Kenshi
25 ratings
Hookie's Map Regions
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
358.802 KB
Jun 30, 2024 @ 2:43am
Jul 2, 2024 @ 9:09am
4 Change Notes ( view )

Subscribe to download
Hookie's Map Regions

In 1 collection by Snicks
Snicks' Kenshi Improvements
6 items
Description
If you've explored a lot of Kenshi's world, you'd know it's very diverse, encompassing many map areas/zones/regions/etc and biomes with different factions in each. If you've really been thorough, and perhaps prospected more than you should, you probably noticed a few "quirks" in the mapping towards the west that leave some questions open...

For one, there are quite a few minor areas on the coast that are technically considered not to exist, the coast of Arach being the most notable example. They're visibly fertile coastal soil, but the game considers them dead, because they aren't mapped on the region map.

For two, you'll notice that a large portion of the western world, encompassing a handful of visually and regionally distinct areas covering a large chunk of the vertical map are *all* considered Dreg. The highlands leading into the shrieking forest? Dreg. The fog-island esque land the Deadcat remnants farm in? Dreg. Actual Dreg? Also Dreg. None of them have seperate weather, patrols or farming data. If you've ever wondered why the Cannibals appear in Dreg, despite it being nowhere near their territory, that's why.

This mod fixes these issues by simply providing its own region map, seperating the many distinct biomes not given justice into their own unique areas with appropriate weather and farming data. Vanilla squads and entry dialogue are supplied to keep these areas lively and matching how their populations likely should be while provided needed biome diversity within the western world.

*Due to the nature of the Region Map, this mod will not be compatible with any mod with a similar effect. A compatibility patch that provides own hybrid region map would be required for this purpose.*

Similarly, for any modded squads to spawn within the modded regions, a patch would be needed relying on this mod's data.
5 Comments
Snicks  [author] Jul 4, 2024 @ 6:11am 
@Soulcast Sort of. Patrols will still spawn/not spawn based on the worldstates they're set to rely on. The thing that would actually cause weirdness is the patrols being set into the zones - you'd need a patch, or to rely on this mod, to put squads in the zones this mod provides.

What world states a squad relies on is part of the squad, which this mod does not modify. Where they spawn is part of the spawn region.
Soulcast Jul 3, 2024 @ 9:37pm 
would the added patrols, etc, have any weirdness with mods that affect world states and how patrols spawn?
I don't know much about how editing map zones works, but would areas of the map still update correctly if a particular faction is wiped out?
wamu Jul 3, 2024 @ 12:34am 
Love the mod good work
Snicks  [author] Jul 2, 2024 @ 1:15am 
@RagEgnite Both similar in concept and execution. They both replace the areamap files, this one just remaps two more areas of none, splits dreg and fixes some areas of the empire being noned
RagEgnite Jul 1, 2024 @ 1:38pm 
Is this similar in concept to Tranquil Trail , but applied to more regions?