Kenshi
Cities Rebalanced-The Southern Cities
18 Comments
Ute Uncle Barry May 18 @ 10:58pm 
There is a store in Flats Lagoon that has a weapon and armor sign hanging together outside the building, but there are no weapons on sale in the town.
Thundercraft Jan 20, 2024 @ 12:17am 
Just based on the names of places in the description, to say nothing of big mods like Genesis, I see that this likely conflicts with:
(*) Swish Mods : The Hook Expansion
(*) Tech Hunters Save Catun
(*) YOUR Fish Isle! [Stable]
–Phase– Apr 26, 2023 @ 4:26pm 
Heads up for anyone experiencing building duplication in the Hub and Shek cities while using this mod: if you have Bounties Galore installed, make sure to put that above the Cities Rebalanced mods
NickelJackson Apr 14, 2023 @ 6:41pm 
Not sure if it's one of my other mods but in Flats Lagoon there is two battery section buildings that block off NPCs from naviagating around
DUCATISLO Nov 25, 2022 @ 7:29am 
gg
Asur Aug 15, 2022 @ 1:53am 
Sheriff, can I use your mods in my Second Life of Kenshi mod? I'll put yours in the mod description
Syrcanus Dec 31, 2020 @ 9:54am 
Really like these cities rebalanced mods, excellent work.

Would be awesome if a patch for Universal Wasteland Expansion could be made. The mod adds in new buildings to certain settlements, such as the waystation southwest of Clownsteady it adds a small shack for prisoners, and mod re-ordering does nothing to help fix the wonkiness of where the buildings end up.
Sheriff  [author] Dec 17, 2020 @ 4:06am 
A couple issues fixed and Living World patch has been updated.
wolf pu$$y Sep 13, 2020 @ 12:06pm 
Does this still work? Does it work with Kaizo?
almostcomatose Jul 5, 2020 @ 7:49pm 
"This is my favourite mod on the Citadel."
-Commander Shepard
AMURKA Oct 7, 2019 @ 1:54pm 
I used this mod right off the bat (non-existing save) and the first city that was changed by it was full of bugs (Slave Markets). It's like the game loaded BOTH configurations. Buildings on-top of one-another, 2 bars overlapping, etc. Now I'm wondering how to fix it without busting my save.

EDIT: I re-ordered some mods and imported the game. Everything seems to be working :D
Red Shirt Aug 12, 2019 @ 10:53am 
Any chance of seeing a northern cities (Heng, Heft etc.) mod in the future?
Proud Wingman Jul 25, 2019 @ 2:05pm 
Well I checked the tube in FCS and its on base game values. Hence unedited. So I am not sure ...
Sheriff  [author] Jul 25, 2019 @ 7:46am 
I've never had anything path through the land tube while playing. I'm not sure what is causing your problem unless this happens to be an issue in the base game as well.
Proud Wingman Jul 25, 2019 @ 4:28am 
Proud Wingman Jul 25, 2019 @ 4:25am 
Hi Sheriff.

Awesome Mod!

I would like to mention that I play a lot in Mourn.
Unfortunately the huge Debris (Vast_Land Tube01) which surrounds the city lets all animals and people through. :(

Hence beak things and dogs and wolves can simply overrun the city through these holes. Does not matter how many Guards the city has.

Can you create or better say finish the northern and southern walls to disable that glitchy behaviour? If you remove the huge wreck or better move it via FCS to the side you can easily add walls and move the tube back.

The other 2 directions seem to be safe as far as i can see.

BR
Proud Wingman




Sheriff  [author] Jul 18, 2019 @ 5:52pm 
Every place that was changed is listed at the top, probably should make them bold so that they stand out a little more. There is also a more detailed list of changes are in the changenotes.
Red Shirt Jul 18, 2019 @ 5:10am 
Any chance you could write down the towns that has been changed/adjusted?