Kenshi
Holy Villages: Holy Farms Overhaul
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
Tomasoyu 16 Jun @ 11:01am 
I tested it and the mod is compatible with the farms added by "farmsteads: Holy nation" but it has a problem with the "Orkan's Rest" mod, this city adds buildings and tents that overlap the village of Redin (it's not a problem, with the F12 tool it can be fixed in 1 or 2 minutes) but on the other hand it adds buildings to the village of Taril that really look nice
Starempire42 29 May @ 11:52pm 
My Base of Operations is right next to Redin, after taking it over for the shek they keep most of the hostile raids off of my ass for a little while until I get ready, 10/10 Overhaul!
Ġedryht of Wōden 20 Apr @ 10:20am 
Anyone capable of making this compatible with "Holy Farm Overhaul" by Shidan should. I think the AI improvements from that mod + this mod would make the holy nation farms seem strong enough to survive in Kenshi's world.
Kealer  [author] 2 Feb @ 7:14am 
@GayusJuliusCaesarRainbowus Mostly simple things like the ones most close to the UC being taken over by the UC after the death of the HN leaders, southern ones being ravaged by the shek, things that would make sense given their location, i could upload the entire added worldstates list if you wanted to check it out
GayusJuliusCaesarRainbowus 23 Jan @ 5:37pm 
What are the World States added to these villages?
Kealer  [author] 29 Sep, 2024 @ 8:41am 
@Vodoss its weird but yes the patch has to be overriding both mods to work correctly, and yes Living World may have some minor conflicts i will look into it
Vodoss 29 Sep, 2024 @ 6:16am 
Seems to work with load order:

Better Crop Fence patch
Better Crop Fence
Holy Villages
Living World

No more buildings and fences on top of each other.
Vodoss 29 Sep, 2024 @ 5:51am 
In last comment I forgot I had removed fences. I re-added Better Fences w/patch and the buildings became jumbled again. It may not have been Reactive World. Took it out and they are looking good. Maybe I had the load order wrong, will move it up and down to see.

I noticed the buildings change between Reactive World and Living World. Like Pilgrim Pass inn (LW) changes to storage (RW). Bell Sow inn (RW) vanishes (LW). Cork stays the same. Redin stays the same. Taril stays the same.
Kealer  [author] 28 Sep, 2024 @ 5:57pm 
@Otto thats weird, did you make sure to place it in the correct order, like this

-Holy Villages.mod
-Reactive World.mod
-Holy Villages - ER patch.mod

Otherwise the patch will not work correctly
Vodoss 28 Sep, 2024 @ 5:29pm 
It was Reactive World (even with the patch) that was causing problems for me. Map names, extra buildings, building with field overlap. I took it out and swapped to Living World. Now they seem to be fine.
Kealer  [author] 24 Sep, 2024 @ 11:19pm 
@Otto That sounds more understandable yes, mostly because CATO doesnt claim to do any changes to the farms, but i will check on the Cork shack
Otto 24 Sep, 2024 @ 10:36pm 
So I ask that, and then I reinstall CATO do some import testing, and it seems like there're fewer conflicts than I initially thought.
I was getting overlapping buildings in Redin, but I must have had the loadout as "holy villages - reactive/villages compat - CATO", which in retrospect is definitely gonna cause problems. When I have it loaded as "CATO - holy villages - reactive/villages compat" it actually looks fine? I'm flying the camera out to the other villages on a fresh import; I do see what seems like a small shack stuck inside the Cork inn, but otherwise they all seem fine.
Kealer  [author] 24 Sep, 2024 @ 7:16pm 
@Otto I had no idea they conflicted but i will absolutely make a patch for CATO
Otto 24 Sep, 2024 @ 4:34pm 
Great mod, I always felt like the villages needed more personality. I also just discovered CATO after installing this mod and really love it, but there seem to be some overlapping/duplicate buildings. Any plans for a compatibility patch like the one for your UC rebuilt mods with CATO?
Kealer  [author] 12 Sep, 2024 @ 7:09pm 
Just uploaded the UWE patch, enjoy!
sunkenskies 8 Sep, 2024 @ 2:46pm 
TY fot this, UWE pacth pls :steamthumbsup:
Tickle Me Trejo 7 Sep, 2024 @ 8:49pm 
Always happy to see the Holy Nation get some fleshing out.
Kealer  [author] 7 Sep, 2024 @ 8:08pm 
@Elmano sounds like another mod is loading the old buildings, do you have any mods that affect towns? In case you know wich one is causing the issue i could make a patch for it
Gilnar3 7 Sep, 2024 @ 6:32pm 
Muito bom! parabéns!
Elmano 7 Sep, 2024 @ 5:49pm 
idk why but, some of the building overlap the others, idk what could be causing the issue
Giganch 6 Sep, 2024 @ 12:24pm 
Can't wait to use this! I enjoy the idea of taking small pit stops in a local village during a long journey
Marcus Arabela 6 Sep, 2024 @ 7:14am 
Thank you for creating and sharing this mod. I'm really enjoying it on my current play-through!
Kealer  [author] 5 Sep, 2024 @ 4:26pm 
@Удафф Just checked and no, but im working on a compatibility patch
Mazz 5 Sep, 2024 @ 8:53am 
Saucy :steamthumbsup: :VBCOOL:
Удафф 4 Sep, 2024 @ 10:48pm 
Is this mod compatible with Universal Wasteland Expansion?
Kovac 3 Sep, 2024 @ 7:16pm 
@Kealer, it's great, thanks!
Kealer  [author] 3 Sep, 2024 @ 6:19pm 
@Kovac I just tested and yes! will add it to the compatible list
Kealer  [author] 3 Sep, 2024 @ 6:19pm 
@ORB PONDERER Thanks! and yes i plan to do some stuff for the Holy Nation, maybe not as much as te UC as i feel like its already well fleshed out in the vanilla game, but some things for sure
Kovac 3 Sep, 2024 @ 4:09pm 
Is this mod compatible with Living World?
AUTISTIC OCELOT 31 Aug, 2024 @ 6:38am 
was hoping you would do the holy nation also! stoked!