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Which is a good thing though. Slave Traders has no particular fond for "Vultures". Had a mod that causes "robotic vulture" to spawn, and instantly the entire guard kills them after certain warning despite them not actually eating corpses now lol.
I took a quick look and there's a separate "Thieves Guild Human" squad template that I assume the HN cities are supposed to have? (Like how they have different mercs, presumably the "Mercenary Guild Human" squad)
It looks like bar squads are faction-specific. I'm not sure how much conflict it might have with other mods but it should be possible to split a separate "Thief Group" spawn just for the HN with a Race Override on it
Squad picking comes from
Factions->The Holy Nation->Bar Squads
I will certainly put it on the list to investigate for the next update. If I find an easy fix then ill push through a small patch update for it, thanks for the head start!
Edit: Maybe the update fix some of the issues, i cleaned up the FCS part a bit but im not 100% sure.
Another heads-up
I took a deeper poke (in its own mod file!) into making a replacement Thief Group for the Holy Nation
What I got was lingering changes to another mod (still tracking it down) causing HN to now be attack-on-sight hostile to Humans..
Not as simple as it looked, apparently.
Edit:
CatPeople is doing this on its own. Did something get changed when this updated last week?