Kenshi
Stronger Holy Nation
53 Comments
Marido 4 May, 2023 @ 1:03pm 
I am at war against the HN right now, this will be good, they need some help for sure
Bumbleton  [author] 30 Jan, 2021 @ 4:48pm 
@Anal Lube Sorry, but not sure what the problem is. A test run has no problems on my end, characters start conscious, and no problem renaming. Maybe there is a mod conflict?
Вареники 30 Jan, 2021 @ 3:08pm 
dear Bumbleton how do you play with holy nation squad (platoon) when i try change and rename united squad to my nameless squad i cant play still saying characters unconcious thank you for your guide
LordZile 30 Jul, 2020 @ 10:05pm 
yes this is what i been looking for for along time now, like a few years playing and needed a mass boost to HN! thanks but the Inquisition Agent is missing some things that personaly i am looking for to tie in other mods and round out my game. so i am not sure but taking a guess and assuming that they need a dialogue when you imprison them to, again assuming, trigger the mod to recrut any one or boost standing? all i can do is loot set free and KO
Bumbleton  [author] 25 May, 2020 @ 12:06pm 
Ah, alright, thanks
Sudo Modding 25 May, 2020 @ 10:12am 
Maybe it's done for a long time, but to add this it's very easy. Go inside the squads of inquisitors, select world state, add, phoenix is ok, 1. If phoenis is not ok (imprisonned or dead) then the squad won't spawn
taitomagatsu 10 May, 2020 @ 2:07am 
Thanks. I appreciate, that you are willing to try.
Bumbleton  [author] 6 May, 2020 @ 9:46pm 
Glad you like it. I'm not too familiar with working with the World States, but I can take a shot at it in order to change agent behavior
taitomagatsu 4 May, 2020 @ 5:52pm 
Thanks for the mod. I love it!

Would it be possible to make this mod, but with a world state check? It would be great, when the Inquisition squads would stop spawning after the HN is defeated.

Right now I have destroyed the HN, while playing with reactive world. Even through all locations of the HN are either dead or conquered by another faction, the inquisition squads still spawn. It's a bit immersion breaking.

Some Feedback:
- It's awesome, that inquisitors have a lantern for burning and orders in their backpacks. The inclusion of these details adds nicely to the immersion.
- The spawnrate and strength of the inquisition squads feels right.
- The HN army is with this mod as strong as they should have been from the start. Now it's way more satisfying to fight them.
- When cranking up the general raidsize in addition to this mod the HN raids can be dangerous even for endgame strongholds with moot and killbox. This reflects the HN numbers approach to warfare very well.
Bumbleton  [author] 1 Apr, 2020 @ 4:12pm 
Honestly no idea if it still works. Think there is another mod of the same name that buffs them, though not sure to what degree.
Jaeger 1 Apr, 2020 @ 3:03pm 
should make mods buffing the other factions as well ;). awesome mod btw about to try it hope it still works well
Bumbleton  [author] 20 Feb, 2019 @ 10:47pm 
Mm, that's true, though I tried making the mod as loreish friendly as possible. I could try increasing the groupfighting limit so that they actually use their number advantage, tho I think several mods already do that. A guardian obliterating an Inquisitor is a nono, so I'll try to buff them again in a bit if sheer numbers don't work. BTW, did that platoon happen to have the agents in it? I made them so the HN has dedicated anti-humanoid capability, so increasing their numbers might help in that regard.
Warnoise 20 Feb, 2019 @ 9:51pm 
I think paladins, high paladins and inquisitors still need a slight buff, let me explain why:

Me and The holy nation are at war with shek. one day, the shek attacked me.

A couple of Shek guardians destroyed the whole Holy nation platoon (they have inquisitor and high paladin)

So when i say "buff" i merely mean something that makes them stand out and that is, their "paladiness".

Paladins are popular for their defense and sturdiness, so i think a slight buff to their def and toughness stats would do the holy nation justice, because even now they still get absolutely murdered by other factions.

I see factions balanced like this:

1-UC=> ATK, DEX
2-Shek=> STR, Toughness
3-HN=>DEF, Toughness

The problem with Kenshi is that Holy nation is balanced with number of units, however, since kenshi can only allow 1v1 fights, numbers mean nothing in kenshi, only stats. This is why 1 shek invincible can solo and entire HN platoon
Bastage 14 Feb, 2019 @ 10:34pm 
It works fine. As long as spawning happens, It is a welcome change. It was far too easy to slaughter the entirety of the empire.
Well done. IfI have any issues, I shall inform you.
Bastage 14 Feb, 2019 @ 10:30pm 
The holy nation is too stronk now! Plz Nurf!!!
Bumbleton  [author] 12 Feb, 2019 @ 10:45pm 
Oh good, glad it still works. That might explain why I couldn't find what was causing it. As for my condition, im starting to feel better, so after i relearn the FCS, I'll try adding stuff again.
Warnoise 10 Feb, 2019 @ 6:33pm 
Heads up, the mod works ok with the latest version. I hope your condition has improved man
Bumbleton  [author] 8 Jan, 2019 @ 7:06am 
Sorry this fix is taking so long, my health has just taken bad turn, and I still can't find whats causing patrols to not spawn. If anyone has any advice that'd be appreciated.
Bumbleton  [author] 18 Dec, 2018 @ 11:46am 
Fix for the patrols is taking a bit longer than I'd like, got a nasty flu, and still not sure what borked the patrols. Going to try and have it out by thursday though.
reyom 14 Dec, 2018 @ 5:38pm 
@Bumbleton no worries my man! I at least have to try xD Thank you anyways <3
Bumbleton  [author] 14 Dec, 2018 @ 1:29pm 
@reyom The most I can do is give them gear already in the game, and apply some minor edits to that, I don't know how to make 3d assets and all that lovely stuff myself. In order to give em that crusader armor, I'd probably have to make it a dependency and mess with it a bit, even if I am given permission to use it. Sorry.
reyom 14 Dec, 2018 @ 12:37pm 
My humblebumbleton mod lord!!!! Is there any way you can change the armors of the HN? I absolutely hate their armor set. Their chain shirts are the only part i like and tend to use. I know you are trying to stick to a kenshi lore friendly bit but you could add it as an optional side mod? In my eyes they need more of a crusader set. I know someone actually made the Holy Templar armor for the game maybe you could do something similar? If not tell me FK NO MAN and ill go cry in my panick space ;-;
Bumbleton  [author] 13 Dec, 2018 @ 4:40pm 
Damn, alright. I'll see if i can fix it over the weekend, if not sooner. As for the Crossbows, I could try making a submod to allow Okran's beloved some ranged ability.
Warnoise 13 Dec, 2018 @ 4:17pm 
When i disabled the mod the patrols started to appear
tremendous sea pig 13 Dec, 2018 @ 11:28am 
Well, they have turrets in vanilla, so I figured a crossbow or two wouldn't break the lore too much.
Bumbleton  [author] 13 Dec, 2018 @ 9:10am 
@Warnoise hekk. I'm wondering if the update borked the patrols. If thats the case, I'll try to fix it when I can. Are you running any other mods, and do patrols still work with this disabled?

@Pillow I had the idea of giving sentinals crossbows when i first made this, but the main problem with that was that they'd hit their own allys all too often ( RIP squishy servants), and i didn't want to give them a stupidly high perception to prevent that. That, and I sorta feel like the HN's shunning of tech sorta prevents portable crossbows. But I haven't played in a while, and for all i know they might have ranger shops now. if they do, I'll try and add in some ranged bois when i get the chance.
tremendous sea pig 13 Dec, 2018 @ 8:47am 
Hmm, think you could add some ranged units to the squads or at least edit the lower tiers? Feels weird watching Dust Bandits shoot me with crossbows whereas the HN military just charges me straight on. Unless there's some lore reason why they wouldn't use crossbows that I dont know about?
Warnoise 13 Dec, 2018 @ 5:30am 
at ver1.0.6 holy nation patrols dont spawn anymore. Anyone with this mod can confirm?
Warnoise 6 Dec, 2018 @ 2:16am 
Thank you!
Bumbleton  [author] 5 Dec, 2018 @ 7:23am 
oof, sorry. Fixed it and forgot to upload. Let me know if anything else is broken
Warnoise 4 Dec, 2018 @ 6:11pm 
Hi, any plans to fix the paladins?
Bumbleton  [author] 29 Nov, 2018 @ 9:40am 
Honestly not sure whats up with that, as I bumped it up to the mid 40s. I'll see if i can fix it if i have time
Warnoise 29 Nov, 2018 @ 9:01am 
Paladin's stats are in the 20's. Shouldnt they be more powerful? Holy sentined has higher stats than a Paladin
Bumbleton  [author] 20 Sep, 2018 @ 8:41pm 
@Deni I've increased a number of troops in a couple of the squads by a dozen at the most, But I'd like to do that as little as possible, as too many NPCs can quickly cause a world.exe has ceased working scenario. If you mean add more, different types of NPCs, like the agents, feel free to pitch ideas. If I think they fit, i'll try to jam them in.
Immaluckez 20 Sep, 2018 @ 6:47pm 
Can u add more NPC soldiers pls instead of boosting their stats ?
biochimera 18 Sep, 2018 @ 7:32pm 
Well he took out all the shinobi citizens and holy nation outlaws by himself, and cost me an arm and a leg (literally) to take down, even with my guys armed with sabers taken from dust bandits and with yellow armor (dustcoat, drifter's pants, rattan hat, drifter's boots, leather turtleneck). My squad is about a dozen strong, 3 hivers, 2 sheks, 1 skelly, rest humans.

That was the second time. First time it was a group of 3 agents against 7 or so very poorly geared guys (basically no armor) and the rest. Haha, that was bad. They were the bosses of the hub then.
Bumbleton  [author] 18 Sep, 2018 @ 7:14pm 
On another note, how did the agent preform? They're supposed to give the HN an edge against non-skellies, since paladins and the lot often fare poorly against other races.
Bumbleton  [author] 18 Sep, 2018 @ 7:11pm 
@biochimera Ah, alright, the agents are an easier fix as far as the hub is concerned. Though not sure why they went ham on the non-human, should have same behavior as paladins, so as long as you have a greenlander, they shouldn't have started deus vulting. Should have a fix by tomorrow, among other things, let me know how angsty they are afterwards.
biochimera 18 Sep, 2018 @ 5:47pm 
Nah they leave the bar staff and patrons alone, and the shinobi thieves, but the shinobi citizens and holy nation outlaw guys in the town they engage, and when they see a non-human squaddie it's go time on my squad. It was an inquisition agent that did the deed, he's going to have the "privilege" of being the first prisoner to starve to death.
Bumbleton  [author] 18 Sep, 2018 @ 12:35pm 
@biochimera O0f, sorry to hear that, I intended them to attack outlaws, not waltz into the only safecity in the HN region and purge it. Was this an inquisition squad, or their agents?
TallestDavid 18 Sep, 2018 @ 11:30am 
FOR THE EMPIRE!
biochimera 18 Sep, 2018 @ 6:13am 
While I like the mod, it's made starting out in the hub difficult. Difficult, yet hilarious. An inqusitor finds his way into the town, and proceeds to slaughter all the citizens, then sees one of my guys and starts mowing down my party. So once I move out I'll turn it back on, but at the beginning, no.
Digstar 17 Sep, 2018 @ 6:21pm 
Subbed. The description gave me a few chuckles too. Though not Kenshi lore based, a few Life of Brian quotes would be funny too :D
GregamazingNinja 17 Sep, 2018 @ 4:26am 
Wow great mod! Very cool, proud of you.
Wintermote 13 Sep, 2018 @ 8:09pm 
Since I think it's a very important part of what this game could be, I think you ought to give feedback to the devs as well (once you get a feel for it) for how they could improve the backend for modders when it comes to adding dialogue and scripted events.
Bumbleton  [author] 12 Sep, 2018 @ 7:11pm 
And to answer both of you, I really, REALLY want to add more dialogue, but I'm both inexperienced with the dialogue system and it's triggers, and I'm not sure if i could implement all of the events i'd like, at least, not without adding unique/rare versions of already existing units, which can quickly become tedious and frustrating. I'm currently working on some dialogue for the Agents as a sort of test, and If i get to a point where I'm happy with what they say and how they interact with both the player and the world, I'll start adding dialogue and scripts/triggers to already existing units. For the moment, I'll be adding a discussion for people to write down what they'd like various holybois to say.
Bumbleton  [author] 12 Sep, 2018 @ 7:10pm 
@fredetted I've made a single addition to the UN armor vendors, changed the stats of the stout hessans, and gave servants an armored version of the monk robe, as far as shops/ item stats go, so if you added things to the shops, it should be fine. I haven't editted any behaviors/worldtriggers/AI/building guffins so far, so you're also fine on that front. Only potential conflict would be unit stats and squad sizes.
Wintermote 12 Sep, 2018 @ 5:16pm 
If/when you start adding dialogue to the Holy Nation, could you look into some scriptable events as well? Interactions with random patrols or civilians about my party, what I've done, ways to give prayer, repent for being female, quests to purge the soldiers of darkness, etc.

More than anything else, I feel like this is what the game's missing for each of its factions.
fredetted 12 Sep, 2018 @ 4:48pm 
@Lord Bumbleton, did you only change the unit stats in characters and some of the equipment stats? I ask because of done some of the same (which I can revert if I use this mod), but I also a have made changes to all the shop lists and the Faction itself. As I generally play out of Stack or Bad Teeth, and I made changes to make them more supportive to my end goals. Also, I would love if there was more dialogue too. Have you looked at the Holy Mine Guards they talk quite a bit to the prisoners. You could mimic that with more Fire added in.
Tadwei 12 Sep, 2018 @ 12:14pm 
Will have to do a pure test of it. Current mod collection is droppin a random crash.