Kenshi
Empire Villages: New Towns
37 Comments
Veradespectum 24 Jul @ 9:37pm 
Alright I just want to report: Removing the wheatstraw cape's sunhat thingy will cause it to crash
Veradespectum 21 Jul @ 10:32pm 
This mod looks good, however strangely the Village of Manzo keeps crashing my game. Not because of any buildings but because of the location contents. When I deleted Manzo in the FCS to test, the buildings were perfectly fine and didn't crash my game. It was only the Location itself that caused the crashes.
Kealer  [author] 11 May @ 9:18pm 
@gamingtime083 Not for the moment, i thought about it but adding him to a city would mean an entire town worldstate wich would affect compatibility, and adding him to wander around somewhere would mean him dying almost every time
natyrfry 6 May @ 3:22am 
can i find inuke after the end of the quest??? (after you kill tanabe and he dissapears)
Laughing Forest 22 Feb @ 4:57pm 
Alright will give it a crack
Kealer  [author] 22 Feb @ 2:23pm 
Oh if you could it would be amazing really, dont know how much trouble it would be reverting all the missing gear but im okay with anything being done with any of my mods
Laughing Forest 22 Feb @ 1:48pm 
Hey mate - just was thinking of the comment from Jan below. What would you say to me making a non-dependency version for you? Just for the gear/equipment, not the building items or edits.

Just a thought. Hope you're well
Laughing Forest 25 Jan @ 11:32am 
Thanks Kealer maybe will try without using merc dependency 👍
Kealer  [author] 24 Jan @ 6:33pm 
Thing is i could make a non dependency version, it has been asked for my other mods, but the payoff would be very minimal compared to the chore, in the case of the mercenary equipment its only used by a couple npcs who still have more clothing so they wont be naked, so you can use it without that mod, but again maybe latter i will come around to making a vanilla version
Laughing Forest 24 Jan @ 6:07pm 
To MikaBoy’s point: this is lovely mod and would love to use it but want to keep reg Mercenary equipment throughout the rest of the world…so basically only not using this right now due to the requirement to have Cat’s Mercenary mod enabled…
MikaBoy 24 Jan @ 6:30am 
Muy agradecido! Iré a probarlo! :D
🌌кภץץאเ🍃 22 Jan @ 8:35pm 
@Kealer cool mod, would like to get only villages without additional mods :steamhappy: Will there be a separate mod for villages?
Kealer  [author] 22 Jan @ 6:15pm 
Listo!, ahora deberia estar a la venta siempre y cuando Tanabe no este vivo, quiza tengas que importar para que se refleje en tu juego aunque con irte y regresar podria ser suficiente
Kealer  [author] 22 Jan @ 5:45pm 
No lo habia pensado pero tendria sentido que pudiera comprarse, si no estoy mal queda abandonada o se tranforma en una casa normal no? seria muy facil hacer que se pueda comprar solo tengo que activar la casilla dentro del FCS, lo hare, gracias por la idea!
MikaBoy 22 Jan @ 3:23pm 
¡Buenas! Terminé la misión de Shino, y estuvo genial! Y me preguntaba. ¿Qué posibilidad hay que, después de terminarla, uno se pudiera quedar con la casa de Tanabe? ¿Es posible comprarla? El lugar que has elegido para el pueblo me ha parecido muy bonito para vivir.
MikaBoy 19 Jan @ 3:07pm 
¡Hola! Vaya sorpresa. No pensé que compartiéramos idioma. Y sí, te entiendo muy bien; en inglés tiene mucho más alcance. Pero nada qué agradecer, a ti en realidad por este gran mod y por los de Holier Mines y Holy Village que también estoy usando con UWE!.

Y claro, puedes ponerlo. La idea es que siempre descarguen tu mod. Si encuentras algo mal en la traducción o tienes sugerencias, estaré pendiente :er_wave:
Kealer  [author] 19 Jan @ 1:12pm 
@MikaBoy Muchas gracias! En realidad mi idioma principal es es el español, solo que hago mis mods en ingles para que sean accesibles al mayor numero de gente posible, entonces agradezco muchisimo que te hayas tomado el tiempo de traducirlo, me dejarias poner un link a tu traduccion dentro de la seccion de parches de la descripcion? Obviamente dandote el credito, para que sea mas facil encontrarla?
MikaBoy 19 Jan @ 7:51am 
Hi!

First off, thank you so much for the awesome work on this mod! I really enjoyed it and decided to translate it into Spanish for personal use. Afterward, I thought it might be a good idea to share the translation so others can enjoy it too. Of course, all credits go to you for the original mod.

Please note that anyone who wants to use this translation will need to download the original mod as well. You can find the translation here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3410618122

I hope this doesn’t cause any issues, and again, thanks for your amazing work!
Pleiades 19 Nov, 2024 @ 1:15pm 
Howdy!
I thought I'd mention, there is a canon reason why there are not small villages in the UC like there is in the HN.
The UC underwent a major restructuring shortly after a peasant rebellion (the Red Rebellion) a few decades ago when Tengu was elected emperor. Before that, there were a number of small villages around the UC in the same sense as the HN (and you can find ruins of them).
After that peasant rebellion, slavery became more common practice, and small settlements were destroyed by the Slavers Guild in order to get more slaves for the farms and mines. This is where the Outlaw Farmers came from, as can be found on Boss Simon's note.
This only worsened after Bast, the UC's breadbasket, was destroyed by the HN, leading the the destruction of the last few settlements.
Kealer  [author] 27 Sep, 2024 @ 12:04pm 
@wturoa They are not but it should be fixed now, the IA acts weird sometimes around neutral factions, you may need to import for the changes to take effect
Sadpaperdragons 27 Sep, 2024 @ 2:19am 
are the rebels in Manzo meant to be fighting the peasant Ronin guards? i found the village in a little civil war
Kealer  [author] 20 Sep, 2024 @ 9:33am 
@wturoa Fixed, for some reason it was loading a pathfinding mod as a dependency
Sadpaperdragons 20 Sep, 2024 @ 3:32am 
i have all the needed mods yet Kenshi is saying i am missing a mod and it is not a order problem
BIG_PUNPUN_STAR 19 Sep, 2024 @ 8:20pm 
Thanks for the hard work, i'll let you know if i find anything else.
Kealer  [author] 19 Sep, 2024 @ 12:08pm 
@Minato Aqua Is God Just updated, thanks for pointing it out, strangely it was not the placing of the house but the interior what was making it innacesible
BIG_PUNPUN_STAR 19 Sep, 2024 @ 7:16am 
Another heads up, theres a bulding in Ginzo that you cant enter, one of the ones on the water.
BIG_PUNPUN_STAR 18 Sep, 2024 @ 9:58pm 
Oh, i read things wrong and thought the bounty was supposed to be there, my bad. Thanks for the update.
Kealer  [author] 18 Sep, 2024 @ 9:15am 
@Minato Aqua Is God Thanks for pointing it out, i just updated the mod and the houses should be accesible now! And i dont really know what you mean with "important npc" in kambei
BIG_PUNPUN_STAR 17 Sep, 2024 @ 2:16am 
Theres a house in both Shino and Kambei that cant be entered for some reason. Also i cant find the important NPC that should be in Kambei.
Laughing Forest 18 Aug, 2024 @ 4:40am 
Thanks very much for the feedback!
Kealer  [author] 17 Aug, 2024 @ 9:53am 
@Laughing Forest Thanks for the appreciation and sadly i dont have an explanation as to why they appear as missing, it happens on my game too and it has happened with other mods.

Still, its only visual, the assets from Forgotten Buildings and provincial ronin do appear in the game and are integrated into the mod and the Forgotten Construction Set gives no errors or missing files, so you can ignore it, still if you find any bugs please report them.
Laughing Forest 17 Aug, 2024 @ 6:11am 
Hello - thanks for your work on this and other mods.

Funny issue - I'vd subscribed to this mod and all required other mods. Absolutely have them above (before) this mod in load order, but it keeps thinking I'm missing Provincial_Ronin and Forgotten Buildings when loading up. I've tried even putting them directly next to it in load order but it can't seem to recognize that they're also there, just keeps saying "Missing!"

Any notion why that could happen?
Kealer  [author] 13 Aug, 2024 @ 2:35pm 
@Indie Winter Well then it sounds like i could add it without issue, but maybe it would be better as a small separate mod, add some unique npcs and what not, shouldnt take any time, i will put it on the list.
Indie Winter 13 Aug, 2024 @ 9:41am 
@Kealer thanks for the reply! I've actually been looking for something that specifically rehabilitates the Old Village in the desert without making it player-controlled for a while now; neither Reactive World, UWE or Kaizo do anything with it at all, and while Living World does have a town override and world state triggers for it they appear to be bugged and do not function correctly.

This is your mod so of course you are free to consider features to add or include according to your own preferences, but I can assure you other extensive overhaul mods have not dealt with this particular location at all.
Kealer  [author] 13 Aug, 2024 @ 9:31am 
@Indie Winter, I could make it so that some overrides affect the Old Village, but changing vanilla worldstates like that would make the mod incompatible with a lot of other mods like Reactive World or UWE.

But Player Conquest: Old Village already does a great job at providing what youre looking for
WW1 Officer 13 Aug, 2024 @ 4:53am 
Wake up baby, Kealer published another masterpiece:shcscribe:
Indie Winter 13 Aug, 2024 @ 3:57am 
This mod is great! Does it also provide you with an option to restore/rebuild the Old Village to the west of Port South? I always thought it would be interesting to do, and this seems like a mod where it would be perfect.