Kenshi
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Living World Patch+
   
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4 Oct, 2023 @ 4:05pm
19 Mar, 2024 @ 9:27pm
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Living World Patch+

In 1 collection by Niska24
Kenshi +
223 items
Description
Living world has an override for dust bandits to take over the hub but it was never added to the override list and thus would never occur :(

Simply added it to the override town list to fix :)

UPDATE: Also includes fixes for Krals Chosen overrides

UPDATE: Various tweaks and fixes for living world

UPDATE: Scout posts reinforced if moll wins the war

This is starting to turn into a full living world patch rather then just a single world override that was not setup properly...
9 Comments
Vizinix 15 Jul, 2024 @ 10:41pm 
Thanks for making this and all your hard work!
Niska24  [author] 26 Mar, 2024 @ 10:32pm 
Similar to dust bandit override not occurring for the hub there was multiple places where living world adds an override for Krals chosen but doesn't facilitate the override actually ever taking place due to conflicts with other override states. This is resolved now so Krals chosen will take over the places that the living world overhaul appears to have intended for them too if you choose to do a Krals chosen playthrough. Various changes also includes things like stopping the holy nation override that LW adds from taking over the rebel bar even when holy nation is your enemy. IF you want more info you can reference my change notes but I realize now it may not be very detailed so simply open this mod in the FCS if you want to review all the various changes.
x Panda Ez 25 Mar, 2024 @ 2:04pm 
In regards to "UPDATE: Also includes fixes for Krals Chosen overrides, and UPDATE: Various tweaks and fixes for living world" what was changed?
Vidalia 22 Nov, 2023 @ 11:32pm 
I have not freed any slaves from their cages but I think the same mechanic would apply - you can lockpick cages and shackles without harming relations but freed recruits will be considered as escaped slaves so you need to get them out quickly or carry them out.
Vidalia 22 Nov, 2023 @ 11:26pm 
You can recruit upto 3 reaver whelps from the reaver camps (not slaves but the lowest ranking reavers) - there is a dialogue option added by LW that checks squad size for recruitment. Above and beyond that you can freely pick up downed reaver slaves (without harming relations) take them some distance away from reaver camps and patrols and free them - the usual slave joining mechanic applies...I do have another mod that influences the chances of slaves joining - just make sure that they stay away from the patrols and camps as they will be considered as escaped slaves and enslaved if spotted. You are neutral with Tech hunters with this start so having a house in Black Scratch helps.
Niska24  [author] 22 Nov, 2023 @ 8:27pm 
@Vidalia how does being an ally with the reavers work out? Can you free welps from cages for free recruits or is this considered theft and a reduction to relations? I'm currently allied with Krals Chosen and almost have control of the entire western side of the map. I've noticed they don't care about theft so I've freed bandits and shek from allied prison and even had them join me. Eventually I want to move east and was considering allying the reavers and using the same method to grow my ranks.
Vidalia 21 Nov, 2023 @ 9:40pm 
Ah - that's a shame that there is no dialogue option - I did the Reaver recruit start - was hoping to get some bandit themed allies in the North - maybe another playthrough then - adding this mod to my load order nonetheless.
Niska24  [author] 21 Nov, 2023 @ 9:07pm 
I believe you can only ally them with the dust bandit game start. Same with Krals chosen. Interestingly enough living world seems to add the ability to join the beserkers, after taking out Esata and speaking to ghost before he finishes his rant, you can ally with them and Ghost will even join you. Odd that it was never mentioned in the mod description but very cool nonetheless.
Vidalia 21 Nov, 2023 @ 7:05am 
How does one ally with dust bandits in living world? Is there any specific dialogue option?