Kenshi
Farmsteads: Holy Nation MERGED
53 Comments
G0UD13 1 Jul @ 5:13pm 
Wow this mod is almost 7 years old!

Anyone else notice a strange bug where after a few days discovering the towns, some of the towns wind up being destroyed and abandoned, and the buildings are turned over to the Holy Nation Outlaws?
Paan De God 25 Apr, 2023 @ 6:44am 
Bummer that this is not compatible with "Holy Nation Expanded Plus - (More locations)"
Some villages are exactly in the same places and mess up everything, had to get rid of this mod.
If You can update this so it plays together with the mod mentioned then Your and that mod together would be amazing,
CollapsibleChair 18 Nov, 2022 @ 1:14pm 
please update this mod
O'zura 14 Jul, 2022 @ 9:27pm 
Do I still have to download the compatibility patch for this to work with Reactive World?
Hitman 19 May, 2022 @ 9:12pm 
A real nice mod should be included in Genesis project
chryssjanzonio 4 Oct, 2021 @ 11:10pm 
nice mod
hemi 14 Apr, 2021 @ 4:12am 
add the racist dialogue
jbra1 9 Feb, 2021 @ 2:30am 
You should add back the animal trader in what is now Dustermil.
Hoser 18 Jun, 2020 @ 8:29pm 
I think only Happy's Hill is incompatible with Kenshi Architecture. It borks Blister Hill really bad.
Chekhov 21 Jun, 2019 @ 4:54pm 
Incompatible with Kenshi Architecture.
tremendous sea pig 15 Jun, 2019 @ 11:47am 
It would seem that No Bite gives NPCs a bit of pathing trouble. Trade caravans or patrols regardless of faction just end up getting stuck near the bridge, any idea what might cause or fix it?
lukimuki 19 May, 2019 @ 1:23pm 
it works fine with Okran's Rest.
robin's_egg  [author] 18 Apr, 2019 @ 6:40pm 
I don't know; I don't use that mod.
professoremperor 18 Apr, 2019 @ 5:47am 
Hi. I'm interested in this mod, so my war against the Holy Nation feels like a grander undertaking. Do you happen to know if it'll conflict with the Okran's Rest mod?
robin's_egg  [author] 6 Apr, 2019 @ 8:07pm 
None sell animals, some do sell crops. Quite a few have bars. Some have bakeries.
cRaZy Wo1 6 Apr, 2019 @ 4:13pm 
do these have the normal functions of a village or lacking?
Old Mishka 2 Apr, 2019 @ 11:22am 
Здравствуйте,я поставил ваш мод,все ок,но прошу усилить эти фермы cbkmysvb солдатами,дело в том что у меня стоят моды на другие города.И так вышло что с фермой стоит недалеко город роев со статистикой войнов 60+ .Теперь там пусто,всех убили((( Очень прошу)
robin's_egg  [author] 21 Feb, 2019 @ 10:35pm 
Woo! Update is here, everyone, PLEASE IMPORT YOUR GAMES!
robin's_egg  [author] 14 Feb, 2019 @ 8:10pm 
Next version will have additional guards for most towns, so hopefully that will help lol
nanO.bytez 14 Feb, 2019 @ 7:44pm 
Great mod! The only gripe I have with it so far is that no one in those new settlements seems to object to you just plundering their general storages. Even though they're set to "private" you can waltz right through and grab everything you want.
SrsBznz 11 Feb, 2019 @ 12:10pm 
This mod isn't fully compatible with 'Expanded Cities: Blister Hill'. It adds a statue to the doorway of the mechanical shop that mod has either added or moved the location of, making it inaccesible.
robin's_egg  [author] 27 Jan, 2019 @ 9:50pm 
Hm. It will turn into a ruin if the farm's leader is dead, but otherwise should function. It's possible that he didn't spawn on that import, I guess?
WombatCombat 27 Jan, 2019 @ 8:15pm 
recently imported my game while I had set up shop inside one of these farms and it turned into ruin. I tried leaving and coming back and nothing changed. The town is Blessed Crossing and I know the mod is working because other farming communities work just fine. WEIRD
CS_Dark 25 Jan, 2019 @ 10:32pm 
I have added this mod to my collection "Komrad's Kenshi Kollection" for the great addition to gameplay it provides, thank you to your contribution to this community and for keeping this great game fresh and interesting.
Planetfall 14 Jan, 2019 @ 2:16pm 
oooh awsome! Subed
robin's_egg  [author] 14 Jan, 2019 @ 1:03pm 
Yep. It's compatible.
Planetfall 13 Jan, 2019 @ 8:00pm 
This looks amazing. Is this compatable with Reactive world?
CS_Dark 7 Jan, 2019 @ 8:58pm 
Can't wait to see what you come up with for the UC!
robin's_egg  [author] 22 Dec, 2018 @ 5:02am 
Get someone close and pick them up. Usually works to free people from being stuck.
Immaluckez 22 Dec, 2018 @ 4:04am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1597917328
Fix the building structure, my character is stuck inside
jbra1 18 Dec, 2018 @ 6:45pm 
I'm trying to think how I did it in my HNO extended mod, because that had a bar, and farmers. I think I cheesed it: made it so the bar squad was populated with the farmers. Then farmers wander around and sometimes wander in and out of the bar, and the bar flies would occasionally wander around between drinks, so if you paid super close attention, you'd notice that no one working on the fields ever sat down in the bar, and no one chilling in the bar ever went to work on the fields. But when you're playing its enough to give you the impression that they're all one mob trading places.
robin's_egg  [author] 18 Dec, 2018 @ 1:18pm 
What I really want to do with the bars is get the locals to chill at the pub at night, but I don't see why a few of these towns shouldn't have recruits. Happy Hill had some Slavers who were supposed to chill with their man Happy, but then they started enslaving the Holy Sentinels that got KO'd by the river raptors...
jbra1 17 Dec, 2018 @ 6:19pm 
Just started a new game (HN citizen) to try this out. You've done A+ grade work designing these farms. No FPS hit either it seems. Only issue is it seems there are no Bar Squads (or is that just glitch on my end? Haven't tried re-importing). Would be cool to have a reduced (compared to cities) Bar population, with small chance for default, random recruits.
robin's_egg  [author] 17 Dec, 2018 @ 3:39pm 
@pillow, yes. I intend on adding a few bandit lairs, HNO/flotsam outposts, and more. I feel like any more Holy Nation towns would be too many, though.

@Ark: Bethesda Evolved, I don't own any streaming equipment or software. Just Google 'kenshi town modding'. Ultimately it's a mix of editing in the FCS and the In-Game editor (shift f12). For example, all of these towns began in the FCS, right clicking the entry for Holy Farm, and clicking 'duplicate reference'. Residents determine who spawns in buildings, which will be placed in the in game editor.

@Deni, thanks mate.



Immaluckez 17 Dec, 2018 @ 5:23am 
Amazing work
Shrkhn 16 Dec, 2018 @ 3:02pm 
Hey great job man, it look nice.
I wish i could add some cities too but i don't know how the editor works.
I checked some yt's videos but it didnt help me understand, except how to change items/etc values... :/
Can you possibly record yourself while modding/creating your next city ?

Sorry for my english ^^ :steammocking:
tremendous sea pig 15 Dec, 2018 @ 1:30am 
Any plans to do something similar for the UC or do you still have things in mind for the HN?
여수방바닥 13 Dec, 2018 @ 11:37pm 
Farmsteads는 농촌 확장 모드의 지속적인 프로젝트입니다. 즉, 농촌 마을을 Kenshi 세계에 추가하는 모드입니다. 결국 도시는 살아남으려면 먹을것이 있어야 합니다.

신성한 나라로의 환희. 영원한 여호와의 인도 아래, 오크라나 인들은 온 세상에서 가장 비옥 한 땅을 차지합니다. 강력한 군사력과 강력한 농경 경제가 조화를 이룬 곳에서 신성한 국가 전체의 마을이 번창했습니다.

이 모드는 오클란의 자존심과 오클란의 땅에 신성한 영토에 축복전, 마우스 트랩, 하프 아크레, 무는 물, 수탉, 밸리 그래스, 더스트 보울, 강 채플, 스테이 더스 호수, 업 리버, 해피 힐 등의 마을을 추가합니다.
CS_Dark 13 Dec, 2018 @ 8:12pm 
I see, thanks for answering.
robin's_egg  [author] 13 Dec, 2018 @ 7:36pm 
Mostly because jbra1 already did a Shek Rancher mod and I don't wanna cop his style :P
CS_Dark 13 Dec, 2018 @ 6:08pm 
Nice, thanks for the information. Out of curiosity why no edits of the Shek Kingdom.
robin's_egg  [author] 13 Dec, 2018 @ 4:11pm 
@Komrad, so far the only World State override is ruins, but they're linked wholly to the local village chief, as noted in each mod's individual description. I eventually plan on doing more overrides, but that will come after I have finished the UC/Slavers, the Holy Nation Outlaws/Flostsam, and a few bandit camps. I *won't* be doing the Shek Kingdom.
MonkeyJack_NZ 13 Dec, 2018 @ 3:22pm 
top work. had a run to most of these settlements, they look great and add some much needed life to what was a desolate holy nation.
CS_Dark 13 Dec, 2018 @ 12:06pm 
Been waiting for this, great compiliation, the Holy Nation actually feels like a nation instead of just a couple cities now! Keep up the fantastic work.

Just a quick question, do the towns simply turn into ruins if the Holy Nation is overthrown or do factions come and take them over?
jbra1 13 Dec, 2018 @ 6:42am 
Subbed~
Hutch 12 Dec, 2018 @ 11:26pm 
Testing it out now my man, can't wait to see if it works. Thanks for contributing such a big mod to the Kenshi community!
robin's_egg  [author] 12 Dec, 2018 @ 11:07pm 
No problem.
Bakinda 12 Dec, 2018 @ 10:41pm 
Sounds good, thanks for the reply!
robin's_egg  [author] 12 Dec, 2018 @ 10:00pm 
Well, it doesn't technically replace it, no. You can use both. However, the old mod was made before release and I'm no longer working on it: it is frustratingly difficult to achieve reliably good looking results with the nest system.
Bakinda 12 Dec, 2018 @ 9:56pm 
Or can I use both?