Empire of Sin

Empire of Sin

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Hirable Goons [BETA]
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4 Oct, 2022 @ 1:49am
20 May, 2023 @ 3:18pm
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Hirable Goons [BETA]

Description
Tired of the AI sending endless small armies at you while you only have a handful of mortal gangsters? Not feeling much like a mob boss, because you are doing all the dirty work yourself? Well, now you can hire goons of your own!

This mod adds 80 new gangsters to the blackbook, covering most male variants and classes, across all 5 ranks. These new hires are meant to emulate your normal guards that, traditionally can only help on defence. But now, if you have the funds, you can cobble together a small army just like the AI can! The gangsters still cost a flat cost to hire, (They come pre-equipped, and gear costs money!) but as they are intended to be a part of your normal work force, they don't take any additional take off the top. Furthermore, if they die, you can just hire more! Goons are expendable!

DISCLAIMER:
It should be noted that while I did test for general compatability, there are a lot of moving parts with how gangsters work, so it's almost likely there are some bugs. That said, it's definently playable. I normally don't like idea of releasing something that might have bugs but in this case I do believe I'd benefit from more people playing and testing it. If you find something weird going on, do send me a report! :)

THINGS TO NOTE:
1. Because the gangsters in the black book are meant to be memerable characters who form connections and have traits and all that stuff, there are some things I need to work around to make it work cohesively with my goal of allowing you to re-hire goons endlessly. Namely, when you rehire a goon, it's technichly the same "person". (even if they died previously) Currently their loyalty and moral don't reset on death, that's something I'm hoping to fix. Same for reseting any traits or relationships they aquire over time.
2. Right now every goon is named "Hired Gun". This is a placeholder and I'll release an update at some point to make it a bit better. But you can rename them manually yourself in-game if you so wish.
3. You might notice that all the goons have a negative notoriety requirement. This is just to keep them all organized and clumped together in the black book, separate from the other gangsters! You may also notice the UI is a bit smaller in the black book. This is by neccisity. Hopefully later I can get a working scroll bar in there instead lol.
4. You will need to start a new save to get the new gangsters in the black book. It should be fine to load old saves, but you won't have the new gangsters so it kinda ruins whole point.

IDEAL FUTURE PLANS:
1. Reset a goons stats/traits/relationships on death more throughly.
2. Fix any bugs people stumble on
3. Balance changes as suggested
4. Random generation of names and biographies (I see a way to do this but its a bit unconventional)

KNOWN BUGS:
1. It seems that you can hire the goons even if you lack the needed funds. Needless to say, this will be fixed once I get the chance.
2. Renaming one goon will rename ALL the goons. (Edit: Patched!)

Please report other bugs you find in the discussions threads!

Also, this mod is fully compatable with my other mod, Demographic Tweaks! (If interested, you can check it out here: https://steamproxy.com/sharedfiles/filedetails/?id=2814013173)
Popular Discussions View All (5)
7
28 May, 2023 @ 1:20am
missing goons in blackbook
Blooming onions from outback
6
17 May, 2023 @ 10:07am
Names of hired guns
suN-_-Ny
2
18 Nov, 2023 @ 6:31pm
Is there a way to reduce the Take of the default characters?
I0_X_0I
122 Comments
Rey 26 Nov @ 5:35am 
I wish there were some fixers in this bunch.
TacticalFaux  [author] 11 Oct @ 6:14pm 
Hey @Dubb XPert! I sent you a friend request the other day when you had an issue with my other mod as well. I'm willing to offer you personal support and working with you to help get it working if you would accept the request! :)
Dubb Xpert 9 Oct @ 9:03am 
I tried to use this mod and the increased crew size but they didnt work in game.. I dont think any of my mods did. I feel like im missing something. I even tried to reset the mods list and it didnt work either. Maybe some help?
Assass1nSl1ck 7 Oct @ 11:48pm 
awesome mod man, i thought about doing something like this but ive been too lazy, my main gripe with this game was having unique characters when i want to be a mob boss with random goons
suN-_-Ny 24 Jul @ 1:45pm 
What about hired gun class? Any chance for them to be added??
Nuka Quantum 12 Jul @ 6:14pm 
thanks alot it works now!
TacticalFaux  [author] 12 Jul @ 3:14pm 
Just to be clear, the save should be created after the mod is installed. If that doesn't work though, do you have any other mods running? It's possible that another mod is causing issues, if so. Giving mine priority in the load order should remedy that.

You might find more assistance here: https://steamproxy.com/workshop/filedetails/discussion/2871157171/3824163953450777349/
Nuka Quantum 12 Jul @ 9:49am 
yes it's my second play through
TacticalFaux  [author] 11 Jul @ 6:45pm 
Hey Noble. Did you start a new save?
Nuka Quantum 10 Jul @ 6:59pm 
i can't get it to work the black book is much bigger but there's nobody to hired but the default gangsters