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It's the banter that starts with gristle flaps and a shek calls them full of wind.
- Cannibals personality "DEx1.0 Cannibal" contains Warm_Kind as a common trait. Harmless but hilarious.
- The generic Ninja Guard character has its personality deleted without replacement.
- Looks like you created a No-Face faction but then didn't add No Face to it. Which is good. Keep him in the Gutters faction as intended. The coexistence tag is not enough to keep him from getting Rekt by beak things.
- Your "Mongrel naive resident" (I love the dialogue) has not been added to any squad in Mongrel, so won't spawn. Doesn't look like a WIP but a fleshed out NPC. (edit: see you shelved it)
- Dust Bandit no-go zones. Just why?
- Wildlife added tag for coexistence Wildlife. Um.. probably not going to work as intended.
Hopefully some of this is useful for you. More of a suggestion, but several of the fixes you made (Band of Bones faction not Shek Kingdom, Goat Herder not Deadcat , Scavengers fundamental type not slaver) are good and all but these and some listed above don't really fit a dialogue mod.
Adding Guards to bars that don't have them, great but not dialogue. The Bar in Catun. You deleted the leader "Barman" and added a generic Bar Guard. Your "Bar Guards" use the old Shop Guard Dialogue by the way, while the vanilla Shop Guards use your new dialogue. Either way, there is no vendor at that bar now.
And while the protection from Sand Ninjas is cool and you used a really creative way to do it without an actual alliance using dummy faction it also would be great as a separate mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1712283930