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Holier Mines: Holy Mines Overhaul
   
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File Size
Posted
Updated
1.330 MB
13 Sep, 2024 @ 8:02am
13 Sep, 2024 @ 8:37am
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Holier Mines: Holy Mines Overhaul

In 1 collection by Kealer
Empire Reborn/Holier Nation: Collection
64 items
Description
Any salvation-loving inquisitor will agree that turning unholy denizens into valuable workforce is one of the most important tasks of the Holy Nation, and where else could it take place than in the Holy Mines? The only problem is that they have always felt a little simple to me, a couple stone resources thrown around some walled buildings and that´s it, well, that´s no longer the case.

This mod modifies every one of the five Holy Mines in the map and turns them into unique locations with new designs, interiors, worldstates and AI to flesh out their full potential.

Features:

-Rebuilt every Holy Mine from scratch, now the mining grounds have scaffolding and guards watching over the prisoners.

-Added a couple more guards to each mine to attend the crossbows, as well as doubling the prisoners (before it ranged from 6 to 12, now its between 12 to 24) so they dont become empty the moment a slave gets eaten by a bonedog.

-New interior "Mine Quarters" that serve as the residence of the High Overseer and his men.

-New worldstates for the mines, varying depending on their location and what would made sense for them instead of all having the same one.

Compatibility:
-Incompatible:
-Project Genesis

-Compatible:
-Living World
-Kaizo
-Reactive world with the compatibility patch
-Universal Wasteland Expansion with the compatibility patch
-CATO with the compatibility patch

Required mods:

Forgotten Buildings
Random Furniture
Faction Furniture
Sideways Wall Ramps
Storm Walls

Donations:
I make mods for fun, money has never been the goal as i see this as another one of my hobbies, but money is very nice and modding can take time and effort, so if anyone find this worthy of their support i would be forever thankfull:
https://www.paypal.com/donate/?hosted_button_id=GLKDAE2CRK5XY

Thanks:
To the modders that made the assets required for this mod, without you this would have been impossible.
12 Comments
Kealer  [author] 28 Jun @ 6:58pm 
kayser195 the worldstates, just like the ones in the base game, require the dead of the phoenix and of the respective inquisitor to trigger
kayser195 28 Jun @ 4:57pm 
what are the worldstates supposed to be? i killed both high inquisitors and there is still holy nation, i have living world and cato
Starempire42 17 Jun @ 10:48pm 
Narko's Disciples in uwe overwrite for Pillarmont are for some reason holy nation but are technically apart of the narko's disciples faction
Mazz 19 Nov, 2024 @ 7:55am 
Beep Empire is the mod which changes the layout of the Salvation holy mine i Found out now
Kealer  [author] 17 Nov, 2024 @ 7:04pm 
if you open the FCS menu in game, and then click on the walls of salvation it tells you what mod is loading them, if you could tell me wich one is it i could make a patch for it
Mazz 17 Nov, 2024 @ 6:37pm 
I can't figure out what's caused the problem
Kealer  [author] 15 Nov, 2024 @ 5:36pm 
@Mazz sounds like a compatibility issue, do you have any other mods that could be loading the old mine on top of the modified one? architecture mods and the sort
Mazz 15 Nov, 2024 @ 5:29pm 
does this effect the holy mine called salvation? it seems to be double walls there on top of each other for some reason
Laughing Forest 8 Nov, 2024 @ 11:47am 
Any notion if these work with CATO?