Kenshi
Racial Diversity (Formerly Multirace Bandits)
110 Comments
Shidan  [author] 14 Sep, 2024 @ 5:51am 
For some squads, yes. For squads that have not generated yet, no.
ashbearh11 14 Sep, 2024 @ 5:41am 
this require an import?
Thanzol 26 Jan, 2024 @ 6:43pm 
Its always cool to see mods like this. Thanks for making it :D
FGD5 29 Aug, 2023 @ 4:22pm 
Appreciate the response. I've always liked this mod but only recently noticed this problem. At least it narrows it down a little bit, many thanks!
Shidan  [author] 29 Aug, 2023 @ 3:54pm 
Yes and no. Those slave traders being non-human is definitely my mod doing it, but my mod adds no slave traders near the HN. My guess is you have another mod adding those slave traders to the area, which is fine in that mod since all slave traders are human, but when combined with my mod it leads to problems.
FGD5 29 Aug, 2023 @ 3:02pm 
Just wondering if this mod changes anything with Slave Traders in the Holy Nation? For some reason Shek, Hivers and Skeletons can spawn in Slave Trader squads and walk right into HN cities and Rebirth causing lots of confusion. Disabled this mod and the spawns went back to humans only.
Daemonslime 19 Mar, 2023 @ 2:07am 
took your advice and starting modding myself, you were right its super easy for most things.
currently testing a patch ive made that among several other things allows for uwe, reactive world, living world and gen mod with recruit-able prisoners and including support for many modded races.
Trinity 4 Dec, 2022 @ 4:43am 
nice B) thanks for the help, vet
Shidan  [author] 11 Nov, 2022 @ 6:04am 
No, it does not affect the spawns of non-vanilla races. Though a person could fairly easily make a patch for such a thing if they wanted to. Race spawn rates are one of the easier things to mod.
Daemonslime 11 Nov, 2022 @ 2:27am 
Sorry i meant albino sheks from genmod
Daemonslime 8 Nov, 2022 @ 8:04pm 
Been using for awhile now really enjoying it, Does this mod add the chances of modded races, aka UWE races like albino shek to the spawn pool for factions?
AdOlliver 8 Oct, 2022 @ 7:20pm 
Found a Dust Bandit skeleton and had no talk option available, that's why I asked. But, the usual troubleshooting solved this issue. Tried with other characters along the last hour and it seems there really isn't any conflict.
Anyway, thanks for the fast reply!
Shidan  [author] 8 Oct, 2022 @ 6:57pm 
Shouldn't conflict with the mod much if at all, as it does not change characters or their dialogs, but rather just alters the racial lists the factions can choose from when spawning their characters.
AdOlliver 8 Oct, 2022 @ 6:17pm 
Is it patched for "Recruitable Prisoners - with dialogues"?
sassythesasquatch(Real) 14 Jun, 2022 @ 2:03am 
hey i have had this mod for a while but with the mod when you start with the wanderer you can only get twitchy bar thugs at the hub but all the other npcs you can get at the hub like hobbs are replaced
Shidan  [author] 20 Apr, 2022 @ 7:11am 
I've had reports of it in the past, and it was another mod back then too, though I don't know what mod. So odds are you simply disabled it already and didn't notice. :)
Endgunner 20 Apr, 2022 @ 7:08am 
Ether that or my memory is lackin.
Endgunner 20 Apr, 2022 @ 7:08am 
This mod is the first mod i ever used and i have not un-subbed since, so it was another mod probably.
Endgunner 20 Apr, 2022 @ 7:04am 
Strange, after a bunch of research and going in-game and looking at each HN city and outpost myself. I cant even find a thief tower in their faction. Must be a faulty memory or an old mod i already un-subbed from.

My mod list now:

Hachigane for Shek
Ninja Mask (Undumbed)
Crab Armor Icon Fix
Fixing Clipping Issues
More Plastic Surgeons
256 Recruitment Limit
Let's Talk
Racial Diversity (Formerly Multirace Bandits).

Very simple.
Shidan  [author] 20 Apr, 2022 @ 6:25am 
Have any other mods messing with Shinobi Thieves? Pretty sure I used an exclusively human spawn for the HN versions of them. But if you've got some being added from another mod, they would be using the full race list.
Endgunner 20 Apr, 2022 @ 5:37am 
Man i have been using this mod for so long the game just feels weird without it, why don't Hivers join the starving bandits normally? And Sheks eat so much it only makes common sense. I do however wish that the holy nation would stop attacking the Shenobi Thieves due to skeletons ETC.
GRIFFIN DRAGONHANDS 22 Oct, 2021 @ 9:50pm 
Thanks for this mod :) I’ve noticed quite a few trade ninjas spawning as western hive soldiers, but I’m not sure if that’s intentional or just weird luck on my end
JayRebirth 18 Aug, 2021 @ 4:35am 
Any patches for Holy cities? Shanobi thieves are getting decimated in them with one of them being a robot or aliens making them flip out everytime i walk into a bar.
Nuclear Cloud 3 May, 2021 @ 11:47pm 
I'm not racist! I'll exterminate any bandit scum equally!
Shidan  [author] 29 Mar, 2021 @ 2:39pm 
Technically, yes. Not aware of anyone doing so though. It would just be a matter of opening the faction with the mod on, and going to the faction, then adding the race there.

I've thought about making a patch for all the skeleton models around, but never got around to it.
Так называемый 29 Mar, 2021 @ 4:59am 
Hey, great mod! Is there a way to add modded in races?
Babaloo321 1 Mar, 2021 @ 10:17pm 
Thank you so much! It looks fine so far! Though I admit when I first had this problem I did have to import two or three times to actually have the Shek spawn in the first place, so I may be back if I encounter her again (I don't think I will because I've already made three test imports, which I find is usually how many times it takes for her to spawn) So I guess it is semi rare in the end, still immersion breaking though.

Speaking of immersion breaking, I know you're aware of the non-human hungry bandits being left alone by the Holy Nation guards, and how you said that you really couldn't do much to fix it, but I just had a thought. Have you ever thought of adding bounties to non-human bandits around holy nation territory? Or maybe even all non humans could get a bounty added to them. That could maybe end up working interesting for players allying themselves with the Holy Nation. They could go out and turn in heretics for some cats. Just a thought anyway. :steamhappy:
Shidan  [author] 1 Mar, 2021 @ 7:18pm 
Shidan  [author] 1 Mar, 2021 @ 7:16pm 
Unfortunately it was the latter. Can't identify the mod since it's purely vanilla assets.

That said I do understand why it's happening now. Because in vanilla the bar thugs are human only, so the other mod added them to the HN without issue. I randomized the race of the faction, which means when the mods work together you get this scenario.

Can't really make a patch per say, since I don't know the conflicting mod. But I could make a quick little mod that forces bar thugs specifically to be human, which would resolve the issue in the meantime.
Babaloo321 1 Mar, 2021 @ 6:46pm 
Sure! Let me just fire the game up and find the save. I'l post the link here in a few.
Shidan  [author] 1 Mar, 2021 @ 3:27pm 
If you've got a save with that squad nearby, I could open up its save data and perhaps locate the mod adding them. Assuming it's a mod created squad and not a mod adding a vanilla squad to the town.
Shidan  [author] 1 Mar, 2021 @ 3:27pm 
I don't think it likely any of those three will cause issues. For the adding repair kits, at worst a few NPCs will have two instead. And I don't touch AI much at all so I can't see a conflict with the latter one.

I don't see load order affecting much at all with this mod specifically. Unless another mod was doing the exact same thing, then the only affect position would have is which mod's chances to use. Otherwise changes should merge seamlessly.

As for the Tweaks and Fixes thing, that's something that gets brought up a fair bit. In my opinion the guide is wrong where that type of mod should go. It is correct that mods lower in the list override mods higher in the list, but that is what you want to happen for compilations of small changes like that. If they are lower in the list, the numerous things they touch can often break other mods. While if they are higher in the list, a few of their changes might not work, but overall the mod will be fine.
Babaloo321 1 Mar, 2021 @ 2:01pm 
@Shidan (2/2) Tweaks and Fixes mod, and "Unofficial Kenshi Patch" (Which your mod loads after). The issue still persisted here. I don't think putting Racial Diversity at the bottom would help, because that seems like it would cause more conflicts, but I could be wrong.

By the way, I am Importing (Without Dead NPCs) after every change I make to the load order while troubleshooting this. I'm also using this load order guide here https://steamproxy.com/sharedfiles/filedetails/?id=1850250979

Curiously the guide says to put your Tweaks and Fixes mod at the bottom of the load order, while your mod page says to put it at the top. Would the guide be incorrect on this issue? The guide says that mods load from the top of the list to the bottom of the list, with the bottom overriding the top. When you say that your Tweaks and Fixes mod needs to be near the top, do you mean bottom of the load order? AKA: Loading Last?
Babaloo321 1 Mar, 2021 @ 2:00pm 
@Shidan (1/2) So I fixed my current issue by removing another mod I had that adds skeleton limbs to some NPCs. I replaced it with another that did the same thing, and that issue subsided. Up until last night I didn't realize that your Tweaks and Fixes mod also added skeleton limbs to some npcs as well, so I got rid of that too. I still have the mods "Slave Traders have Repair Kits", "Reavers have repair kits", and "NPCs Do Repairing". Will any of these cause issues? Are any of them redundant?

My problem now is that in at least one of the three Holy Nation cities there is a vagrant group that contains a Shek. Removing this mod seems to fix the issue, but I can't attribute that to this mod alone. I'm sure there's a conflict somewhere in my load order, but I'm not sure where. It's not apparent to me, anyway. Regarding conflicts with other mods where should this go in the load order? I've tired putting it pretty far up top, before other race mods, but never before your
Shidan  [author] 26 Feb, 2021 @ 6:59am 
Must be another mod touching it, because this mod deliberately has a human only thief group specifically to avoid that. But if another mod is touching the thieves, it could be spawning a group that works fine in its mod, but this mod is changing their races.
Babaloo321 26 Feb, 2021 @ 4:52am 
Hey, I'm not sure if it's because of this mod or not, but I don't think I have any other mods that do this kind of thing. In Stack there are Hivers and Skeletons assigned as Thieves Guild NPCs in Bars there. A fight just broke out. Might be worth a check maybe?
Shidan  [author] 5 Feb, 2021 @ 12:35pm 
Fixed, thanks for the heads up. :)
MacGyver 5 Feb, 2021 @ 11:43am 
Hey shidan! I think i found out why thieves in most holy nations towns dont sell items, you've created a new thieves group and "is trader" is set to false on the FCS
Endgunner 26 Sep, 2020 @ 11:47am 
Yes i was, the problem was fixed by lingthy google searching, in which i found out that Kenshi sometimes disables mods for no real reason. You have go go into the actual Kenshi launcher and re-enable the mods for them to show up.
Shidan  [author] 26 Sep, 2020 @ 11:43am 
Are you checking the correct folder? It should be here:
Steam\steamapps\workshop\content\233860\766462696
Endgunner 26 Sep, 2020 @ 11:07am 
Its not showing up in my mod folder after i sub, can somebody help meh out?
• 13 • 9 Aug, 2020 @ 2:27am 
Well done team,
we've defeated
r a c i s m
fruit flavored ENERGY DRINK 17 Jul, 2020 @ 2:53am 
racism OWNED
shaneblob06 24 May, 2020 @ 1:30pm 
you did it, you destroyed racism
Shidan  [author] 5 May, 2020 @ 7:22am 
Not currently updating it, but it's not abandoned. Should encompass most factions at this point. So no real reason for updates.
雇佣兵@R@ 5 May, 2020 @ 12:01am 
is this mod still being updated , or is it already complete?
Ostrava 17 Mar, 2020 @ 12:29pm 
good mod :)
Shidan  [author] 13 Dec, 2019 @ 6:05pm 
It does not directly add any, no. Though it does add South Hivers rarely to the more racially inclusive and outlaw groups in the world that would reasonably accept them. For example, Anti-Slavers might have a couple.

As a result, you might find more than normal that end up in recruitable situations. But none will be directly recruitable with this mod, only via freeing from slavery, or other special dialog cases.
No Mic Tweetus 13 Dec, 2019 @ 5:09pm 
Hey, does this throw recruitable southern hivers?