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Een vertaalprobleem melden
The two concerned NPCs are Slave Mistress Grace and Slave Market Master. If one of those transitions from an "Alive = 1" state to a "Alive = 0", the first malnourishing override may trigger. When both meet the second condition, the town will then transition to Empire Peasant control.
The attached picture shows the configuration within the FCS for the default overrides at Clownsteady. Assuming no mod is at play, this should be all that's necessary.
https://i.imgur.com/J9Xjh2E.jpg
However, the described Anti-Slaver override at the Slave Markets is not a Vanilla override, meaning there may be a mod at play preventing Clownsteady from proceeding as expected. Shown is the single override for the Slave Markets.
https://i.imgur.com/GdYQC9E.jpg
If you upload your mods.cfg file or the contents there we can try to determine if there's something preventing it. Otherwise, if you can confirm the characters are dead and still think the override should be trigger, try distancing yourself from the area and returning. If still no change, you can try an import which should trigger it if available.
C: -> Program Files (x86) -> Steam -> steamapps -> common -> Kenshi -> data
Tents.mod
Taxman Relations plus.mod
TameBeasties.mod
SwampStructures.mod
Spacemarines.mod
Ruin Restoration.mod
RecruitPrisoners.mod
Recruit Anyone.mod
Reactive World.mod
Metal Fencing.mod
Lost in the Ashlands REVERT.mod
LivingWorld.mod
Interior Design.mod
In-Game Biome Map.mod
Hairs.mod
GuaranteedSlaveRecruits.mod
GreatDirewolf.mod
Genesis - Map.mod
Factions Quest.mod
Dragon Age Templars.mod
Crow's World Gone Fishing.mod
Copper drill.mod
Community Part Map.mod
CMGlassPartition.mod
Buildings.mod
Better Crop Fences.mod
Adventurers Guild - Lore Friendly Recruitment.mod
256 Squad Limit.mod
KnightHelm.mod
OniDragon.mod
NanoBackBannersAddon.mod
MoreAdditionalBanners.mod
Imperial Colors.mod
Become the leader of the Rebel Farmers.mod
Banner.mod
jrpg_race.mod
jrpg_makeup.mod
Throne.mod