Kenshi
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Racial Diversity (Formerly Multirace Bandits)
   
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19 sep 2016 om 5:27
5 feb 2021 om 12:35
13 wijzigingsnotities (weergeven)

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Racial Diversity (Formerly Multirace Bandits)

Omschrijving
A mod to increase the diversity of races across the world of Kenshi. Allowing many factions to spawn with more races than they normally would.

Generally any faction can have any of the main races, with the chances based on the distance from their homeland (Example: Hivers tend to be less common in areas far away from their villages), or what kind of faction it is (Example: Shek less likely to join a ninja faction). And of course factions that might have a racist tendency do not have said races in their factions.

I also increased the diversity of skeletons, making the other variants found out in the world more often. Following similar rules as the other races.(Example: P4 units more likely in science factions, Soldierbots in mercenary groups.) That said, skeletons are still very rare in general. This just allows more variety when you do see them.

Also expect to see a few South Hivers in factions near their lands that would not be averse to taking in their ronin.

I mostly made this for my own personal enjoyment, but decided to upload it for those interested. If you have any suggestions, such as adjustments to the racial spawn rates or other factions to include, please feel free to say something. Hope you enjoy! :)

Looking for a place to discuss Kenshi or Kenshi modding? Feel free to join the Kenshi Community Discord[discord.gg] We're always welcome to new faces. :)
110 opmerkingen
Shidan  [auteur] 14 sep om 5:51 
For some squads, yes. For squads that have not generated yet, no.
ashbearh11 14 sep om 5:41 
this require an import?
Thanzol 26 jan om 18:43 
Its always cool to see mods like this. Thanks for making it :D
FGD5 29 aug 2023 om 16:22 
Appreciate the response. I've always liked this mod but only recently noticed this problem. At least it narrows it down a little bit, many thanks!
Shidan  [auteur] 29 aug 2023 om 15:54 
Yes and no. Those slave traders being non-human is definitely my mod doing it, but my mod adds no slave traders near the HN. My guess is you have another mod adding those slave traders to the area, which is fine in that mod since all slave traders are human, but when combined with my mod it leads to problems.
FGD5 29 aug 2023 om 15:02 
Just wondering if this mod changes anything with Slave Traders in the Holy Nation? For some reason Shek, Hivers and Skeletons can spawn in Slave Trader squads and walk right into HN cities and Rebirth causing lots of confusion. Disabled this mod and the spawns went back to humans only.
daemonslime 19 mrt 2023 om 2:07 
took your advice and starting modding myself, you were right its super easy for most things.
currently testing a patch ive made that among several other things allows for uwe, reactive world, living world and gen mod with recruit-able prisoners and including support for many modded races.
Trinity 4 dec 2022 om 4:43 
nice B) thanks for the help, vet
Shidan  [auteur] 11 nov 2022 om 6:04 
No, it does not affect the spawns of non-vanilla races. Though a person could fairly easily make a patch for such a thing if they wanted to. Race spawn rates are one of the easier things to mod.
daemonslime 11 nov 2022 om 2:27 
Sorry i meant albino sheks from genmod