Kenshi
Settled Nomads Expanded
21 Comments
Mitsurugi 23 Aug @ 5:00am 
Dang, MasterSteve, that was fast. I really appreciate it. Thanks for your awesome mods.
MasterSteve343  [author] 22 Aug @ 4:08pm 
hi, Mitsurugi, I've uploaded a fix to that problem now. Let me know if any other issues appear.
Mitsurugi 22 Aug @ 3:45pm 
Really love the way the village looks, but I'm having a pretty serious issue...The rest stops operate like regular stores that close at night. So, if you leave people resting in bed and wander off to do other things while they heal, the guards will come beat your resting characters to death in their beds for not leaving at closing time.
ciborgcrash 19 Aug @ 10:24am 
@MasterSteve343 Wow man, you work fast. Great mods, will let you know if I find anything. Wish you a good week.
Cr1stalyze ラストダンス 18 Aug @ 12:36pm 
Same problem, the NPC forms caravan and leave the town, i wait like 2 days and just 1 come back and go to their shop
MasterSteve343  [author] 17 Aug @ 11:09pm 
Hi ciborgcrash. It wasn't an intended feature that they would leave the town. It was caused due to incorrect AI behavior. This, together with some other tweaks, have been fixed now (but, if you find any other odd stuff in my mods, please let me know!).
ciborgcrash 17 Aug @ 8:57pm 
Hii. Like your mods. Have to ask about this one though. Every Npc when spawns forms a caravan and leave, even the shopkeepers. The settlement reamins empty though i dont know if they return since I just started new game. Is this intended behaviour? I mean they are nomads so it checks out, kinda, but wanted to ask just in case. That said, great work!
Ġedryht of Wōden 20 Apr @ 10:56am 
@Attair
Historically nomads would settle. Oftentimes, abandoning their nomadic lifestyles for a sedentary one.
It was actually extremely common in the bronze and early iron age to live a semi-nomadic lifestyle. People settled areas with the expectation that they'd once again have to move once resources in the area have been depleted.
I think that explain why these settled nomads build using cheap materials (scrap). It could also act as a sort of hub for nomadic travellers to stop by. A bit like the Longports built by Vikings across the British isles, where Nordic adventurers could stop by, sell their gains & move on.
Pre-Islamic Arabs were a clan-based nomadic society, often moving through the harsh desert. Yet the Arabs developed cities where Nomadic Caravans would stop by, trade, rest, worship & get involved in the local intrigue. These cities did not have lasting governments ruling over them but instead constantly shifting dominant clans.
taitomagatsu 13 Mar @ 10:20am 
Love the nomad faction and this mod, thanks for making it!
DUCATISLO 16 Dec, 2022 @ 3:33pm 
based
Falz 14 Oct, 2022 @ 8:03pm 
This a live saver when your base at raptor island.
Attair 29 Jul, 2022 @ 10:38am 
Really great mod! It adds just enough to make the nomad settlement worth existing. I currently set up base in the shem really close to the nomads and I love it. If I have things to sell, I can quickly dispatch a member of my squad and get it done. The Nomad settlement made shem as a location so much more viable/enjoyable! I really love it.

Minor things I could nitpick, is that nomads by definition shouldn't settle, so how come they do farming and agriculture? Isn't that the exact opposite of nomading? Also how come they sell materials & resources (like electronics. how did they get them?) Oh well, it suits me anyways. One can't be too strict when looking for realism in Kenshi :P
Thundercraft 24 Jul, 2022 @ 9:40am 
I do like Kenshi expansion mods...

To extrapolate on what 野獸先輩的紅茶 wrote about compatibility:
The description for Living World says quote, "Deadcat villages in Dreg and Outlands now have traders and gate guards instead of just locked gates." That's the only obvious overlap I see from the description.

This (probably) should not conflict with something very simple like extra gate guards, right?
Lord Leowulf 23 Jul, 2022 @ 4:08am 
Nice. Thanks.
Yourbaba 21 Jul, 2022 @ 5:57am 
@MasterSteve343 thx
MasterSteve343  [author] 21 Jul, 2022 @ 5:17am 
But, if the overlapping of towns happens due to new buildings added by these mods, you need to use the ingame editor to fix this, and save all changes to the patch.
MasterSteve343  [author] 21 Jul, 2022 @ 5:15am 
However, a simple solution to this is making a mod that depends on 2 conflicting mods (a patch), if its character lists overlapping eachother it should be fixed this way without needing to edit anything in game, as these 2 will combine into 1 character list
MasterSteve343  [author] 21 Jul, 2022 @ 5:12am 
Well, these mods can work with mods that havent altered these towns before. If living world, reactive world or UWE have added new characters, or new building to these places, there could be problems.
Yourbaba 21 Jul, 2022 @ 12:24am 
Is your range of mods compatible with Overhaul mod like living world,Reactive World and UWE
MasterSteve343  [author] 20 Jul, 2022 @ 4:10pm 
Yeah Hack, these are some mods that I've been working on sporatically, but just decided to finish today and release. Hope you like them!
Asur 20 Jul, 2022 @ 4:07pm 
Have you decided to post it all at once? Great job!