Kenshi
Universal Wasteland Expansion
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Update: Jun 26, 2022 @ 3:26pm

-Added in all the changes from the "Rise of the Thralls" Update

-Added in assets from the "Faction Furniture" mod from Cattrina.
^These were fleshed out throughout corresponding buildings and residents.
^^Added storage capability to all the corresponding shelves included with the mod.
^^^Noble building interiors were overhauled to include some of the above added buildings.
^^^^All buildings were adjusted to be within the appropriate building categories and groups, so as to fit within UWE's building system.

-Fix Shek Warrior Thug Hunter dialogue(Shek Warrior sees enemy ally) so that it triggers properly and not on random NPCs

-Adjusted the ai goals of various bandit factions that had no corpse furnace

-Adjusted spelling of Shek HQ name

-Renamed all the Cannibal Villages

-Renamed the Cannibal Capital

-Renamed Ashland Dome 1-4

-Set the faction banners for The Reanimated and The Third Empire

-Added dialogue for all corresponding factions to reset their relations to neutral after fighting...

-Set Cog and Gear to actually try to defend allies and attack enemies but don't leave town

-Put all long lost recruits in all corresponding town overrides

-Various small tweaks and fixes

Update: May 31, 2022 @ 2:36pm

-Completely overhauled all “emergent” faction building replacements, including all Deadcat town overrides for the Cannibal towns and villages.

-Adjusted the inventory size of a few storage buildings to ensure shopkeepers’ trade windows are not too large for the screen.

-Altered Okran's Shield shek and uc overrides to take off the "player is ally of ... conditions"

-Adjusted Bast town overrides, to ensure it's not just dependant on Jarl Erik, when he may not even have spawned

-Adjusted NPC harcoded ai, to ensure escape or running away is prioritized over them attacking their enemy, when escaping captivity

-Fixed Skeletons taking the player out of bed in Black Desert City or Rusted Ridge

-Increased the body weight in the general settings(adjusted to 45)

-Gave all skeleton faction leaders an ai core and a cpu, in their inventory(Iyo, Skeleton Faction Leaders, Armour King, Hive Queens)

-Made General Jang and all other skeleton leaders not have a "death item" and just have their items in their inventory instead...

-Set the UC and the Machinists… and the Dominion and the Machinists to properly co-exist with one another.

-Smithy in Shark was adjusted to make the interior properly passable

-Old Village had it's "sunken buildings" adjusted to be properly passable

-Copper Mining had it's research properly setup

-Added a building collision for various tents in-game.

-Altered Mist Ghoul teeth to not be a death drop item and be in their inventory, instead

-Adjusted all animal feeders to be able to hold a more reasonable amount of inventory.

-Rye silo was setup to have a proper upgrade.

-Included the "Expanded Lighting" mod, thanks to Wunkay and their great work.
Added gas lamps at certain towns/factions:
All over the Swamps and South Wetlands
All over the Shem
All over the Northern Coast/Deadcat
All over the Hook(HR and all slavers)
Skin Bandits
The Sturmijaz
The Crab Raiders

-Altered the loading screens, lofi splash banner, title screen

-Various small tweaks and fixes.

Update: Apr 24, 2022 @ 3:36pm

-Overhauled NPC AI to stop neutral factions from abruptly breaking into battle seemingly for no reason, usually within a town.

-Properly set "upgrades to" on all carbon mines

-Made all carbon mines properly buildable the player

-Created an "automatic carbon mine" as an analog to the iron ore ones...

-Altered the FISTS weapon type for more damage output, so that they deal damage across all armor classes.

-Adjusted the lock levels of some shop storage.

-Increased MA Training to 8, 16, and 24 on the training dummies(instead of 5,10,15)

-Dustberries icon size adjusted

-Leafbeds made to have a proper cost, so that they can be properly removed after being built.

-Added in corn, from Neko, permission was given. Ensure to credit Neko and the Space Lettuce maker!
^Make whiskey from it(with 2000 corn, instead of 1200 straw material...) Vodka and Tequila as well...
^^Used corn as a replacement ingredient for rice in the recipes for the various malts (made a "bowl of corn" as an analog to the "bowl of rice")
^^^Added in a camp farm and camp storage for corn
^^^^Added in some food dishes with corn in them(Meat and Corn; Meat, Corn, and Brown Veggies).

-Added in Millet, as a new crop(grows 100 in arid, 40 in green, 0 in swamps)
^Can make Whiskey, Ale, Lager, Grog, Pale Ale, Pale Lager
^^Created a Porridge dish, akin to mashed potatoes, and use as replacement for rice in dishes
^^^Used as a replacement crop for Multi-grain Bread production

-Added Millet and Corn to their respective building replacements for farms

-Made brandy brewable from dustberries, rice, corn, brown veggies

-Setup oats to make "whiskey"...
^Create a new beer, as well... The "Stout" with oats as the main ingredient...(Barley, Wheat, Hops, Rye can also make it, as replacement crops)
^Created storages for it, along with a still
^^Ale, Lager, Pale Ale, Pale Lager, Grog

-Ensured all sneaky chain gi articles of armor are craftable by the player
^All the padded, reinforced, and sneaky chain stuff was made into it's own research
^^Entirely overhauled all aspects of padded, reinforced, and sneaky chain articles of armor.

-Added in Steel Refinery IV, at lvl 6 tech lvl

-Adjustment to ensure all storage inventories fit the screen properly

-Shrunk the size of the "raw produce" storage, so that it isn't so large and objectively better than the singular crop storage

-Fix for camp rock carrot farms to not create a player outpost

-Added lanterns on all caravan leaders, particularly their corresponding faction’s preferred lamp color

-Overhauled the "wears faction armor" setting for all corresponding characters

-Make Tech Hunters bribe cost 20k and raise relations by 10, to bring it more in line with the cost of other ways to raise relations with them.

-Fix for Rye Ration Pack to be properly cookable, by the player

-Adjustment for Black Dragon Ninjas and White Eyebrow Clan raids to only target player towns that reach level 1 or higher, to stop them from raiding new player outposts within the Borderzone biome.

-Made a bait item for both traps, instead of meats. Also, made it so that building materials are needed to keep the trap going, as well, to simulate the need to replace the trap after catching each “vermin”

-Various small tweaks and fixes.

Update: Mar 27, 2022 @ 2:37pm

[hotfix]: Adjustment to squash the "running animation bug"

[hotfix]: Adjustment for the patrol waypoints' animation used.

[hotfix]: Adjustment for Carbon Refineries to be properly researchable by the players

Update: Mar 26, 2022 @ 1:31pm

-Added in all the proper entries for the newly added stuff from modders resource
^Created a “vermin trap” as a “foul raw meat source”
^^Added in storage for batrat and froggo items, so that they can be stored before being cooked
^^^Setup research for "trap creation" for the new traps and butchering rocks…

-Made the cooking pot w/flame cook items much slower than a cooking stove

-Added in Hydroponic cactus and cotton

-Added upgrades for the "Wells," so that they can be upgraded to pump water better...while using more power tho

-Looked over and added in "building groups" where possible, for all buildings in-game.

-Moved all Fishing stuff to Farming category…

-Added in "automatic" versions for fishing, as well. With much less output and production than the one's the player has to work
4hrs 45mins for thinfish net(at lvl 0)
~3 hrs for thinfish rod(at lvl 0)
~9hrs for grandfish rod(at lvl 0)
~14hrs for grandfish net(at lvl 0)

-Set the fishing nets to only be "passive" (compare in FCS to vermin) and only hold one fish at a time(3 thinfish)
Thinfish ~5-6 hrs
Grandfish ~18 hrs

-Fix for a rare exploit where the player could talk to a bounty captain, when they were already carrying someone...

-Put diplomatic status on all the Sturm officers

-Fix for all the new Sturm weapon manufacturers to have proper descriptions

-Adjusted the Southern Hive Exile start, to make them allied to the player

-Setup research for gravesites

-Added in Security Plus mod to UWE, credit goes to Crovvv, Lord Lurk, and the Wisenkiller.

-Added in camping versions of most basic buildings

-Added in storage for iron ore, stones, and copper in for camping

-Added in assets from the Advanced Camping mod, credit goes to Atlas and Azazzelz

-Adjusted Slave Farm slave ai packages, to allow for them to properly work

-Set the "select sound" of each set of the new storages.

-Added in storage variants for all items with increased costs and all..
^Name them mini, small, medium, large, and jumbo
^^Stackability, by storage size:
Boxes:
10;25;50;100;300
Barrels:
50;100;250;500;1000
Water/Fuel Tanks:
25;50;100;200;400

-Overhauled the "limit inventory" on all the created storages

-Added in all new storage to proper research.(have medium, large, and jumbo only be unlockable with research)[All tiny and small variants need to unlocked when the "old storage" would be unlocked normally]
^Made all the "old storage" only unlockable through "old storage research,” in order to make their taking up space in the Construction UI optional.

-Balanced out the inventory size of all general storage boxes

-Rebalanced all created shelf storage to fit in with the newly created storage values

-Added in the ability to build everything outdoors or indoors.

-Added cannibal, swamp, and skeleton buildings to all game starts related to the factions(aka cannibal building research for the cannibal start, swamper starts get the swamper buildings, skeleton game starts get the skeleton buildings)
^Setup the building types(cannibal, swamp, hive) to only be unlockable through buying bp's and not regular research(These bp’s are to be purchased at their corresponding areas shops)

-Added in "Meat Gohan" to the mod. (Meat and rice bowl)

-Created light variants for all lights in-game. All lights in-game now have a blue and yellow variant
^Made a blue light lantern...(can only get from mech hive)

-Add -1 power to all larger town buildings, that way it "costs" something for the building's electric infrastructure

-Put -1 power on all crafting locations(so that they can be shut off, to help with player outpost work organization)

-Overhauled all items to have a proper "mesh" for when they are dropped from their inventory on the ground...

-Created some dishes that utilize raw fish, as their primary source of meat, instead of raw meat.("fishwrap, MG fishwrap, PS fishwrap, Gohan)Also, utilized cooked fish, instead of dried meat, for ration packs. Fish variants were made of “foodcubes” and “ration packs,” as well

-Set some factions with a building replacement of having all yellow light become blue light(Skeletons, Tech Hunters, Dominion, Second Empire, ND)
^Set some factions to just utilize the yellow versions too...(HN, Swampers, Swamper gang factions, Order of Chitrin, Sturmijaz, Shek, Crab Raiders, HH)

-Added in an extra Swamp Dome, into Shark, that is basically just there to be purchasable by the player

-Overhauled all spawn areas to properly have "seasons" with appropriate weather (Arm of Okran, Berserker Country, Obedience, Rebirth, and Watcher's Rim all had none prior)

-Made all Market Tents, Market Stalls, and Shade Cover buildable by the player

-Added in the possibility for the player to build the metal variants, of all buildings that were created...
^Setup the metal versions of exterior buildings and interior buildings as a blueprint you can purchase at the Skeletons, Tech Hunters, Mech Hive, or Anti-Slavers

-Overhauled the descriptions of all buildings, weapons, armor, items and research, to ensure they are correct

-Balanced out the material cost of every new craftable building...

-Made Impaler and Gusoku Armor bp’s easier to find...

-Made "Moor Buildings" available to build, by the player. Setup the bp's to only be purchasable in the Natives town

-Added a Stone Rats and a Twinblades Shark town override in

-Adjusted animal hunger based on making raising animals more viable.

-Created a .bod file for Ragnar and Sturm's officers.(Earl Bloodaxe, Dietrich, Erik, Harald)

-Made Basic Wall, Concrete Gate, Concrete Wall, Wall B, Wall A all craftable by the player

-Made the building Flats Lagoon sits on buildable with very high building materials cost and a very long build time.

-Made all sign and banner buildings craftable, with specific research

-Setup everything that used to use copper, to now use copper plates, instead...

-Created "Copper Plates"(as refined copper, in place of copper in the copper alloy plate construction) and "Coal"(as refined "carbon")

-Built special storages for carbon, coal, power batteries, and copper plates

-Carrot and potato icons were adjusted

-Made steel only craftable with iron and carbon...

-Added in the ability to "upgrade" the power battery generator, for +1 power output each upgrade (from +4 to +6)
^Time it takes to make a “power battery”: 4 hrs lvl 100; 6 hours, lvl 50; 10.5 hrs lvl 0
“Manual Power Generation” can now be created with a character’s laboring or athletics stat being taken into account for power generation

-Created an "automatic water pump" that directly stores water, as it creates it. It works very slowly tho, and is tech lvl 5(It holds 1/4 of what the medium water tank does)
^It is also upgradeable, through research, as well

-Setup coal be able to be refined into fuel, with a biofuel distillery

-Setup copper plates to be available anywhere iron plates are.

-Setup so that carbon can be bought at stone camps and other mines…

-Created a "steam power generator" from water and building materials that uses water to make very little power [It only creates 10 power from water for 2 hrs.]
^Added in steam generator upgrade research(from +10 to +13)

-Change oat, barley, and rye farms so that they not have Small through Xtra-Large size farms. The same as the wheat farms, in vanilla…

-Setup Bloodrum to be able to be brewed by Opium and Cocaine, just like it can with Hashish.

-Created “Brandy” as a new alcoholic beverage

-Setup agave nectar to make mead

-Overhauled the multi-grain and poppyseed bread cooking, so that it uses water properly...
^Used the already established strawflour, oats, and poppyseed items as the item used to cook the various breads(for instance, the oats mix uses 50-50 oatstraw and wheatstraw and the “poppyseed mix” uses 80-20 wheatstraw and poppyseed)

Changenotes continued on the Mod's Discussion Topics.

Update: Feb 26, 2022 @ 3:27pm

[hotfix] Cleaned up all the created gamestarts from testing

Update: Feb 26, 2022 @ 12:06pm

"The Sturmijaz's" Specific Changenotes


-Fix for some of the slave ai, such as at Stone Camps, that was causing some slaves to tweak out and repeatedly attempt to run away and then try to work.

-Put proper bounty factions on the Shogun...(UC, AS, Reavers, Crab Raiders, all noble factions)

-Added "get out of bed when in trouble" to all races (priority 4), including animals
^This was done to stop an exploit from being possible

-Adjusted the MA damage significantly, so that it no longer just outperforms ever other weapon type by leaps and bounds. MA is still the highest potential damage output, but will no longer be all one-hit death strikes. These changes will make MA more in line with the damage output of other weapons.

-Dropped the bow damage multiplier, ever so slightly (minimum, 1.0[from 1.1], maximum 1.2[from 1.2]) and an increase in reload time by 25% across the board. Kiting is still possible, but it will not be quite as effective as it was prior.

-Dropped the turret damage multiplier from 1.2 to 1.0. This has proven to effectively stop one-hit kills from occurring as often.

-Altered stumble damage from 80 to 85(at max toughness, it takes 85 damage to stumble a character now, instead of 80). Stumbling still happens in battle, just not with the same intensity.

-Tatiana’s dialogue for "Tatiana sees Cat" was adjusted to be used properly.

-Tweak for some random Tech Hunters, HNO, Inhuman Hunters, and Highlanders squads that made them get into random brawls, even with factions they were set to co-exist with.

-Fixed the Banners exterior on the Y-House(they were much too low and setup shitty)

-Made MA training dummies craftable by the player.

-Add in dialogue to the Tech Hunter Salesman, telling the player to *never* rename the town they buy from them. As it will just cause all kinds of *issues* and *headaches* for the player...

-Black Scratch trade culture was made closer to all other Tech Hunter town trade cultures...(especially for tech items)

-Made bandanas of differing variants properly craftable(Padded, Reinforced, Sneaky Chain)

-Added in the Shinobi Armor from the Shinobi Armor mod. Credit goes to Daemonic Spoder, for allowing for the use of assets from mod to complement UWE. Created Padded, Reinforced, Sneaky Chain variants of all applicable armor.

-Set a category for the "Chitin Armor Crafting," so that the armor is now properly researchable

-Set Eyegore properly, with his own stats, so that he can't easily be stealth KO'd.

-Adjusted the gate at the waystation closest to Ark, so that it no longer improperly points inwards.

-Added relation-boosting dialogue to the UC police chief for the noble factions(with the condition of being a member of the noble faction), so that they raise relations if you bring in their rival nobles for bounties.
NN: Ohta, Nagata
WN: Yoshinaga, Inaba
SN: Daichi, Merin

-Adjusted Shek gate guard dialogue, so that it is no longer possible for them to follow the player ridiculous distances.

-Set it so that the Buglords actually utilize the medic job and have advanced med kits and splint kits

-Attack slots adjusted to 3x. A player will have to utilize a 1x or 5x attack mod, should they want a different setting

-Balanced the production multiplier, level, and time of all "research"

-Southern Hivers and Midland Hivers need to have their "combat anatomy" balanced with the rest of the hivers. Deadhivers were also slightly increased.

-Set the hivers' bleeding to:
35 minimum and 65 maximum, for the workers;
35 min, 70 max, for the princes;
35 min, 80 max, for the soldiers

-Added to the faction pacifier, proper dialogue that does not allow the factions included to let you reconcile relations with said faction, if you killed their leader or are allied to their enemy...(aka the DR don't let you reconcile, should the player have killed Jeremiah)

-Ensured all the NPCs having a chance to utilize ranged weapons are setup with the proper stats for ranged weaponry...

-Fix for Mireda and Comera town override spawns

-Fix for "Manual Iron Refinery" properly upgrading to "Iron Refinery"

-Adjustment for bandits to have first aid kits properly. Also added in splint kits to bandit bosses

-Made all robot animals take a very, very long time to grow to adulthood. This was done to help balance out not having a need to feed them...

-Adjustment for Squin, adding in a barracks to an empty longhouse.

-Put a condition on the Highlander dialogue where they will follow a bounty, to not include HNO, HN, SK, WH, MH, NH…(All factions whose towns the Highlanders may visit.)

-Adjusted Fishmen to balance them out after adjusting MA damage, since they only utilize MA as their weapon of choice. Also gave them different MA fists, in their race, which allows them to have more cutting and bleeding damage than human fists.

-Made sure skeleton squads don't go to Rebirth, in any fashion.

-Made Terron's Lair, Skeleton HQ, public during the day

-Created "FISTS" for all major races(humans will use the regular one, Shek[More Blunt Damage than regular], Hiver[More speed oriented and quick])

-Added electrical components to the forbidden items list, for the HN

-Added in large storage containers for "raw produce" to be placed in the kitchen/cooking area...

-Added in new research that allows for wind generators' power output to be upgraded, in the same way biofuel generators and batteries can be upgraded through consequential research

-Various small tweaks and fixes.

Update: Jan 15, 2022 @ 11:05am

-Added assault phase to the end of all the dialogue for the minor faction ally reinforcement campaigns. Effectively, all reinforcement campaigns now properly trigger to help the player, instead of just running away.

-Southern Hive was looked at for possible expansions...
^South Hivers had campaigns from Hives Expanded added in for them
^^Made it possible to become neutral or allies with the southern hive.(through giving them "tributes" for King, which raises relations by 1)
^^^The player will need to pay off the Southern Hive Pacifier, in Flats Lagoon(or a smaller chance to spawn at any Waystation), to be able to properly give “tributes” for King.
^^^^Created a Southern Hive weapon and armor shop, present only in their capital and at the armories. Set it so they only sell to the player if they are allied with the Southern Hive…
^^^^^Created a Southern Hive Exile gamestart, that has the relations set to 0 between the SH and the player faction and can give “tributes” to King from the start of the playthrough.(without having to pay off their Southern Hive Pacifier.)
^^^^^^Put more Hive Commune Huts in the Hiver-reclaimed armory that has none.(5 in total)
^^^^^^^Created Southern Hive "bars" only in their villages and capital, that have plenty of Southern hivers present, including possibly recruits, if you're not enemies to the SH. The bar will sell to the player, as long as they are not enemies with the SH.
^^^^^^^^Added in three more hive commune huts in the capital and one in each village/reclaimed armoury
^^^^^^^^^Southern Hive had it’s own trade culture setup

-Fix for some prisoners/slaves having the goal of "going home" which seems to cause them to run to the entrance of the town they're freed from and stand there "aimless" forever. They all now properly run away from the town.

-Bele'coz' prisoner at Sakar is a Hundred Guardian of Holy Nation faction, was adjusted to be of Shek Kingdom faction.

-Added in the caught sneaking dialogue to all the hiver dialogue packages.

-Created backpack items were adjusted to no longer have placeholder text.

-All items, armor, and weapons had their descriptions overhauled, to ensure they were all set properly.

-Made the Hiningenteki Hantas and Holy Nation allied.(This was done to avoid them eventually falling into being “enemies”)

-Dustberry Jam was properly setup at the cooking stoves, along with having it's own storage made for it

-Lowered how many fishing nets come with the caravan traders…

-Fix for security and iron spiders at ruins in the Grid, so that they don't just stand there aimlessly.

-Make it so that bloodspiders, in the Swamps, start in their building only and do not patrol the town to easily be maneuvered around...

-Protector of the Flame had a higher level(Holy Forge) weapon level[Okran's Choice] setup for him

-Add in Multi-grain and Poppyseed variants of Dustberry Pie, Rock Carrot Cake, and Shepherd's Pie and added them to the appropriate storage and cooking functionalities.

-Cooking fire pit w/pot altered to no longer create a player outpost

-Fix for shopkeeper dialogue triggering only every so often, so that they will properly call out a thief, regardless of whether the player just talked to them recently.

-Took "chosenfrom list" off of all squads it was added to prior.

-Set it so that all hive soldier drones and praetorians are immune to gas.

-Set Craig the Fishmonger to be unique on his character tab

-Had HN territory thief group setup to properly buy illegal goods too.(along with the malnourished variant too)

-Various small tweaks and fixes.

Update: Dec 18, 2021 @ 9:30am

-Shek Heavy Weapon Shop needs to be adjusted to 3 priority, on all spawns.

-Officers/higher ups in bandit factions setup to have basic medkits(the cheapest ones)
[Specifically like the Dust Boss, Hill Marauder Boss, Swamp Ruffian Boss, etc.)

-"Hack Stopper" armor set needs to have "pierce defense multiplier set higher than 0(Set both the pants and the jacket to 1)

-Add in Reaver Slaves picking up weapons if they don't have one and looting corpses.

-Shogunate Assault jiroji (trigger) setup with proper display name

-Made the Kobura Syndicate stay inside their dojo only. Also, gave them better gear, so that they can fight tougher.
^Created (sneaky chain) martial arts bindings, just for the KS

-Ceated a Fishmen faction campaign raid that only relies upon the health of the created King Gurgler, in the Floodlands, as well.

-The Floodlands Lab given a proper town override setup, based upon the health of the local King Gurgler

-Made all the masks from Patchwork armor mod craftable by the player

Made the Soldier Drone Heavy Armor only wearable by Soldier Drones, of all races.

-Set a Fishmen Floodlands squad that spawns regardless of their local king's health

-Lower dodge from 130% to 115% on claw armor pieces. Also, lowered their unarmed bonus by half...

-Setup all enemy campaign raids to have the proper trigger player ally setup

-Added in "trigger player ally" for all appropriate campaigns...
^"Trigger player ally" campaigns all had their announcement dialogue set correctly.

-Setup with the Reaver with a system where you can give them slaves as a "tribute" to raise relations by 1
(Have the Reavers with two options when bringing them a potential slave. One where they pay more than anybody else, for a slave(600 cats)
The other is an option to heighten faction relations with the Reavers by 1, instead of any cash. If allied with the Reavers, they will no longer pay the heightened slave fees, due to having a "faction discount" and will in fact only pay ~100 cats a slave thereafter.
^^Made it so that Reaver patrols, from Ark, return to Ark, to gather more slaves or such.

-Added Old Empire Enforcers and Ironsides with Cat-Lon, as bodyguards
^Beefed up Cat-Lon's defences, as well...

-Added in some Chitrinite lore books and new snippets of their lore and possible notes from leaders of other failed expeditions, in the Shun biome. Also, had additional lore written by nyansdead, Rou, Amardj, and spaghetti.

-Made the Mech Hive and Tech Hunters/Slave Traders be set to co-exist with one another.

-Have the Mech Hive not go into Skimsands

-Gave shop guards personalities and had their dialogue trigger based on that.
Added in more shop guard dialogue for the npc's(especially the "dumb" personality ones)

-Meat and Barley recipe fixed(it is now craftable at all cooking stoves/pots)

-Made all unique bounty squads not approach towns...

-Stopped Cleanser Unit squad from approaching towns.

-Added in a bunch of lore for unique faction bounties, written by nyansdead

-Shinobi Thieves setup with their own trade culture

-Fix for Cold Bloods Village Shopkeeper

-Fix for Highlanders dialogue calling everyone a fugitive.

-Fix for floating pontton bridge in Border Zone.

-Various small tweaks and fixes.

Update: Nov 15, 2021 @ 1:33pm

-Wrote new "personal shopper" dialogue that has a small chance to trigger for NPCs, as well
Also, lowered the chance to trigger for the player at 65%

-Fixed the Black Dragon Ninjas campaign raid ai, so that they only steal from the player's food supplies after defeating the player, instead of isntantly just running for the food. Do note, some stragglers may go after the food after knocking down one of the player's characters.
^Various other bandit factions also utilize this campaign raid type.

-Had to delete a storage shelf as a possible interactable item for the player to utilize, due to /xml limitations.

-Made it so that every shop guard is setup to be in squad 1 and a squad 2, with differing sleeping times, to make it so that somebody is up at night, standing watch, in the building/shop.
Also, doing this also helps spread out guards better, on their guard positioning, even during the day.

-Deadhive Praetorians were made to be able to wear hive bone armor.(This was the only armor they could utilize in the original Hives Expanded mod)

-All kinds of fixes for the Holy Nation campaign raids. (For instance, they had raids for when you killed or kidnapped the Phoenix, but had no world state to atually tie the raid to said actions. Effectively, "Wrath of God" riads would trigger erronerously, sending major raids towards the player, for no valid reasons)
^These changes were also made to the Order of Chitrin, as well.

-All Holy Mines had their overrides tweaked to make them correspond with their local High Inquisitor(including the two newly created ones)
^This includes the Holy Mine Ruins, as well.

-Made it so that the Holy Phoenix can be replaced in Blister Hill, after the original one dies... (Moll and Harenga must be dead, with at least one surviving High Inquisitor, in order to "anoint" a new Holy Phoenix)
^Added in corresponding spawns related to the health of all the High Inquisitors and the Holy Phoenix himself.

-Fix for arm shoulder pad armor for the Order of Chitrin, so that they don't have coverage on the legs.

-HNO farm hq 2 had it's faction properly set to Holy Nation Outlaws.

-Created game starts for the Bloodraiders and Sand Ninjas.

-Various small tweaks and fixes.