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Holy Villages: Holy Farms Overhaul
   
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File Size
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2.545 MB
29 Aug, 2024 @ 1:36pm
6 Sep, 2024 @ 1:44pm
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Holy Villages: Holy Farms Overhaul

In 1 collection by Kealer
Empire Reborn/Holier Nation: Collection
64 items
Description
The Holy Farms, scattered around the heartlands of the Okranites, are the cornerstone of the Holy Nation itself, but at the same time they remain rather uninteresting, i always found them not even worth visiting in most of my playthroughs, so i took the task of overhauling them completely so that they reach Okran's Holy standards!

This mod replaces every single Holy Farm with new, unique "Holy Villages", transforming them from irrelevant hamlets into settlements worth a stop for any children of Okran.

Features:

-6 new villages located where the Holy Farms used to be, they have an averange population of 50 and a variety of stablishments and buildings depending on the location (you can even attend church service, exciting!)

-4 new interiors for the diferent buildings of the village, from the bar-like Inn where travelers can rest and take well needed baths to the Holy Churches that serve as each village main building (And also animal pens so that the bulls dont just walk in circles around the center of the village)

-New worlstates for each one of the villages, i always found a little underwhelming the lack of interesting worldstates for the holy farms, so now they have more options and overrides, from being ransacked by your own raids to being taken over by enemy factions.

Villages:

-Bell Sow: Located next to a ravine in the northernmost point of Okrans Pride, Bell Sow is a peacefull village and its Inn serves as a decent pit stop for any soldiers of Okran heading into the dangerous east.

-Cork: In the western side of Okrans Pride lays the village of Cork, overlooked by its church and constantly sieged by the outlaws of Skimmers Roam, its once peacefull fields are under constant turmoil.

-Meridin: Meridin sits in the sands of Okran's Valley, with Cactus being the only thing that grows the settlers of Meridin live peacefull in the outskirts of the Nation.

-Pilgrims Pass: In the beautifull forests of the southern Okran's Valley you will find the village of Pilgrims Pass, quiet and safe from most bandit threats its a required stop for anyone heading into the Holy grasslands of the south.

-Redin: Northeast of Bad Teeth is Redin, characterized by the church that overlooks the entire town, its constantly under the attack of the raptors, plagues of the paradise.

-Taril: In the side of the long road that leads into Blister Hill is the village of Taril, being in the frontier between Okrans Gulf and Okrans Pride means that it gets a lot of visitors, both peacefull and otherwise.

Compatibility:
-Incompatible:
-Project Genesis
-Holy Farm: Remastered

-Compatible:
-Kaizo
-Living World
-Reactive world with the compatibility patch
-Better Crop Fences with the compatibility patch
-Universal Wasteland Expasion with the compatibility patch
-CATO with the compatibility patch

Required mods:

Forgotten Buildings
Random Furniture
Faction Furniture
Advanced Camping
Storm Walls

Donations:
I make mods for fun, money has never been the goal as i see this as another one of my hobbies, but money is very nice and modding can take time and effort, so if anyone find this worthy of their support i would be forever thankfull:
https://www.paypal.com/donate/?hosted_button_id=GLKDAE2CRK5XY

Thanks:
To the modders that made the assets required for this mod, without you this would have been impossible.
40 Comments
Kealer  [author] 18 Aug @ 3:13pm 
Thank you for waiting, and sure that would be perfect
GayusJuliusCaesarRainbowus 18 Aug @ 7:28am 
Thanks for the update for CATO! As for the world states, I've been tweaking with them myself in a personal-sub mod I've made for the villages. I can share the triggers I've used if you need!
Kealer  [author] 17 Aug @ 5:25pm 
Hii, the CATO thing has been fixed now that i updated the mods, i will look into the worldstate thing, i guess there might be a wrong trigger or something
GayusJuliusCaesarRainbowus 17 Aug @ 7:46am 
There appears to be conflicting world-states with the Phoenix, Valentia, and Seta not being okay for Cork and Bell Sow, and it also affects the mine of Busted Wall in the holy mines mod. It's not game-breaking though. Every time the cell is reloaded for those settlements, the owner ship changes from being ruins under the Holy Nation to swapping to UC outposts. It changes each time I pass through.
GayusJuliusCaesarRainbowus 20 Jul @ 10:50am 
OH! I forgot to mention and this applies to the Holy Mines as well. The last CATO update added corpse furnaces to settlements. I've noticed even with the CATO patch that the corpse furnaces are clipping into buildings or fields.
Kealer  [author] 16 Jul @ 2:45pm 
Ooooh yea i totally forgot about adding the villages to the holy map, will fix
GayusJuliusCaesarRainbowus 15 Jul @ 10:54pm 
Oh I see. :) That's interesting. I finally took down the Phoenix in my game and I wanted to try and create the best world-state for the former Holy Nation towns. I like that the Flotsam get more than Blister Hill in that case.

Also, I noticed on a new game that the Glorious Holy Map doesn't mark any of the villages or mines on the map anymore.
Kealer  [author] 10 Jul @ 4:25pm 
GayusJuliusCaesarRainbowusOoh yes, this is to not make it too different from the base game where the Holy Farms dont even have any real overrides, now they do but only after the massive trigger that is the dead of the phoenix
GayusJuliusCaesarRainbowus 10 Jul @ 3:03pm 
So, looking in the FCS the Pilgrim's Rest prosperous override under Flotsam control only occurs with the Phoenix's death? Otherwise it remains under HN control even with the Phoenix kidnapped or gone?
Kealer  [author] 21 Jun @ 2:07pm 
Anyone experiencing the overlapping with Okrans Rest just make sure your load order is:
Okrans Rest.mod
Holly Villages.mod

And the overlapping should be fixed