Kenshi
Farmsteads - Holy Nation
25 Comments
ufos8mycow 21 Mar, 2020 @ 3:03pm 
Not sure why but Mousetrap has control of the Holy Mine to the east. The mine buildings are shown as being part of the town.
robin's_egg  [author] 12 Jan, 2019 @ 5:53am 
This mod is not being updated, no, but whether it's worth using is up to you; it should be fully compatible with the current version of the game as is. It should also work just fine along with the newer mods I've made.
antb15 11 Jan, 2019 @ 5:52pm 
Hi, just wondering if this is still updated/worth using over your other Merged mod? Asking because this one has Reactive world compatibility patch. Love this mod, someone has got to be making all that food!
Miss Spriggan 11 Dec, 2018 @ 8:51am 
Love it, thank you.
robin's_egg  [author] 28 Sep, 2018 @ 3:16pm 
Did another update, tweaking cannibal numbers. I also made a compatibility patch for Reactive World!
robin's_egg  [author] 28 Sep, 2018 @ 9:08am 
Thanks a bunch, man. And great work on that Shek Racher mod!
jbra1 28 Sep, 2018 @ 2:22am 
Awesome work on mapping the logic of the world states. That's a lot of labor and most players might not even notice. But I'm a huge fan of attention to detail. 10/10 for efforts.
robin's_egg  [author] 27 Sep, 2018 @ 9:29pm 
U-u-update, my friends! As always, an import is recommended!
robin's_egg  [author] 27 Sep, 2018 @ 11:47am 
So... Work on an update nears completion! Populations, buildings, AI packages, dialogue, and world states are all being refined, added, or otherwise changed. Expect to see bandits overrunning the holy nation's frontiers and heartland should its leaders fall...
robin's_egg  [author] 25 Sep, 2018 @ 10:52pm 
I honestly haven't liked a Bethesda game enough to make mods for it since TES III lol. The old construction set was one hell of a glitchy beast.
Tarsis 25 Sep, 2018 @ 9:09pm 
I dunno, I thought the FOCK was a real turd. So often you thought you were doing something but it just wasn't happening on a playtester's computer. It drove me to quitting. The FCS is rough, but better.
robin's_egg  [author] 25 Sep, 2018 @ 1:45pm 
It's easier to work with than the CK, imo, but a lot less powerful with regards to what you can do.

Learning how the nest system works is both trying and really fun, honestly.
johnthepatriot 24 Sep, 2018 @ 9:20am 
Great idea :) I was working on something like this but... the mod editor isn't what I am used to. Bethesda spoiled me. So glad you are doing it for me :)
robin's_egg  [author] 23 Sep, 2018 @ 2:19pm 
I need to give him dialogue: "You want some rye? 'course you do!"
Tarsis 23 Sep, 2018 @ 8:26am 
But will he sell his Glengoolie Blue?
robin's_egg  [author] 22 Sep, 2018 @ 10:50am 
...too much finangling. Sorry.
robin's_egg  [author] 22 Sep, 2018 @ 10:50am 
Well, I haven't done toouch finangling, but they should only spawn if the Holy Phoenix is okay!
Bedelguese 22 Sep, 2018 @ 7:59am 
And how will the NPC's react to the area around them being conquered by another faction?
jbra1 22 Sep, 2018 @ 12:28am 
Keep tweaking it! I find the most finicky bit is trying to get the spawn-from-center ranges, number of center points, and probabilities, just right so its perfectly in between 'glitchy chaos' and 'way too artificial'.
robin's_egg  [author] 21 Sep, 2018 @ 11:54pm 
Well, just a forewarning that I don't consider this mod 100% finished yet. I've gotta hammer together a custom vendor list for the shops, but other than that it's just tweaking/adding debris to the nests.
jbra1 21 Sep, 2018 @ 11:24pm 
Awesome~. Grabbing now. Unfortunately in my current playthrough the HN hate my guts, but I still need to pass through Skinner's Roam from time to time - this should add some much needed life there, as well as dangers of being spotted.
robin's_egg  [author] 21 Sep, 2018 @ 11:12pm 
So... I made some additions, sorry for the update within literal hours of the mod releasing, but the camps look way more fly now! They also have merchants, now, to sell you animals and farm supplies.
robin's_egg  [author] 21 Sep, 2018 @ 9:52pm 
@jbra1 That's some good ideas you've got there. I'mma see what I can do!
oi__io 21 Sep, 2018 @ 8:39pm 
Wow, this is a very interesting concept. Can't wait to see the finish version. :D
jbra1 21 Sep, 2018 @ 8:22pm 
Nice! This is my kind of mod~ I'm gonna wait for you to finish testing it. Drop a comment here when you're done. Can I recommend something, in line with realism? That you add a whole bunch more stuff to the nest spawn. Unlike the nomad camps, these farmers are spending at least 'half a year' tending the crop cycle - think about adding bar tables, sitting boxes, pillows, random junk (check the Dust Bandit nest), and barrels and boxes galore, and a freestanding harpoon gun or two! Really looking forward to this. If you set one of the farmers as a trader (needs big back-pack) and the squad as a 'shop' (I think), caravans will actually visit. Which'd be cool.