Kenshi
Holy Nation Outlaws Extended
jbra1  [developer] Aug 9, 2018 @ 8:50am
Bugs, suggestions.
Like it says. All feedback welcome.
Last edited by jbra1; Aug 11, 2018 @ 2:48am
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Showing 1-15 of 24 comments
VoshkaVonBadMeow Jan 2, 2019 @ 7:14am 
Some feedback:

upon speaking to Alinius and agreeing to help spread the word your relation goes up by 75, thats all fine and dandy, but then actually spreading the word also increases reputation by ton, maxing it at 100 is very very easy.

My thought was if possible make the initial relation after speaking to alinius something like 25-50 and the bonus from spreading the word a little less as well, that way it will take more than a single run through okran's to max it out.

That said I am also running at max nests and max number of squads, so I probably have a far easier time..
jbra1  [developer] Jan 3, 2019 @ 6:02am 
Originally posted by VoshkaVonBadMeow:
Some feedback:

Cheers for playing it through and giving feedback! There's actually two factions: the Holy Nation Refugees (Alinius' crew) and the old HNO (the regular outlaws scattered around). So, when you agree to help Alinius it allies you with the HNR, which then unlocks the dialogue with the HNO squad leaders. Being allied to the HNR doesn't give you any benefits you don't already have just chilling in Sanctuary, as they're not anywhere else on the map.

IIRC you get 5 rep with the HNO for every squad you convince to head out to sanctuary, with a 1/3 chance of succeeding. So, that's successfully convincing 15 HNO squads to join to get enough rep to be counted as allied with the old HNO, which then triggers Alinius' dialogue back with the HNR to join you. That's assuming you're starting the scenario with neutral relations with the HNO, which is actually pretty hard, because early game you end up having heaps of scuffles with them in the Border Zone.

The reason its geared for getting allied levels of rep is that the dialogue editor can only use allied/enemy/neutral as triggers for dialogue events. But I could turn down that HNO rep gain a point or so, I guess. Didn't think anyone would get so into the mission! Have you got up to allied status with the HNO yet? Or is it glitched, and that rep is going to the HNR and not HNO?
Last edited by jbra1; Jan 3, 2019 @ 6:04am
Light Jan 14, 2019 @ 5:09pm 
This mod stops you from talking to and recruiting Beep. I tested it and it was definitely this mod causing the issue. It might be because of a conflict with another mod, but once I removed this mod and kept all the others, I could recruit Beep just fine.
AiM sIcK Jan 24, 2019 @ 9:03am 
The recruitable woman at Sanctuary (Serf) is, to my opinion, a little too strong for a free recruit... Maybe less strength, 40 on Dex is definitely too much, and maybe you should substract around 10 points to almost skill (add some Labouring/Farmiong/cooking to match with her previous life of slavery).

But apart from that, and as far as I've seen, the mod is a good addon to the lore
-EXP Jan 30, 2019 @ 4:40pm 
There seems to be a conflict with this mod and the GenMod. Whenever I approach the Outlaw maintown, it always seems to crash, yet when the GenMod is disabled I can approach the town, speak to every NPC inside, trade, and leave with absolutely zero issues.

This might not be a problem on your end but I would greatly appreciate it if you consider patching this in the next update.
jbra1  [developer] Jan 31, 2019 @ 1:01am 
Originally posted by AiM sIcK:
The recruitable woman at Sanctuary (Serf) is, to my opinion, a little too strong for a free recruit... Maybe less strength, 40 on Dex is definitely too much, and maybe you should substract around 10 points to almost skill (add some Labouring/Farmiong/cooking to match with her previous life of slavery).

But apart from that, and as far as I've seen, the mod is a good addon to the lore

Good point on Serf's skills. Might drop her down to 20, but for sneak, assassination, and the labor related ones.
jbra1  [developer] Jan 31, 2019 @ 1:03am 
Originally posted by Light:
This mod stops you from talking to and recruiting Beep. I tested it and it was definitely this mod causing the issue. It might be because of a conflict with another mod, but once I removed this mod and kept all the others, I could recruit Beep just fine.

That's super weird. I run a ton of mods and never have an issue. Do you have any mods that alter beep specifically? Because that mod may have plugged something into beep that this mod changes (though I can't think what). Maybe one that assigns him to the Holy Nation Outlaws faction?
jbra1  [developer] Jan 31, 2019 @ 1:08am 
Originally posted by John Smith:
There seems to be a conflict with this mod and the GenMod. Whenever I approach the Outlaw maintown, it always seems to crash, yet when the GenMod is disabled I can approach the town, speak to every NPC inside, trade, and leave with absolutely zero issues.

This might not be a problem on your end but I would greatly appreciate it if you consider patching this in the next update.

Egads, that's an epic task. The GMmod changes tons. I can't even begin to think where a crash level conflict would come in. Does the GMmod change the nest spawning or AI? I guess it changes the shopping lists, but I wouldn't think that'd cause a crash. OR, maybe the buildings... Hmm. I'll poke around, but no promises I'll sort it out.
Bumblechubs Mar 24, 2019 @ 3:29am 
If a holy nation refugee group leader gets captured by fogmen and strung up on a pole you can repeat conversation with them and farm relations to 100 relaly easily.
jbra1  [developer] Mar 24, 2019 @ 4:21am 
Originally posted by Bumblechubs:
If a holy nation refugee group leader gets captured by fogmen and strung up on a pole you can repeat conversation with them and farm relations to 100 relaly easily.

Yeah, you shouldn't do that :D. Haha. Seems I need to insert a dialogue in the way of the one that's there if they are imprisoned.
Jäger Mar 30, 2019 @ 9:30am 
Any chance you could add the these guys to the bounty list for the Dust King to earn some faction? Would be appropriate since they fight each other so often.
Last edited by Jäger; Mar 30, 2019 @ 9:30am
pyatr May 24, 2019 @ 4:05am 
So where's that city exactly? I ran all over Dreg and didn't find anything. I'd rather not import just yet.
Last edited by pyatr; May 24, 2019 @ 4:05am
jbra1  [developer] May 24, 2019 @ 4:11am 
Originally posted by PSTR:
So where's that city exactly? I ran all over Dreg and didn't find anything. I'd rather not import just yet.

That's weird. The Imgur image pinpoints it pretty exactly. Starting with the coastal hive, heading due north it should pop up on your map. If you were in that zone when you installed the mod, it might need an import.
pyatr May 24, 2019 @ 4:12am 
Originally posted by jbra1:
Originally posted by PSTR:
So where's that city exactly? I ran all over Dreg and didn't find anything. I'd rather not import just yet.

That's weird. The Imgur image pinpoints it pretty exactly. Starting with the coastal hive, heading due north it should pop up on your map. If you were in that zone when you installed the mod, it might need an import.
Wait, I thought Dreg was just that desert line south to fog islands. I'll check that out.
pyatr May 24, 2019 @ 4:17am 
Found it. Doesn't quite make sense that Trade goods have +200% price mark up when there are two hive village close to the settlement. And I just spoke to the same refugee leader twice and she gave me reputation twice.
Last edited by pyatr; May 24, 2019 @ 4:20am
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