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Kenshi

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More settlements (Holy Nation) (ENG)
   
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22. bře. v 7.55
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More settlements (Holy Nation) (ENG)

V 1 kolekci od uživatele Azamat97El
Kenshi Total Upgrade - version Azamat97El [ENG]
55 položek
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The lands of the Holy Nation are the best areas for settlement. However, there are only a couple of small farms standing in all those fertile fields. I decided to fix that and bring some variety and life to the area.

This mod adds the following settlements:

4 new farms
2 mills
3 inns
2 monasteries
3 Holy Watch

The interior and exterior of the temple has also been updated.

Let's take a closer look at each item

New farms - simple farms identical to the farms of the Holy Nation.

A mill is a small house surrounded by grain mills. The miller and his family work tirelessly grinding raw materials from the surrounding farms. They will gladly sell you their surplus flour and wheat.

The inn - the place speaks for itself. Small taverns line the main road along the tract. Travellers can rest, order food and drink. If money is tight, the hospitable host will let you lie down in the courtyard under an awning. If you don't get dragged away by wolves at night, of course.

Monastery - in the wilderness, far away from the hustle and bustle of the world, large religious centres are located. The monastery is a place where God-fearing pilgrims are always welcome. Vast fields feed the locals, and a brother scribe multiplies the word of Ocran, transcribing sacred texts and adding to the monastery library. Any religious literature can be bought from him, as well as ordinary books.

The Holy Watch - Okran keeps his flock safe. Holy paladins tirelessly perform their dangerous service on the border. Tall towers with strong warriors inside are located
Počet komentářů: 15
Azamat97El  [autor] 21. říj. v 1.53 
Blackcain you might have a mod that increases the amount of vegetation, because I definitely wouldn't put a building in close proximity to a tree.
Blackcain 20. říj. v 21.53 
The Holy Farm in the middle of Okran's Pride has a tree blocking one of the residential building's door entrance :(
Blackcain 9. zář. v 20.22 
Thanks!
Azamat97El  [autor] 9. zář. v 7.01 
Blackcain All settings remain original, this mod will simply add new settlements. Moreover, the original settings are distributed to additional farms from this mod.
Blackcain 9. zář. v 6.22 
This add new locations, and not change existing farms/locations? And will they be impacted by world overrides?
Laughing Forest 6. čvc. v 12.44 
Figured out the issue - this Building Collision Fix mod was actually causing the Longhouse building model to be bugged. From the mod page, looks like others have issues as well.

Removing this Building Collision Fix mod, your mod now works a-OK
Azamat97El  [autor] 6. čvc. v 8.40 
Tento komentář čeká na kontrolu naším automatizovaným systémem. Dočasně je tedy skryt, dokud si neověříme, že nezahrnuje žádný nevhodný obsah (např. odkazy na webové stránky, které chtějí ukrást přihlašovací údaje uživatelů).
Laughing Forest 6. čvc. v 8.31 
Hey mate was just trying this out. Some Barracks buildings cannot be entered or pathed into. The F11 trick doesn't work to fix it. Not sure if there's a slight placement issue happening.
DandreV 1. dub. v 16.51 
@Azamat97El Thanks for responding. I think some things are changed but not sure about these specific locations.
Azamat97El  [autor] 30. bře. v 22.01 
DandreV to tell the truth, I do not know, since I do not play with this mod. But if he doesn't change the territories where my settlements are located, there shouldn't be any problems.