Kenshi
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Expanded Cities - South Hub
   
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1.725 MB
6 Dec, 2017 @ 8:39pm
18 Dec, 2018 @ 12:25pm
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Expanded Cities - South Hub

In 1 collection by ZarkXav
Expanded Cities
7 items
Description
The South Hub extension adds 4 new locations south of The Hub.

This mod requires Expanded Cities AI and Expanded Cities – The Hub.

City Info
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Population: High
Roaming Population: Recruits, wanderers, and bandits.
Crime Rate: Varies
New Buildings: About 70
Unique Places: Multiple Bars and Shops

Neighborhood----| Population| Faction------------| Crime Level
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South Hub---------| About 60| South Hub Ninjas| High
Trader’s Gorge---| About 30| Trade Ninjas------| Low
Adunek-------------| About 30| Shek Kingdom----| Low
Stickton------------| About 30| Hiver Village-------| Low

South Hub is right beside Trader's Gorge, but it's lawless territory. Though, it's nowhere near as dangerous as The Hub. Recommended safe level is 6+.
Trader's Gorge is the place where you'll find most shops and bars. It's a safe area protected by the Trade Ninjas.
Adunek is a Shek fort between Squin and Trader's Gorge.
Stickton is a Hiver village requested by Nitrolordmen, so you can find an NPC named Nitro in the Longhouse to join for 3000 or 4000 cats if you have a Hiver squad member speak to him.

Future Updates
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Bugs and Compatibility
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Requires new import. Mod updates also require new import. Make sure to use Ctrl + Shift + F11 and open the editor with: Shift + F12 and click "Fix Stuff".

Very little core data has been edited to help with compatibility. Each town mod may change the buildings for other towns since building spawns are based on faction rather than each town.

There may be compatibility issues with other mods that change towns.

Towns may contain bugs. I have stepped away from Kenshi modding, and I will not be updating or replying to comments. I may come back to modding later on, but I'm focusing on other things at the moment, and I can't promise when and if I'll be back. Thank you for playing the mods, and I hope you all have an enjoyable experience!

You have my permission to edit the files and reupload reforked versions to keep the mod alive if you want. Thanks!
Popular Discussions View All (1)
0
18 Jan, 2018 @ 7:35pm
PINNED: Bugs
ZarkXav
19 Comments
viranto 23 Apr, 2019 @ 1:47pm 
The doors in the hub are always closed, would this change? Or must i break in? Also the big gates to the hub
Lukewarm 25 Feb, 2019 @ 11:30am 
is there any way to make peace with the south hub ninjas? i pissed them off somehow and lost access to some vendors
Blue Damselfly 24 Jan, 2019 @ 4:05am 
Too much fighting, can't even get into a bar.
Johannes Albrecht 27 Dec, 2018 @ 12:37pm 
I noticed that there is a wall blocking off an empty cliff corner. I was wondering if you could expand South Hub by removing that wall and adding something there. Perhaps a barracks for Helvetik or Feuerick to make that location even more chaotic, or some ruined buildings?
Da Murph 19 Dec, 2018 @ 1:07pm 
No problem. I find that with the Hub and South Hub things are just a bit to busy.
ZarkXav  [author] 19 Dec, 2018 @ 11:26am 
@Da Murph, Perhaps in the future, but I might not be able to since I think it uses some of the same zones as The Hub. Though, I would really like to. I'll have to experiment with it and merge some of the gangs into EC-AI.
Da Murph 19 Dec, 2018 @ 10:28am 
Any chance of having the south Hub mod without the Hub expanded mod?
Sir Luis 19 Dec, 2018 @ 5:49am 
so kool cant wait to explore it
ZarkXav  [author] 18 Dec, 2018 @ 2:45am 
Updated!
- Likely fixed crashing issues.
- Merged with Stickton.
- Added a few buildings.
- South Hub is now dangerous with new gang buildings.
- Added detail.
ZarkXav  [author] 14 Dec, 2018 @ 10:24am 
@Sir Luis, I'll likely increase the crime level to medium at least.