaBoy Jan 5 @ 1:47pm 
Hi!

First off, thank you so much for the awesome work on this mod! I really enjoyed it and decided to translate it into Spanish for personal use. Afterward, I thought it might be a good idea to share the translation so others can enjoy it too. Of course, all credits go to you for the original mod.

Please note that anyone who wants to use this translation will need to download the original mod as well. You can find the translation here: https://steamcommunity.com/sharedfiles/filedetails/?id=3400893154

I hope this doesn’t cause any issues, and again, thanks for your amazing work!
DOG Dec 24, 2024 @ 12:13pm 
@Haend TNX !:steamhappy:
Haend  [author] Dec 24, 2024 @ 4:53am 
Heya @DOG.
Don't worry about it, this mod has always been open for further extension by anyone. Enjoy.
DOG Dec 23, 2024 @ 8:10pm 
@Haend
Good afternoon ! I have translated your mod into a language I understand.
If you are against it write on the mod page.
Thank you! Adventurers Guild - Lore Friendly Recruitment RU
Translate: DeepL
SYNYSTERLY Dec 22, 2024 @ 1:57pm 
Are south wet lands considered a survivable zone? weirdly enough the adventurer's guild event keeps resetting, even though i have people inside the base
Bacon & Eggs Nov 22, 2024 @ 10:09pm 
Any workaround for CATO (City Architecture Total Overhaul)? The Bastion is inaccessible since the buildings are overlapping with each other.
CuervoGris Nov 21, 2024 @ 11:36am 
Acabo de usar los servicios del reclutador, mientras enviaba a un grupo de mis unidades a reclutar en diversas ciudades de la nación sagrada, pero una ves que llegó el reclutador de la Adventurers Guild y recluté a uno de sus reclutas disponibles, el resto de reclutas en los pueblos y ciudades dejaron de querer hablar, por lo que ya no me deja reclutar a mas npc reclutables en las ciudades. Cómo soluciono ésto? He intentado recargar, incluso importar partida y nada funciona, no me deja reclutar a mas personajes en las ciudades. Qué hago?
Bluri38 Sep 22, 2024 @ 11:05pm 
Mod worked for me.

I read some of the comments and wanted to share my experience. I found them in a bar for World's End. Paid for skeleton recruits, and I saw in my factions tab that they were coming to outpost in 7 hours. Uh oh, what does that mean? My whole squad was here in World's End and my main outpost is in Flat's Lagoon, on the other side of the map, no way I would make it back in time. I think that was just saying that they are queued to spawn, because the 7 hour timer just kept resetting. Once I finally got back to my outpost, it worked just like any other event. Keep in mind, the Adventurers' Guild has an outpost near the Hub that they sent the recruits from. I was wondering where they were and when they were coming, but I saw they came from that outpost outside The Hub. Hopefully that helps someone if they are having trouble getting the mod to work.

Cool mod, happy with results.
TheHaluzer Official™ Sep 14, 2024 @ 10:47pm 
This mod still does not work fully. i can build with vanilla Kenshi a base just in front of fort in Sinkuun. Still the recruits will not spawn, and sometimes the entire company will not spawn.
For all people using this mod, i highly advice building a base in front of the fort and spread out your people all around the fort to catch you recruits and be prepared to get your recruits 8/10 times. This is what you can do to maximise your chance to get the recuits.
Haend  [author] Aug 27, 2024 @ 4:14pm 
@Mitsurugi it doesn't have any responses because I've already repeated the same troubleshoot over and over, and some are even addressed in the mod description. I can't say if Reactive Worlds will cause any issues, but this mod follows the exact rule of the game. IF you settle in Holy Lands and paid for skeleton recruits, chances are they will get into fight before they reach your settlement. There is also possibilities of reactive world changing the ownership of specific locations to specific factions that may or may not be hostile to the adventurers guild, which MIGHT cause them to wipe.

But I talked with the creator of the Reactive Worlds, and at least when we both created these mod years ago, it didn't have any clashing. So unless there's a heavy update that somehow changes everything, it should work fine. It might be your other mods. Thanks for informing me about the discussion topics. I didn't use it so never realized there are new threads there.
Mitsurugi Aug 27, 2024 @ 9:37am 
This mod may be broken if you use Reactive Worlds or something similar to it. Can't be sure. For me the timer for the arrival to the new recruit just keeps resetting. A few people have had the same issue and made discussion topics about, but no responses.
Rengar Wolf Aug 6, 2024 @ 4:38am 
@Haend can u add (for ex.: "Khajiit" mod to recruitment)?
BigTimeGamer Jul 31, 2024 @ 1:30am 
S+++ tire mod tho
rhinogaming536 Jun 16, 2024 @ 3:54pm 
Im trying to get some recruits but when they came I told them I had no money how long till they come back? or is there a way for me go to them (I haven't seen anyone in the bars I've been too to call them)
NotFox Jun 5, 2024 @ 5:38pm 
The only issue I have with this mod is that you can't choose sub races. It's kind of annoying when I want a specific subrace, like greenlanders, or hive worker drones, but get all scorchlanders, or all soldier drones, and have to run all the way back to the city to order another batch. Granted, it's a pretty minor issue, especially if you have money to throw around, but it's still a bit tedious.
Pencabut Nyawa Keling May 14, 2024 @ 7:06am 
thank you for making this mod, not sure about god but me 100% giving u my appreciation
Haend  [author] May 14, 2024 @ 5:09am 
Glad you're enjoying the mod. Have fun.
Pencabut Nyawa Keling May 14, 2024 @ 3:30am 
thank you so much, this is exactly what i needed, a mod where i can get new npc without abusing the free recruit, thank you so much
Haend  [author] May 14, 2024 @ 3:17am 
this mod creates new npcs, that's why the system uses raid mechanic. So no, it doesn't use the NPCs already in the game.
Pencabut Nyawa Keling May 14, 2024 @ 1:52am 
erm, so this mod basically created a new npc as a recruit or u just recruit the one which is already in vanilla till it end? cause if u only can employ the vanilla npc from the bar then if they die while walking to ur base meaning its gone forever( that NPC u recruit ) , or it generate 1 new npc of that race u pick after u pay them and have them send it to ur base?

Before this i use the recruit prisoner mod but i feel like abit cheating as u pay them nothing u basically get a recruit for free making their life worth nothing when ur people die, so i wanna find a mod where i basically pay them cat then recruit them like the vanilla but i dont wanna run around the bar for it and dont wanna face the problem where 1 day all my recruit die and now i have non left hahhaha
Stewie May 10, 2024 @ 12:22am 
@Sir Pasta I think you need to be far enough away to unload the adventurer's guild... Seems like they don't spawn any recruits if you've still got them loaded in
Sir Pasta May 9, 2024 @ 11:17pm 
I checked my mods, there are no big overhaul mods and none of the other mods have anything in common with this one.

Also. I built a small outpost right next to the Adventurers Guild HQ near the Hub, and the recruiter always arrives almost immediately after I place the order. He shows up with a full, uninjured squad of bodyguards, just without the recruits.
Stewie May 7, 2024 @ 12:20am 
Also as a side note... Is there any way to force the recruits and bodyguards to squad up or go at the same speed?
Haend  [author] May 6, 2024 @ 9:15pm 
I'm not sure what's happening but like the game, this mod hasn't been updated for a long time so there shouldn't be any changes to this. There are some possible reasons as to how though.

1. Do you use any other mods? Some mods, especially the ones that overhauls the game will create conflict with this mod. If you use Project Genesis, for example, that modpack already has this mod implemented in it, and using both will DEFINITELY cause some conflcit.

2. ALL recruits start with 1 on their stats and do not wear any protective gears, while the group leader and the escorts have gears and decent stats on them. There is a chance that they run into hostile enemies, and while the escorts survived, the recruits get entirely slaughtered.
Stewie May 6, 2024 @ 7:55pm 
Seems I'm also running into the issue where recruits dont spawn... Do they have to be out of render distance to spawn or something?
Sir Pasta May 4, 2024 @ 3:59am 
It's not working properly in my game, the Adventurers Guild escort shows up at my gate and says "Talk to the recruits" but there are no recruits. He's alone.
Haend  [author] Apr 23, 2024 @ 10:46pm 
@krendel Yes you can? Unless you mean you want to order it from home? If that is the case, I'm sorry but you can't. You need to send a crew to a city for them.
krendel`❤ Apr 23, 2024 @ 9:17pm 
can I order a guild caravan to my outpost
Galbar Apr 9, 2024 @ 3:39pm 
@Efe you ! you don't read entirely the post, your answer is in ;)

- HOUSE IN A CITY IS NOT A BASE!
This is a game limitation. You can't get raided when you live in city houses, so this is a no go for this mod either.
Timoruz Jan 18, 2024 @ 7:28pm 
Ishijuku crossbows aren't mounted correctly. They're being mounted from the front of the wall
Dominator1559 Jan 7, 2024 @ 6:26am 
Got only Scorchlanders past 3 deliveries. Any idea why that might be?
Pulaaaa Dec 18, 2023 @ 4:11am 
Hello :D

Im having a headless skeleton issue with this mod. Are there any solutions for it?
Thanks in advanced
Haend  [author] Nov 25, 2023 @ 12:50am 
@Ferges: Yes, you absolutely can. And it's very easy too.

@Vatheron: Yes, it is intentional. I should note that generally all raids and caravans in the game use walk. It's more immersive and realistic.
Vatheron Nov 15, 2023 @ 4:37am 
I noticed that all of the campaign has been set to Walk, is this intentional? Its pretty bad if you settle at a place whereby hostility are everywhere and automatically attacks them before they even manage to reach through.
Kipp Nov 13, 2023 @ 11:14am 
Is there any way to increase the pricing via modding tools? I'd like it to be far more pricier
spaghettibrain Nov 6, 2023 @ 1:40pm 
i looked into it further, looks like the vanilla placement of the walls in the hub is saved to the mod and that makes them appear and since I have a mod that changes the layout slightly, its made it obvious.

so removing the mod removes the walls. Isn't an issue or anything! Idk if this is specific to my game or not, just thought I would let you know
Haend  [author] Nov 6, 2023 @ 10:36am 
@spaghettibrain: there is no walls added in this mod, unless you're talking about the walls in the new outposts.
spaghettibrain Nov 6, 2023 @ 9:03am 
Is there a specific reason why there are walls, in the hub, that get added with this mod? Specifically it is the walls that connect the bar to the gate that points towards the north east.

Just wondering because I am using Crows World which changes some of the hub, only issue with that is that there is a police station now entirely surrounded by walls lol
Haend  [author] Aug 24, 2023 @ 3:53am 
@nubbyclairvoyant: Thanks, and sorry to hear that, but recruits can't "run out". The game will generate new, entirely original characters whenever you receive a "raid", whether it's merchant caravan or base attack. I'm entirely not sure why that happened, but perchance you are using Kenshi:Genesis mod? If you are, this mod is already integrated with it. If you aren't, maybe there are some mod conflicts? I'm not really sure how else that can happen.

As for repeat order, there isn't one. You can repeat the order as long as the "raid" is fully completed when you order a new one. If not, the game will recognize that the "raid" they're trying to spawn is already there, so they will cancel it. And the modtool does not have any means to add a failsafe for it. You can do multiple orders of different races though, it is considered a different raid so it should work in tandem just fine.