Kenshi
Improved Holy Nation Outlaws Faction Relations
26 Comments
Anrhaa  [author] 29 Jan @ 5:23pm 
@DragonNTigerZ. At my collections, the comment section or the bug report at the discussion tab there
DragonNTigerZ 29 Jan @ 5:18pm 
Ugh... yeah, there it is... would be nice to get a version that doesn't include that bit. I get they're not technically factions, but they're still groups of various people who likely interact and tell others about your exploits.

On a side note, do you have a thread for reporting errors? Because I've got a few other issues that I can't imagine were caused by the mods I listed...
Anrhaa  [author] 28 Jan @ 10:17pm 
@DragonNTigerZ. It's 'Crunk Tweak Compilation'. It set's Starving Bandits and Outlaws factions as not real. That means you can kill as much as them as you want and it would not affect relation with them
DragonNTigerZ 28 Jan @ 9:39pm 
I'm using a few outside of your list, but I don't understand how they'd affect anything...
- Dark UI by Eldryn
- Water Optimizer by SCARaw
- Pocket Change by Benishe323
- Shrieking Bandits Expansion Readjustments by Momayo
- Bread is Food by... no name listed...
- The Unstealinator by Duxtorm
- A couple of additional weapon mods...
- And a custom start made by me that is essentially the Wanderer, but with six people instead of one... of interesting note, the regular Wanderer start also has six people instead of one now... I don't understand why, I renamed my version the Wanderers...
Anrhaa  [author] 26 Jan @ 5:00pm 
@DragonNTigerZ. Not mines. Are you using only the mods from my collection? If yes, then I can identify the culprit pretty fast
DragonNTigerZ 26 Jan @ 4:16pm 
Seems to work alright... haven't done any extensive testing, but the Hounds, Swampers, Blackshifters and Stone Rats appear to get along fine. Swamp Ninjas and Hounds were fighting once, but I almost never see the former in towns, so... it's good enough?

On a side note, are any of your mods suppose to remove the Starving Bandits faction status? Because their faction is no long visible on the list.
Anrhaa  [author] 25 Jan @ 7:51pm 
@DragonNTigerZ. Can you try this mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2978971976

Tell me if it worked
DragonNTigerZ 25 Jan @ 7:33pm 
Think you can one of these for the Hounds and the Swampers? I'm using your Kaizo/Vanilla mod list; they can be found together in multiple swamp towns... and they won't stop killing each other...
victor1957 29 Nov, 2024 @ 11:33pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3332129639
In the expanded and restored Hub there are 500 residents from 30 factions. How can I make them live in harmony and not fight among themselves? Thank you
[TLP] lucazz'tuoi 27 Oct, 2024 @ 11:48am 
make drifter too since they attack the bounty npc in the hub
Anrhaa  [author] 22 Mar, 2024 @ 6:42am 
@SprklTwnkl. Thanks for the suggestion. Gonna update it later today
SprklTwnkl 22 Mar, 2024 @ 4:01am 
Good patch...but they still imprisoned or killed all drifters in the hub eventually.
CatsHaveEars 30 Jan, 2024 @ 11:04am 
Good god has it been dumb seeing them fight with the Shinobi Thieves so often. Papa bless.
Anrhaa  [author] 10 Nov, 2023 @ 6:14am 
@Good Idea. Gonna add them too
JediKnightSky 7 Nov, 2023 @ 11:34am 
May I humbly dare to suggest adding the Flotsam Ninja to this list. They seem like the logical faction for any anti HN rebel groups to ally with.

Honestly I have always wanted to see a mod that makes joining Flotsam also get rep with any of the other anti slaver/ anti HN factions to a lesser extent.
GE0 4 Nov, 2023 @ 6:22pm 
Thank you! And that's fine, I'm not planning on an update for a little while longer.
Anrhaa  [author] 4 Nov, 2023 @ 5:36pm 
@GE0. Go dude. I'll be more than happy.

But wait for tomorrow first please.

I still need to do a little update on those faction to make sure they stay allies to HNO too. Just to be extra sure.
GE0 4 Nov, 2023 @ 4:01pm 
Hello Anrhaa,

I was wondering if I may include your mod in the Unofficial Patches for Kenshi? You would be credited of course.
Anrhaa  [author] 29 Oct, 2023 @ 11:32am 
And to avoid misinformation some clarification:

1) The game can load up to 1,000 individual mods without issues.
2) Issue with slow downs are because mods that adds way too many characters doing each other their own activities, and graphics mods that take more resources than a PC can handle.
3) Issues with conflict are about mods that add stuff poorly optimized and that conflict with stuff that other mods adds or edit.
4) This mod only edit faction relations, so this mod definitely would not slow down your PC neither cause conflicts.
Anrhaa  [author] 28 Oct, 2023 @ 8:48pm 
You're welcome Moze
Mighty Mozenrath 28 Oct, 2023 @ 7:48pm 
This is a good idea. I went in to my personal mod and made the changes to Factions.

One less mod to cause conflicts and slow my computer down more.

Thanks for the idea
Aitee Bahgyoo 28 Oct, 2023 @ 5:08pm 
Oh, that makes sense
Anrhaa  [author] 28 Oct, 2023 @ 1:17pm 
@Aitee it's because they can end up at Mongrel, Waystations and so. It would be inconvenient if they wanted to kill their benefactors
Trinity 28 Oct, 2023 @ 10:23am 
this makes me wanna revamp them into cowboys
Ryse 28 Oct, 2023 @ 7:55am 
Awarded. Much needed. Thanks!
Aitee Bahgyoo 28 Oct, 2023 @ 6:11am 
I don't think they should be allied with tech hunters, machinists, and traders guild. They are still from the holy nation, meaning they are either okranites who didn't beat their wives enough, or were sold to the holy nation by the traders as part of some bargain.