Kenshi
Interesting Recruits!
681 Comments
Josef Senpai  [author] Apr 4 @ 6:47pm 
:beeped:
Brimsaw Apr 4 @ 3:13am 
Sorry to learn about your loss, I don't have any questions for you about the mod, just wanted to leave another comment to praise your work, theres not many mod authors with your level of dedication. From keeping the mod up to date as well as helping all of us modding noobs with our questions, really apreciate what you do!
Josef Senpai  [author] Apr 3 @ 6:49pm 
@OracleFish: That's correct. Grimm is weighted to primarily spawn in Holy Nation, but can show up just about anywhere. Slezkh should similar be weighted for all of UC if I recall correctly.
OracleFish Mar 20 @ 3:56pm 
the mod is damn amazing!!! after reinstalling the game on a new OS I've noticed that there's no location on most of recruits, does that mean they're randomly found??? I'm really interested in Grimm and Slezkh who I simply fell in love since he saved my main char so many times! I'd love to find both of them in this playthrough but no luck so far
Josef Senpai  [author] Feb 15 @ 1:41pm 
@Csirke: Yunomi was written at a different time in my life, and a different time socially. It's been... 9 years? I've been planning to rework her dialogue for the last two years since it was first brought up, both into something I would be happy to continue having out in the world, and something that, as you say, would no longer contain a creepy option. It's no justification, but at the time I simply thought it was an edgy way to provide the player some agency in being the bad guy.

That all notwithstanding, Yunomi's dialogue is no longer upto my standards, artistically or ethically. There's a fair chance now that I won't ever rewrite it though - I just don't have the motivation to continue my art when my head's still not in a good place given the last 4 months of tumult and personal upheaval. The future holds surprises for everyone, I suppose.
Csirke Feb 14 @ 4:01am 
why would you even add that dialogue for yunomi that's creepy:steamthumbsdown:
Josef Senpai  [author] Feb 6 @ 4:47pm 
@Laughing Forest: Black Tower is still in, I just removed the Dust Bandit override, 'cause I said screw it, I need to improve compatibility anyway and wanted to move them into The Hub.I'm not sure I'll ever get around to that at this point... maybe when my head is screwed back on.
Laughing Forest Feb 6 @ 6:54am 
Seems as if this is still overwriting Black Tower - is that intended?
Josef Senpai  [author] Jan 19 @ 1:44am 
@LeoEdge: 5. Return to Josef after having retrieved a Fog Prince Head, an AI Core, the Great White Gorillo's Skin or Claw, Megacrab Ganglion, or the Horn of the Megaraptor.
LeoEdge Jan 18 @ 10:19pm 
how do i get Josef in my party with his "waif", he talks about a fetch quest but doesnt state what he wants me to fetch...

Also sorry for your lost Josef Senpai, may she rest in peace
ethos420 Jan 9 @ 11:50pm 
Just wanted to add.... totally found Josef slacking off next to the food storage, Yiannas held the walll just fine........ what up wit dat?
Josef Senpai  [author] Jan 2 @ 4:47pm 
Thanks, mate. It's... been an interesting time.
That's So Fetch Jan 1 @ 11:42am 
Appreciate the updates but sorry to hear about your mom
Josef Senpai  [author] Nov 1, 2024 @ 8:05pm 
**Version 3.8a**
- Hotfix for Gnume's 3A dialogue.
Josef Senpai  [author] Nov 1, 2024 @ 8:02pm 
- Washed Up and Veteran Holy Nation recruits race now forced to Greenlander. Why it wasn't in the first place, I will never know. Courtesy of https://steamcommunity.com/profiles/76561198120761570
- Removed Black Tower override. Working on moving the Agents of Narko into being actual Residents of the Hub; this should improve general compatibility and make them less of a nuisance.
- Added a bunch of lines to Delend while re-working his dialogue.
- Grimm will now properly say his lines instead of deferring to another team member, courtesy of https://steamcommunity.com/id/GY5e3/ .
Josef Senpai  [author] Nov 1, 2024 @ 8:02pm 
- Genesis Mod Compatibility. Removed references to the "wool hat" from all characters. Optic will now wear the Ashland Hat, because we all know you're going to change his look anyway. Heroes start now uses the Bonedog instead of Pet Dog. All references on Interesting Recruits! characters for backpacks removed with Genesis have been removed. Altis Failover squad and Albanh are now switched to Vagrants faction. Ordis's faction before recruitment switched to Drifters.
- Removed Mesilla from the Unique Recruits list. Apathy makes for poor artistry. I may return to making her later.
- Palach no longer has mild dementia when seeing Orphis. Courtesy of https://steamcommunity.com/id/bihlbo .
Josef Senpai  [author] Nov 1, 2024 @ 8:02pm 
**Version 3.8**
- Biome shouts.
- Palach/Orphis raids should work again, both friendly and hostile. At some point I accidentally deleted them from the Factions possible campaigns; likely during the last rework.
- Removed the Slezkh test Start.
- The Hub will now spawn mercenaries from the mod; previously I was spawning two additional Vanilla mercenaries.
- Tortuga no longer has a 15% chance to ignore you and potentially disappear from existence when speaking with you. With any luck, his attachment to this plane is no longer circumspect.
Josef Senpai  [author] Nov 1, 2024 @ 8:01pm 
@bihlbo: Likewise!

@CyberSpiderRU: Unfortunately, Slezkh's "beat 'em up" recruitment option is no longer working at this time. I need to rework it into a dialogue/item, now that I think about it. His "standard" recruitment options are set to 100% until I get something worked up.
Josef Senpai  [author] Nov 1, 2024 @ 8:01pm 
Hey all, my Mother's recently passed, so I haven't had the time or wherewithal to look at your comments/issues. I've pushed out the latest update, which will now implement Genesis Mod compatibility (last I checked anyway), etc. I don't know when I'll be doing any work on the mod again, but I'll try to respond whenever I feel up for it.

@Rayn: Give it a try after the Genesis Mod compatibility update and see if it continue.

@Kaiser Zero: Bhujerba's failover may be broken. I *was* working on remedying that... Try to recruit him from the Black Tower if you can.

@Slomega: No that's the right dialogue option. I didn't notice before but it's only set to a 10% chance of running the dialogue, instead of 90%. I got it backwards- I'll run a quick hotfix for that.
CyberSpideRU Oct 22, 2024 @ 4:06am 
This mod is cool, but i have a problem.
I defeated Slezkh in 1vs1 when he tried to rob me, but when he wakes up...there is no dialoge at all. He's just going to bar and that's it.
bihlbo Oct 10, 2024 @ 9:01am 
Much obliged, @Josef Senpai
Slomega Sep 19, 2024 @ 8:09pm 
Okay, so I followed the secondary recruitment guide for Gnume as a skeleton, and I've gotten to the point where I can tell him to make the skeleton proud and join me, and when I click it he just tells me to bugger off. Am I stuck or something or did I mess it up?
Kaiser Zero Sep 13, 2024 @ 9:29pm 
I like this mod a lot, but I, for the life of me cannot recruit Bhujerba! Not sure why, but he ends up in Mongrel before I kill the Dust King (mod conflict?) but even with Sake in my inventory, the option to speak with him never happens. Any help?
Hydden Sep 2, 2024 @ 8:53am 
I've been using this mod and it works perfect, I love the new recruits.
About Rayn issue, I just went to World End today and got Orphis and his mates. Maybe you could try to save before enter the city or reach the crashing point and load again, i had this kind of crashes a lot (idk which mod causing it) but saving and loading usually works for me, sometimes it takes 2 try. I also use Reactive World tho, hope this helps!
Josef Senpai  [author] Sep 1, 2024 @ 8:50pm 
@Rayn: Best guess is the Orphis spawn... I'll take a look, but I make no promises.
Rayn Aug 30, 2024 @ 12:02am 
not sure if this is already known but just in case: This mod was causing me to crash when approaching world's end. Strangely I had been to WE a lot with this mod and all my others installed but this started happening all the sudden on day 323 in my game. My best guess would be an incompatibility with Reactive World and one of its world states but idk. I realize this info is probably vague and unhelpful but I'm not very versed in modding. All I could do was indentify that once I deactivated this specific mod the game stopped crashing when WE loaded
Josef Senpai  [author] Aug 24, 2024 @ 1:22am 
@charlie.hall.0111: No prob? I plan on moving them into the Hub proper when I feel like walking myself back through the tutorial that lets me screw around with building. I haven't been able to get the failover in Mongrel to work in testing, despite getting all of Kazakh's to work fairly reliably- the Black Tower will probably end up being removed in the next update. Don't worry, the Agents of Narko are there to stay though :D
charlie.hall.0111 Aug 23, 2024 @ 10:27pm 
Hey thank you so much for removing the dust bandit override on the black tower!! Honestly, that was something that has been bothering me for years but I didn't realize it was your mod. I thought it was a mix of reactive world and UWE cause I thought the tower was from UWE. I like the tower and I like having the agents of narko there cuz it adds more depth to the world. I really appreciate you did that! :) I definitely wasn't going to remove the mod just because of the tower. A lot of the recruits you add are really amazing!
Josef Senpai  [author] Aug 22, 2024 @ 10:47pm 
@Jonny Joumba: Import should be all that's needed for the update. Should being the key word, lol. It is Kenshi after all.
Jonny Joumba Aug 22, 2024 @ 9:51pm 
Hey thanks for the information and all the update, fantastic mod! Do we need to uninstall/reinstall or import for the update to take effect?
Josef Senpai  [author] Aug 22, 2024 @ 7:50pm 
- Removed Black Tower override. Working on moving the Agents of Narko into being actual Residents of the Hub; this should improve general compatibility and make them less of a nuisance.
- Added a bunch of lines to Delend while re-working his dialogue.
Josef Senpai  [author] Aug 22, 2024 @ 7:50pm 
- Genesis Mod Compatibility. Removed references to the "wool hat" from all characters. Optic will now wear the Ashland Hat, because we all know you're going to change his look anyway. Heroes start now uses the Bonedog instead of Pet Dog. All references on Interesting Recruits! characters for backpacks removed with Genesis have been removed. Altis Failover squad and Albanh are now switched to Vagrants faction. Ordis's faction before recruitment switched to Drifters.
- Removed Mesilla from the Unique Recruits list. Apathy makes for poor artistry. I may return to making her later.
- Palach no longer has mild dementia when seeing Orphis. Courtesy of https://steamcommunity.com/id/bihlbo .
- Washed Up and Veteran Holy Nation recruits race now forced to Greenlander. Why it wasn't in the first place, I will never know. Courtesy of https://steamcommunity.com/profiles/76561198120761570
Josef Senpai  [author] Aug 22, 2024 @ 7:50pm 
**Version 3.8**
- Biome shouts.
- Palach/Orphis raids should work again, both friendly and hostile. At some point I accidentally deleted them from the Factions possible campaigns; likely during the last rework.
- Removed the Slezkh test Start.
- The Hub will now spawn mercenaries from the mod; previously I was spawning two additional Vanilla mercenaries.
- Tortuga no longer has a 15% chance to ignore you and potentially disappear from existence when speaking with you. With any luck, his attachment to this plane is no longer circumspect.
Josef Senpai  [author] Aug 22, 2024 @ 7:47pm 
@Jonny Joumba: That is in fact an Ex Caravan Guard, which is from Interesting Recruits!. Basic followers can spawn in most any major settlement, varying slightly per faction.

Ex Caravan Guards can spawn in virtually any bar that has recruits. As an example, in a UC bar, Interesting Recruits! will spawn a minimum of 1 basic follower from the mod, with anywhere from 0 to 2 additional spawns- with each instance choosing from a list of 16 of the basic followers. I think that's 1/16, or 6.25% chance to spawn for each instance that the game loads.
Jonny Joumba Aug 22, 2024 @ 6:46pm 
Random question ; I found a Shek lady with stats in the 30, hired for 12500 cats with a backstory related to being ditch by her caravan. I don't know if it's the base game (unlikely) or from a mod haha. Could it be from this one? I guess it's the ex caravan-guard! Is there a way to know the spawn rate and location of the basic followers?
charlie.hall.0111 Aug 22, 2024 @ 1:50am 
You could also just make a boss that you kill in the tower to revert the world state away from the dust bandits. But I also noticed when they take over the tower it removes all the interior furniture and decoration and makes the tower impossible to enter for me
Josef Senpai  [author] Aug 22, 2024 @ 12:44am 
Deleted my last comment... as I've figured out the problem preventing this mod and Genesis from being compatible. I'll try and upload a patch tomorrow afternoon. Someone angrily comment if I forget, lmao.
Senshi Aug 21, 2024 @ 6:05pm 
I wouldn't worry about it, it looks like it's just one of those random-ass conflicts that occur when one has a lotta mods and the mod order gets out of control. I think a 3rd-4th mod was the culprit and yet, it didn't go away until I disabled this one. I kept at it for a bit and eventually reset my entire modlist order as well as just clean installs of both mods on a new game, and I haven't been able to repro it since.

Just pretty funny to see a super buff Hive Prince Black Panther screaming "WAKANDA FOREVER" in game
Josef Senpai  [author] Aug 21, 2024 @ 5:35pm 
@charlie.hall.0111: Another of the many reasons to mull removing the Black Tower. I'll keep thinking on it.

@chozu: That's the weirdest conflict I've seen thus far. I'm not even certain how that would happen. I'll take a look at it if I can, but I'm exhausted just trying to figure out the conflict with Genesis.
Senshi Aug 21, 2024 @ 5:06pm 
Funny bug I found: This conflicts with mopsisgone's Black Panther mod in that when the two mods are activated, it overrides the NPC's race and they become a Hive Prince instead of a Greenlander. I'm looking at both mods in FCS to figure out a workaround.
charlie.hall.0111 Aug 20, 2024 @ 9:19pm 
Oh I see their patrols are mostly gone but it's just annoying not being able to wipe them off the map completely. I liked the Marko disciples there. Since I'm using Town's expanded the hubs borders are right next to the black tower, gameplay wise they're not causing a problem but it is slightly immersion breaking since my houses are in the hub right now. Don't like a defeated faction just chilling outside my home. Definitely want to keep the mod though. Love the recruits. Thanks!
Josef Senpai  [author] Aug 20, 2024 @ 5:45pm 
@bihlbo: Good shout. I'll correct.

@charlie.hall.0111: Not random, completely intended even outside of Reactive World. They're supposed to move to Mongrel, but the failover is currently broken. Also mulling straight up removal of the Black Tower at this stage just due to the chaos it's wrought. I dunno.
charlie.hall.0111 Aug 20, 2024 @ 7:31am 
It seems with reactivate world enabled too when I kill the dust king dust bandit take over the black tower outside of the hub. Anyway to precent this random world state switch?
bihlbo Aug 18, 2024 @ 4:15pm 
In the Dialogue "zPalach sees Orphis" Palach says, "No...even it was, you're all traitors..." This looks to me like it should read "even IF it was" because "even it was" doesn't really make a lot of sense.
Josef Senpai  [author] Jul 2, 2024 @ 6:50pm 
@SiR_SortedBook4: Definitely not intentional. Guessing my failover broke. I'll take a look when I can.

@Mythril: Yes and no in that order. They should only be Greenlanders, but I'm guessing I broke something. I'll see if I can't fix that.
Mythril Jun 27, 2024 @ 6:32pm 
Is one of your followers being a former holy nation soldier and a skeleton at the same time intended or is that an issue with other mods messing with it? I forgot it's name but it spawns in stack. The townspeople pile on him right away as soon as it gets load in.
SiR_SortedBook4 Jun 14, 2024 @ 1:00am 
I have found that the Seeker and her slave that is a recruit are in mongrel despite the dust king not being dead. Alongside this neither of them can be spoken to. This might be a mod conflcit on my end but i was wondering if this behavior was/could intentional?
thekingofelohell Apr 22, 2024 @ 10:33am 
@Josef Senpai this clarifies things for me - thankyou very much
Josef Senpai  [author] Apr 22, 2024 @ 2:14am 
@thekingofelohell: I replied in the recruitment guide, but the "how to" is hardly a spoiler so I'll answer here too. Orphis and Palach require that you have a high enough "Town Level", you can tell how high yours is based on the icon used on the map. I need to check the FCS to be sure, but you either need a Level 2 or 3, (Fortress or Town icon. 0 is the x, 1 is the Village). Your Town Level is primarily determined by the amount and what types of buildings you have. I believe to hit Level 3, walls are required, but I'm not 100% certain on that.
thekingofelohell Apr 22, 2024 @ 12:26am 
@JosefSenpai How do I recruit Orphis? Guide isn't helpful - and I can't search comments to see who else has had this issue. Orphis says I need to be stronger - what does that mean? I already have 3 high level followers, cattle and 2 outposts. My tech bench is lvl 3 as well. What more must I do?