Kenshi
Security Plus - Guards & Patrols
60 Comments
soundslikedelicious Aug 18 @ 3:03pm 
I could not get the patrols to work because I didn't understand the part about needing to craft tickets. Maybe it could be more clear, or I could just be dense. Or both. It's working great now, though! I've wanted the ability to have patrols forever and now it finally works!!!
colbub Jul 10 @ 6:55pm 
I don't think there's a way to make them stop at certain patrol points for longer periods, other than maybe turning down the efficiency of the patrol points (it's at 800% in the default mod). If I can figure it out in the modding tool or someone else can, we'll see!
Mr. Biscuits Apr 27 @ 4:19pm 
Too sweet
Mandalf Mar 23 @ 8:10am 
This mod is an amazingly useful mod that adds immersion and gameplay options.

But I have always looked at it as more of a workaround to add needed functionality rather than an advancement to make in game. The required tech level three research is pretty far up there for my knuckle dragging survivalists. So I made the research and build costs lower.

https://steamcommunity.com/sharedfiles/filedetails/?id=3450518270
iriemk Nov 27, 2024 @ 4:08pm 
This mod's been working without fail for me for just about every kenshi setup over the past 5 years. Dunno what everyone's issue with the guardposts is, my guys fight all that go near, then return to post. As they should. And well, I don't use mats/torches to set patrols. But as training tools, namely for STR, Stealth & Athletics, they do a damn fine job:

Grab a corpse, load up with 2000kg, setup a 2way patrol & GO. Set one guy to patrol task, the others to follow - instant marathon! Put a live enemy in a cage anywhere in sight of your training run, it'll raise stealth as if you were running past him in the wild. And 2000kg + corpse is just about enough to never have encumbrance drop below 100% until you reach high 90s in STR.

In short: This mod is a godsend with regards to training, and while it may not be working perfectly for everyone, it works well enough for me to absolutely love it.
So thanks to LordLurk, Crovvv & Winsenkiller for making and sharing!
Zack77 Apr 19, 2024 @ 3:14am 
Don't use buggy mod messes with navmesh and very buggy guard behaviour
sunny Apr 5, 2024 @ 2:17am 
@snuggl tech level 3 was for waypoints as well? waypoints is tech 2 even on its latest own seperate mod.
sunny Apr 5, 2024 @ 2:16am 
It isn't working for me, tried setting up on it's own without any other mods and importing.
Ailosacath Apr 4, 2024 @ 3:30am 
@Cat Daddy: just put them on follow on another character that is using the torchposts
YaKachu Mar 3, 2024 @ 1:15pm 
I use this to train athletics. If only it worked with my animals.
Snuggl Feb 27, 2024 @ 4:21pm 
@Couch: Works fine for me. You need Tech level 3 for it to show up.
Couch Dec 26, 2023 @ 9:29am 
does this still work? i subscribed and nothing is showing up in game
greeny19 Sep 6, 2023 @ 9:18pm 
Was able to work for me by importing/putting at bottom of load order. Not sure if that's a fix all but resolved for me
Jariko Aug 8, 2023 @ 7:57pm 
The patrol torches were working for a bit and now has stopped
Psycho Dad Apr 10, 2023 @ 9:00am 
Be nice to have a mod like this for Guarding/patroling that works :(
MrPinobis Feb 21, 2023 @ 5:01pm 
no working, f
SFX_NoFace Feb 3, 2023 @ 1:20pm 
this doesnt seem to be working for me
Mexican Timothee Chalamet Jan 13, 2023 @ 6:25pm 
any comments on if this works?
Tizferatu Dec 8, 2022 @ 5:49am 
Disregard, accidentally built mats instead of torches and mats clip down into the terrain (which is why they're invisible).
Tizferatu Dec 8, 2022 @ 5:20am 
The patrol torches seem to be invisible. Reloading doesn't fix it.
Ratlock May 20, 2022 @ 11:58pm 
question: are you still updating this mod or have you moved on
Commy Apr 30, 2022 @ 12:56pm 
mod still working?
Ojisan Feb 25, 2022 @ 4:26am 
Really love how the mod worked but... it keeps crashing my game and when I place down guard mats, it screws with the pathing system that my characters can't leave the gate at all for some reason.
Delusionist Feb 15, 2022 @ 6:59am 
This mod messed up my game:steamthumbsdown:
Cat Supremacist [SM] Jan 25, 2022 @ 2:31am 
I can't get my guys to take the B>A back to A, however I was able to set them to craft a new ticket and run to B with it back and fourth to get the same effect.
Mr Nimbus Jan 24, 2022 @ 11:29pm 
so your torch posts for guards work fine, but the mat for guards inconsistently disappears, or is untargettable, and all versions of the patrols don't work at all - I assign the jobs in every order combination possible, and none of my dudes actually carry out the job in any capacity.
Lord Lurk  [author] Jan 22, 2022 @ 4:51am 
Yeah, some locations in the game have just really wonky and outright unreliable pathing. Not really much you can do about that AFAIK.
Blasman Jan 21, 2022 @ 11:23pm 
Well, i guess it is a " zone " issue, like, i can make my patrol from Hub to B, but B to C dosent's work even if it is 10 meters away, problem " solved " i guess ( PS it does work on my own bases, it is just here the issue )
Lord Lurk  [author] Jan 21, 2022 @ 6:08pm 
Yeah, that sounds like your typical pathing issue. If using a second set of points doesn't work, try moving the other ones around a bit.

Sadly the pathfinding issues of the game are frequent and not easy to solve.
Blasman Jan 21, 2022 @ 3:41pm 
@Lork Lurk yeah the thing is that he does find and operate the last of the post, he just left the ticket in here and forget it, i've placed torches on the path the closest i can to the town, and i've managed to do it on a ways, tried a way and he buged, i'll try to do another cluster like you said
Lord Lurk  [author] Jan 19, 2022 @ 5:07am 
@@The Mighty Blasman !

(*1/2*)

Make sure you are using the same cluster of patrol points, aka the 2, 3, or 4-way groupings etc. The naming scheme I used for them initially was prolly not the best and it can be easy to mix them up from other groupings.

Another thing I must add is that if the distance between the first and last point, where it would loop all the way back around from say D to A is too far apart, the games kinda shoddy pathfinding breaks and they can get stuck like this.
Lord Lurk  [author] Jan 19, 2022 @ 5:06am 
@The Might Blasman ! -

(*2/2*)

You can try rebuilding the navmesh (a quick google will tell you how), or make a secondary cluster of patrol points so they follow that one back then start over from the other end on the first grouping.

Other than that, from my various testing when making the mod I noticed that placing just any building like structures, such as torches or chairs or even storage containers, helps with the pathfinding a little bit for some reason, dunno why, didn't really look into it, so you might try throwing some torches along the path and see if that helps.
Blasman Jan 19, 2022 @ 4:17am 
i tried it on the hub, bought some building and made a fishing road down the river with a partol that go forth and back for guarding duty, for some reasons my guard ditch the partol tocket to A from B, From C, D and back at A ( so a full cycle ) and stop taking the ticket and stand still, any idea ?
\\,[†],// Mar 15, 2021 @ 2:32pm 
Say I haver a tent mod and want two people to go around and gaurd it can this mod do it?
Wrath Jan 15, 2021 @ 9:34am 
@Riceball : I believe you can just turn off [Ditch items] in the [AI] Tab.
Deathjester Nov 17, 2020 @ 2:44pm 
Nevermind, you need to apparently give them a job of "attack enemies" and prioritise that, then it'll work.
Deathjester Nov 17, 2020 @ 2:38pm 
The guard posts don't seem to work at all, they just stand there when enemies attack my base.
theigabod Sep 15, 2020 @ 8:00pm 
@AverageBandit there is one mod that does that it was actually posted like 6 months before you commented on this. I haven't tried it out yet though. But it's a fairly simple edit to make in FCS. Just add the AI behavior for patrol town to your starting squad when you make a new game start. https://steamcommunity.com/sharedfiles/filedetails/?id=1602870310
The Konrad Jul 21, 2020 @ 5:35pm 
Thank you! I like it! It only took me 13 misproduced 5Way Tickets to get it to work! Go me! :rulez:
Riceball Jul 21, 2020 @ 2:50am 
Is there any way to stop them from auto-hauling during patrolling? After going to A>B post, my character goes straight to auto-haul the items in his inventory (iron, in this case). Only after this he goes to B>A one.
Jist Jun 16, 2020 @ 12:04pm 
just a thought maybe if you want them to patrol the walls... add a dividing segment of some sort and set the way points on each side forcing them to "walk up the ramp and walk the wall" down into the other? Dunno if would work but worth a shot?
AverageBandit Jun 10, 2020 @ 2:49am 
thanks for this!

here is maybe something to think about for if you ever want to take this mod further; the mercenaries that you hire in bars to guard your town will automatically patrol between all your structures that you have built (except walls, and gates iirc) without any manual setting of patrol routes. That means there already is a way to automate patrol routes of your town in the engine. Now THAT's a mod i'd like to see lmao:steamhappy:
AggressivePo Jun 9, 2020 @ 9:09am 
Have a two way patrol going, but after going back and forth a couple times the tickets build up in the second post and my guy stops at the second post.
The Word-Mule Jun 5, 2020 @ 4:59pm 
Any chance this could use Laboring instead of Science? Feels a bit exploity to have my guards training Science on patrol.
Violen Mar 27, 2020 @ 8:38pm 
@IronLungs, Ive had a somewhat similar issue's with the killingtime mod. Seemed to not be very compatible with Modded races, maybe that's the issue.
IronLungs Mar 23, 2020 @ 1:52pm 
maybe i have this mod too high on my mod list? when i setup a 5 way it paths fine but the legs of the character stay in place and dont animate between mats- i dont use any custom animation mods.
Crovvv  [author] Feb 27, 2020 @ 7:47am 
I see, good to know!
Lord Lurk  [author] Feb 25, 2020 @ 6:00pm 
It'll work somewhat, but the pathing usually breaks badly or doesn't work at all sometimes. Not to mention that if you try and use the turret nodes it can leave your people stuck in the wall sometimes.
Crovvv  [author] Feb 24, 2020 @ 9:50pm 
Possibly with the game editor (shift+f12) move the waypoints to the top of the wall manually.
I have not tested myself so I don't know if this'll work
Onchalk Feb 24, 2020 @ 6:46pm 
Anyway to make it so they can be placed on walls? I'd love to have my guards walking back and forth along my wall next to my gate. More than just the turret guards standing there.