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Wandering Squads Relations Fix
   
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14 May, 2019 @ 5:03pm
14 May, 2019 @ 8:04pm
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Wandering Squads Relations Fix

Description
Using the wandering squads / populated cities mods I have noticed that there are some weird issues that occur that causes MAJOR F*CKING CHAOS within cities. This is due to a faction wandering in, being hit by a town guard fighting off bonedogs, bandits, etc and therefore causing the ENTIRE faction of said individual to become hostile with that city faction.

This mod aims to fix these issues that may occur by changing faction relations to 100 for major cities and lore related factions.

The only thing changed were the base relations for some of the factions used in the wandering squads / populated cities mods. This includes Mercenary's Guild, Nomads, Tech Hunters, and Drifters.

Slave Traders were left untouched as I felt that leaving them nuetral fits better within the lore. They start as allied with the UC and the UC is the only area that slavery is "legal". (Legal being a loose term seeing as the world is post-apocalypse)

If I have missed a faction or city and you feel it should be added in regards to lore, please let me know and I'll look it over to be changed/added/whatever.

NOTE: Place this near the bottom of the load order to work properly.
Also, all updates require an import to reset the faction relations! No other way around this unless you want to keep current war relations.

Enjoy!

Changelog:

5/14/2019 v1.0.1
Issues occurred where wandering squads would fight each other in towns. Added relations with each other to fix the issue.
5 Comments
Lihoy_Parikmaher 22 Jan, 2024 @ 11:10pm 
It doesn’t matter what state civilization is in. If there are laws, there is legal force.
Otalatita 25 Jan, 2020 @ 8:06pm 
I think you should add shinobi thieves, they can get caught in fights and ruin their reputations
BigRowdy 30 Jun, 2019 @ 11:03am 
great idea, after about a week it is ineffective and all hell breaks loose once again. I am currently in Stoat. The UC started killing manhunters, then bounty hunters, the mercenary guild, visiting western hive sales caravan, tech hunters, rebel farmers, wild guru all at the same time!!! Not to mention Skimmers attacking the gates. It was kinda awesome but there aint gonna be nobody left.
KaoticAlchemist  [author] 21 May, 2019 @ 6:30pm 
@drivestoofast
Yeah, I only added fixes for the factions that are used in the Wandering Squads mods. This was mainly due to the fact that these infinitely spawning squads just caused a constant fight once the factions were hostile with no way to win by killing them all. I personally don't use mod factions because it clutters the game world and creates issues like what you described LOL
sushiroll 19 May, 2019 @ 7:32pm 
I noticed that the nomads still get caught up in this but I suspect that has to do with the mods i have for animal traders sometimes bringing in hungry animals that steal food from market stalls. There was one big fight on day 2, started by the shinobis, or the trade ninjas, maybe the black hand traders, not sure. But they got messed up, the guards got tangled up with it all, then the holy nation rushed in at the perfect time and took the hub under their control and they've imprisoned my skeletons for life... I love this game, lol

I do think your mod was actually doing it's thing, but I have like 20 mod factions that probably aren't included so it still happened but not as badly. Thank you for making this, will continue to use.