Kenshi
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Diverse spawns and nests/camps
   
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18 Sep, 2017 @ 11:08am
21 Sep, 2017 @ 12:24pm
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Diverse spawns and nests/camps

Description
I got bored of running around the map and not seeing any fights, so I created this mod for personal use but decided to share it...

Adds faction spawns and nests/camps to different biomes!
The nests/camps have similar item layout as dust bandits, eg. torches and sleeping bags.

Now you'll see more random combat between the factions instead of boring dogs and raptors.
All NPCs spawned from this mod have the same stats as vanilla NPCs BUT with added bounty!

You can change the amount of spawning units in Option. Nests can be changed when you create/import a new game.

NOTE: There might be some odd behaviours like Shek telling you that you're in Shek territory but you're really in Holy Nation territory, just ignore it... I did not bother changing the dialogues.

Tested on: 0.96.26/27.
While I've played/tested for a good few hours, some stuff still needs to be tweaked.

Border Zone:
- Shek patrol/scouts + camps
- Flotsam patrol
- Holy nation patrol + camps

Okran's Gulf:
- Shek patrol/scouts + camps
- Flotsam patrol
- Escaped holy servants + camps

Okran's Pride:
- Shek patrol/scouts + camps
- Flotsam patrol + camps
- Escaped holy servants + camps

Skinner's Roam:
- Escaped holy servants camps

Spider Plains:
- Shek patrol/scouts camps

Sten Desert:
- Holy nation patrol + camps

Vain:
- Shek scouts
- Holy nation patrol

BONUS: Changed Inquisitor's weapon to Edgewalkers instead of rusty ancient.
19 Comments
NinjaBeest 6 Jan, 2022 @ 8:33pm 
Is this mod still working?
HIKKU 12 Apr, 2019 @ 1:23pm 
Does this cause crashes with world states? Just wondering.
Armorguy1 18 Jan, 2019 @ 9:39am 
I'm not really sure how the orld states detection thing works but yu may not need to make a patch for reactive worlds if you can make the mod detect any kind of world state in general. But anyway. Good luck with whatever bothers you in real life lol. :)
Waah  [author] 14 Jan, 2019 @ 11:00am 
Unfortunately I haven't gotten the time to play (any) games for the last few months. I don't think I'll be able to update this mod any time soon.

When I do get the chance I'm thinking of doing the following things:

- Update mod to cover more areas
- Make it work with world states
- Make a patch (if needed) for reactive world
- Compability patches for some of the armor mods here
Armorguy1 29 Dec, 2018 @ 7:32pm 
Not sure if it is possible but could you possibly ad some checks on removing dust bandit camps when you use reactive world as well? It would possibly require you to make a new mod where the changes were added though.
Meat Vegetable 27 Dec, 2018 @ 4:46pm 
Sounds good
Waah  [author] 27 Dec, 2018 @ 4:43pm 
Yes! Will do another playthrough now during the holidays, hopefully I'll have the time to update this mod at the same time.
Meat Vegetable 13 Dec, 2018 @ 9:38pm 
Any word on working on this for release update?
Waah  [author] 2 Oct, 2018 @ 12:28pm 
Just an announcement now that the last map part is released, I'll update this mod when I get back to Kenshi :)
Armorguy1 10 Aug, 2018 @ 11:21am 
Ok, cool to hear that you are still working on this mod. Tbh i don't even remember how it was before i used it! Maybe when the last part comes out you might be to also make it compatible with the overrides system (the thing that allows cities to change hands).