Kenshi
Holy Nation Outlaws Extended
81 Yorum
Asur 1 Eyl @ 4:12 
Hi! Can I Take your katana mod for my Overhaul mod? Naturally, also with the provision of you in the credits, or if you wish, I can include you as a co-author, I really appreciate your contribution to kenshi's modding.
claughy 12 Ara 2023 @ 7:22 
I really appreciate this mod, but i have two issues (pretty sure its other mods causing this), the town gets depopulated, the people inside the bar are good, but everytime i go back there are fewer and fewer people until no one is tending the farms and its an empty town. Pretty sure its from cannibals and mantises but some extra guards or something would probably be good. The other issues is at the hub i added trade ninja gate guards and the outlaws seem to always wind up committing crimes somehow and being killed by the trade ninjas. Not sure if theres a fix for that (ally with the trade ninjas maybe?) But thought id give feedback. Otherwise I like the mod!
dominicslivers 30 Mar 2022 @ 11:13 
this causes my game to crash whenever i go to, or leave the base. not sure why
Bueno Horse 23 Mar 2022 @ 20:21 
Causes a crash upon leaving the foglands heading north west, not sure why
123 16 Şub 2022 @ 6:32 
hello friend,i love your mod i want to share to my friends,may i make a tranlation mod for it?
Cigg 4 Şub 2022 @ 21:37 
Wow jbra, thanks for checking it out so soon! I was about to finalize a modlist for a playthrough and your response came at the best time. Really appreciate it!

Thumbed up and favorited :BL3Thumbsup:
jbra1  [yaratıcı] 4 Şub 2022 @ 18:23 
@Schum, just taking a look now at UWE. Doesn't seem like there will be a conflict at all.
Cigg 3 Şub 2022 @ 16:39 
Wanted to ask, since I really wanted to appreciate your mod and avoid spoilers: does this overlap with the mod Universal Wastelands Expansion in any way?
jbra1  [yaratıcı] 15 Haz 2021 @ 2:45 
@Slaze Ha. I specifically built it where it was assuming no one would have a base out there because of the crappy fertility.

@Amok Harvest - Go ahead! Just credit in the description or wherever.
SlaZe 14 Haz 2021 @ 18:02 
what are the odds that the sanctuary was placed right next to my town lol
Amok Harvest 2 Haz 2021 @ 16:04 
Hey mate - I'm creating a world overhaul mod and first saw your work in Genesis. It was only just now I realized it was its own nifty mod. Anyway, I've created a whole story and set of contingent dialogues around the Holy Nation Outlaws and how they interact with the rest of the world. Since this is based on your work, I'd like to continue using it if that's ok. The mod is not released yet, but I plan to do a private release for contributors first, so they have an opportunity to see what I've done. Right now it's just being used privately while I sort everything out and make sure the game feels right to me.
jbra1  [yaratıcı] 31 May 2021 @ 4:45 
@Teralitha When your relations are over 75, you're allied, so no attacks and they'll even run into combat to help you out. This mod gives you a method to get relations that high. In Vanilla its almost impossible (though you can do it, through constant medic work). If your relations with the HNO is super negative (hostile) then you got problems. But, if you have a neutral relationship (between -25 to +75, or maybe it's -50 to +50) with factions like starving bandits, HNO and Dust bandits, it's possible to pass them by without getting attacked (dust bandits less so) but also possible they'll attack you. If you do the quest in this mod, you can build relations up to allied status faster. They're kind of a useless ally, but it's nice.
jbra1  [yaratıcı] 31 May 2021 @ 4:39 
@Quarantine That's awesome! I'd forgotten I'd added that little bit of dialogue in. Hopefully it gave a little sparkle to your adventure.
ru(bin) 30 May 2021 @ 12:22 
Really liked the writing of this mod, subtle and immersive. Also appreciated that the dude in charge of the village recognizes you if you have a substantial bounty from the HN (had 1m bounty and Moll treated me like some sort of nobody)
Teralitha 28 Nis 2021 @ 12:18 
In the vanilla game, even with positive relations, the wandering bands of outlaws will still attack you. Is this addressed in your mod? At what point do they stop attacking you?
jbra1  [yaratıcı] 30 Oca 2021 @ 17:33 
@Killstead - can ally with the HNO, but requires some work. You get small rep telling bands of HNO about the new town, after you've found it and agreed to help. This doesn't effect the Hub.
Shuyajin 30 Oca 2021 @ 11:37 
So does this add an ability to easily ally with the HNO? And does it help/effect The Hub at all?
TehKaoZ 14 Ağu 2020 @ 21:12 
Has anyone figured out why Genmod and this crash in the town?
♡ Lilith ♡ 25 Tem 2020 @ 10:53 
When I found Sanctuary, I assumed it was vanilla content. It's really well implemented. Usually modded stuff is rough around the edges and easy to spot.
Much later I found the bar recruiters that tell you where the village is, and that gave it away. It's probably a good idea to have them, but advertising other locations through lengthy dialogue isn't something vanilla Kenshi does.
Great mod. You've made Dreg into a much more interesting zone. And I like Serf too. Does she have special dialogue after recruitment?
Knight and Daybreak 26 Haz 2020 @ 11:13 
@jbra1 I figured it out. It isn't Genmod, its Reactive world, since I don't have genmod but it keeps crashing and RW is part of that comp. Dunno why it'd crash tho.
jbra1  [yaratıcı] 1 Haz 2020 @ 22:51 
@Duanethebathtub No changes to races in this mod. I'm not so familiar with animation modding, but if animation groups are attached to race tags, then any NPCs or new factions this mod adds should just inherit the new animations from the human race tag. Most of the changes for this mod are actually associated with a new faction. The only changes I made to default Holy Nation Outlaws is add a dialogue to their dialogue package.
Dosboy 1 Haz 2020 @ 9:53 
Hi, does this change the HN Outlooks race at all? I am using Military craft and I don't get the animations. They just stand there and attack w/o moving. I had it working, but don't know what occurred. If it changes the race, I know how to patch, but can't find it in the mod.
GuthixLaw 22 Ara 2019 @ 19:59 
Mod is still crashing when coming near the town.
Dr. Quackers M.D. 23 Ağu 2019 @ 22:17 
Same crash cant approach or do the start for this.
DopamineDaydreams (Shardj) 23 Ağu 2019 @ 13:04 
Same issue as iscacca and Saucy, game crashes as soon as I approach. I'm also running genmod (who isn't though)
icsacca 22 Haz 2019 @ 2:43 
Crashes as soon as I approach the town. I use GenMod too. I don't understand why they are incompatible. :(
Saucy Bagel 22 May 2019 @ 3:50 
Crashes as soon as I approach the town :( Running GenMod as well so its likely that.
Roque the Rogue 20 May 2019 @ 20:06 
Are you still working on this masterpiece?
Zheyron 20 May 2019 @ 16:29 
I just ran by chance to your town. It was nice! And I downloaded it like in August 2018! Upvoted!
Timesplitter 8 May 2019 @ 0:02 
Thank you for this amazing mod that I have included in "Kenshi: The World Divided". This Mod Collection has been fully tested and works perfectly. Thank you again for the great mod to add to this collection. :steamhappy: Timesplitter.
jbra1  [yaratıcı] 23 Nis 2019 @ 13:41 
Not this mod. The dialogue this mod triggers is related to telling them about the hidden town.
Murray 21 Nis 2019 @ 13:29 
it maybe this mod or another mod.
does this mod feature the ability to talk to a few holy nation outlaws wandering around the hub and the possibilty for them to work for you which costs 1000 cats?
because 1st it is OP, you pay 1000 cats for a recruit that one i have encountered with 50+ levelled stats where as compared to the vanilla 3000 cats for recruits with less than 10 levelled stats. to balance it maybe increase the price to 10,000 cats for a recruit with stats with 50+ levels.
2nd point is that when you do pay them 1000 cats, you actually dont, you end up receiving 1000 cats.
again may not be your mod but i just wanna check with ya.
jbra1  [yaratıcı] 18 Nis 2019 @ 21:33 
@violated chicken. Yeah, I know about that Gen Mod incompatibility. It's something to do with the buildings. Haven't gotten around to grabbing gen mod to check what's up.
jbra1  [yaratıcı] 18 Nis 2019 @ 21:14 
@cRaZy Wo1 That's weird, he's assigned to the bar, with all of the rest of the folk that just wander around in Flotsam Village. How are those guys doing?
cRaZy Wo1 18 Nis 2019 @ 5:18 
Great mod so far. one problem ive noticed is with the recruiter in Flostam village, in my save he is called obik. this obik guy always leaves the village and patrols unsafe areas, currently he is being beaten by a whole cannibal tribe, and before that i rescued his half dead body from a band of bonedogs.

Also, please add overrides. thanks
violated chicken 16 Nis 2019 @ 16:38 
Its a shame i would love to use this mod in my playthrough but its not compatible with genmod :(
violated chicken 16 Nis 2019 @ 15:54 
I've been having issue with this mod where my game carshes when I get close to the settlement. I did find the problem though, and found that this mod is not compatible with genmod. Are there any fixes for this?
SaintPraetor 13 Nis 2019 @ 11:32 
I didn't realize you could have Alinius join your squad! That's cool and also unique compared to other faction expansion mods.

The idea of telling the HN then going to destroy the town (well, less of an active doing and more programmed) would be pretty neat, especially for those HN sympathizer. It might also be realistic that you tell the HN about Sanctuary and they send a bribe to the Cannibals that then launch a large attack against the town. Due to the proximity of HN to the Cans, it's a lore possibility they have occasionally used the lesser creatures for their own gains. Especially since Sanctuary is very out of the way for the HN to attack (crossing the dreaded Foglands). Not to mention how unsettling ironic it would be that "Sanctuary" is now a terrible place the HN could use spies to further weaken the HN Outlaws' strength.

Just some quick thoughts if you ever wanted to mod this further. Otherwise, fantastic work! Thank you for your contribution to the community!
jbra1  [yaratıcı] 13 Nis 2019 @ 4:53 
@SaintPraetor never got around to implementing world-states. Alinius can join you, so it'd be a little strange if he gets killed by beak things 6 months after joining you and that wrecks the town. I did have an idea that the player could tell HN high paladins about the town, which would destroy it. But it was too sad I never got around to it. It is compatible with reactive world, because the town is out on the outskirts, and by Alinius' admission they're not interested in politics. They're just doing what they're doing.
SaintPraetor 12 Nis 2019 @ 14:16 
Whoops, meant to say Alinius, not Saviour (He's from "Shun: The Exiles" mod I believe. Sorry for the confusion. Same question, though.
SaintPraetor 12 Nis 2019 @ 13:59 
Any world state edits if one kills/kidnaps Savior? Curious because I am putting together a mega mod collection to improve/expand world state edits, lore, areas, and other things.

Bonus Q: Compatible with Reactive World or, better yet, built with it in mind?
jbra1  [yaratıcı] 12 Nis 2019 @ 5:02 
"any non-vanilla faces" I thought you might have hit onto something there. But just loaded in with no other mods, and can't replicate the crash (even running a hefty modlist (still, no GenMod) myself I've never encountered the CTD in Dreg people are reporting). So still lean towards conflict with another mod somewhere. Any chance you can upload you mod list in the 'bugs, suggestions' thread? An imgur screenshot is fine. That'd be a huge help!
Tangentric 11 Nis 2019 @ 22:22 
Haven't been to Cloudsteady yet - this is my first playthrough and still exploring (though 150hrs in).
My PC is decent - 32GB RAM and GTX1070 6GB, running on an M.2 SSD.
Just made a new game with "Holy Nation Refugee" start. Created the character with the default sliders and got about 40 seconds of playtime in the settlement before the CTD, which happened just as I left the settlement. It looks like it loads fine for the main stuff - I can pivot the camera around without jumps or stutters.
It basically comes across as working fine and then, error. CTD.
From my main character it's the same deal - I can load the game and play it and run around your settlement for about 30 seconds and then Kenshi has an error and crashes.
The kenshi.log always seems to be loading faces at the point of error - did you use any non-vanilla faces or something?
jbra1  [yaratıcı] 11 Nis 2019 @ 18:49 
@Tangentric and @VisionaryWizard. How's your performance in Clownsteady? I use that as a reference because of all the vanilla towns that chugs for me the hardest, and a CTD can be caused by a RAM overload. The town in small, but I went nuts with decoration, so when it spawns I feel there are lots of objects jumping in. To help troubleshoot, in the latest version I included a new start, do you wanna see if it CTDs starting a new game there (if its a spawn overload based on buildings, I guess it'll CTD during character creation - if its about the squads it'll do it afterwards). If the game starts with no CTD, can you check the feeling of performance relative to other new games (new game is when performance is absolute highest)?
Tangentric 11 Nis 2019 @ 18:11 
Of note, it still crashes to desktop even if I don't load GenMod, or load GenMod later in the modlist.
Tangentric 11 Nis 2019 @ 17:44 
Hiya! First off, the town looks amazing. I thought this was vanilla when I approached. One problem though, it causes a crash to desktop after about 30 seconds of being near it. The logs don't help much - seems to crash before logs are written. Not sure of reason why. Is there any way I can help troubleshoot?
VisionaryWizard 11 Nis 2019 @ 11:38 
Just posting to confirm after crashing a bunch of times there seems to be a issue with this mod and genmod. I love this mod always have but not sure this ones going to make the cut this time :p, Appreciate the great work though jrab1!
Circle of Penguins 24 Mar 2019 @ 12:21 
Nah not looking for quick rep, this is exactly what I was going for :) Something to work towards :)
jbra1  [yaratıcı] 24 Mar 2019 @ 4:25 
@Gray. Thanks! That's just what I was going for~
jbra1  [yaratıcı] 24 Mar 2019 @ 4:24 
@Songblade. Yes, but it involves getting involved. If you agree to help them in the town, it unlocks a dialogue you can have with HNO squads you find in the world. You then tell them about the town, with a chance they'll head out there. You get a little positive rep for every squad that you send out there. But if you're after rep real quick, I can recommend the mod "Minor Faction Pacifiers" which puts a HNO pacifier in Admag.