Kenshi
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Holy Nation Expanded Plus - (More locations)
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5.317 MB
May 12, 2022 @ 3:25am
May 12, 2022 @ 3:42am
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Holy Nation Expanded Plus - (More locations)

In 2 collections by ent-2-ene
My mods
14 items
Factions/World Mods by me
4 items
Description
Hello friends, I am finally releasing a mod that I have been working on for a while before stopping. This is my largest mod yet, and I am quite proud of how it turned out.
It adds:
  • 2 Cities
  • 2 Towns
  • 4 New Holy Farms (3 in Okran's Pride,1 in Okran's Valley)
  • 1 Military Checkpoint + 4 minor checkpoints in Rebirth
  • 1 Military Base
  • 1 Military Academy
  • 2 Holy Mines

This mod's purpose is to populate the Holy Nation a bit more.
It is weird how there are only 6 farms in the base game and they only cultivate certain crops. I added a bunch of farms that grow some other crops too, like cotton, and one for hemp.

The 2 cities are "Watermouth", which is near Wend, just below Blister Hill, and "Okran's Hammer".
Watermouth is supposed to be a larger agricultural city where alcohol is brewed, due to the brewery there.
Okran's Hammer is where most of the armours and weapons that the Holy Nation uses is produced. It is led by High Inquisitor Talus.

The 2 smaller towns are "Bit" and "Sands". Bit is in Okran's Pride, Sands is in Okran's Valley.
Their purpose is that they are larger settlements.

I added a military base to Okran's Valley, to make it more secure.
There is a checkpoint between Okran's Pride and Valley,
There are also minor checkpoints by the main exits of Rebirth. It does not make sense that Rebirth is easy to escape from, so these will make it even harder.

Lastly, I added the Holy Academy of Okran, my personal favourite addition.
Have you wondered where the Holy Nation trains its Holy Servants?
Well they train them here. They have fixed schedules and will use the mannequins to train. It is led by High Inquisitor Naster.

Currently, this mod has no proper overrides. By that, I mean that all new settlements and farms will be destroyed. I have no interest on working on them right now, but I will come back to it.
Also, I'm looking for screenshots of what Trader's Guild overrides look like for the farms. This will help me make sure I keep everything lore-friendly and seamlessly fit in the game. Send them to me on Discord if you can.
Here's my Discord: Entoco#4157

Also don't forget to send me any feedback and bugs! I really like hearing from you!

Support me on Paypal[www.paypal.com]

PS. Forgive my inability to make proper thumbnails.
21 Comments
BootyHunter Sep 6, 2023 @ 3:27pm 
Also - the bridge in Rebirth is bugged - it can't be traversed.
BootyHunter Aug 1, 2023 @ 9:24pm 
Check Okran's hammer, the gate guards are stuck on walls and can't get down.
friendlygermansoldat329 Jun 3, 2023 @ 11:13am 
Ohhh ok
ent-2-ene  [author] Jun 3, 2023 @ 8:59am 
I didn't use reactive world but I don't think so because the world states are different. A modified version of Kaizo is what I used back when I made this mod.
friendlygermansoldat329 Jun 2, 2023 @ 6:37pm 
@maxibreard I use it with kaizo so I think it is
maxibreard Mar 28, 2023 @ 2:20pm 
Its compatible with reactive world?
zeMantras Dec 6, 2022 @ 4:48am 
well done rly enjoyng it,
ent-2-ene  [author] Jun 30, 2022 @ 2:45pm 
@<< Z Raider >>
Thank you, I appreciate it. Though I am gonna say that I am currently not working on Kenshi so right now this mod is not going to be worked on. When I come back I am going to work on it again and see if I can add more things.
<< Z Raider >> Jun 30, 2022 @ 10:47am 
Thank you for adding more High Inquisitors into the Holy Nation! It seems weird that the HN would self-destruct by sending their 2 out of 3 leaders to death / imprisonment unlike the Shek or the UC who have actual enforcers to do that. I also like your inclusion of more settlements in Okran's Gulf since it was pretty sparse and ripe for the added military outposts.
Ludiniea Jun 9, 2022 @ 7:15am