VikingsForHire
Hire Viking companions and settlement workers: squad orders, combat roles, jobs, settlements, traders and debts, freeholder villages and outlaw camps. EN/ES-LATAM/RU/ZH.
About this mod Author’s original text
Vikings for Hire
Hire Viking companions and workers. Build settlements. Pay your debts... or else.
Wandering Vikings now roam every biome. Talk to them, hire them for coin (or on a promise), take them into battle, or settle them at your base as lumberjacks, miners, farmers, cooks and more. Every Viking has a name, traits, loyalty, friendships and grudges. They level up and wear the gear you give them. And they really remember who didn't pay them.
Also on: (images and full version history) · · Hexium — screenshots: Wiki → Screenshots — same files everywhere.
Languages: English, Latin American Spanish and Russian (follows the game language).
Status: actively developed. Please report bugs with your BepInEx/LogOutput.log ( Mod Manager / r2modman: Settings → Browse profile folder → BepInEx).
Hotfix 1.4.3
Settlement route searches and long-path smoothing are spread across frames; expensive failed routes are retried less often to reduce performance spikes.
Hotfix 1.4.2
Companions are immune to bleeding, rain sickness and fake illness. Any existing medical effects and infirmary-bed claims are cleared while they are companions.
Hotfix 1.4.1
Room furniture links now persist across world reloads. Existing links are recovered when the matching room is unambiguous. The settlement resource-limit menu has search. Guards train without running back and forth; archers use the front of the target, and NPC target scores no longer appear on the player's screen. Injured Vikings use available infirmary beds, and feast participants reach their gathering spots.
New in 1.4.0: settlement life, care and resource limits
Optional medical system: workers can get sick in the rain or bleed after combat. Medics treat and carry downed Vikings to infirmary beds; if no infirmary is available, ordinary beds provide only very slow recovery. Place a room sign and choose infirmary or kitchen. Press E on furniture to link it and Shift+E to unlink it. Beds can be linked only to the infirmary, never the kitchen. Colored dots above furniture show link status; the infirmary sign counts medical beds separately. Disable the complete care system with MedicalSystem = false.
Configure resource caps from the settlement banner. Each cap counts total stock across all settlement chests; resources with no configured cap remain unlimited. Workers stop gathering capped resources and stokers stop producing them. Chest signs still control preferred storage, not the cap.
A trader stationed at your base can buy directly from accessible settlement chests within 100 m of the banner. The trade window keeps your bag and chest contents in separate tabs, with chest items grouped by container.
Freeholder settlements can now forgive attacks. The first unordered companion strike warns you and deals no damage. Minor feuds end after two in-game days if you and your companions stay over 100 m away. Killing a resident or destroying a building requires compensation through a resident's dialogue; the global reputation penalty for kills still applies.
Open the J roster while inside your own settlement's banner radius to call one of its workers. The worker walks to you, pauses their job briefly, and then returns to work without joining the squad. Sleeping, injured and unloaded workers cannot be called.
Guards can train on player-placed dummies and targets, and mentors now train Vikings below level 10. Outlaw camps wait until Eikthyr is defeated and scale with boss progress. The Y wheel can disable automatic ship rescue while the player swims to shore. The description explains how to find and hire the first companion and where Configuration Manager opens (F1 by default; the author's key is ').
New in 1.3.9: settlement raids, safer companions and readable speech
Foreign settlements no longer appear on the world's first day or anywhere in the Ashlands. At valid locations their chance now accumulates every 2 minutes until one appears, so an established world
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: