Kenshi
Racial Diversity (Formerly Multirace Bandits)
119 条留言
Rasta 10 月 10 日 下午 2:18 
I never start a game without this mod enabled
Thebrokenbucket 8 月 10 日 上午 10:41 
Random skeleton harassing you for food even though he cant eat would be funny and lore accurate if he was old and senile enough i guess
Shidan  [作者] 6 月 10 日 上午 8:58 
No. Starving Bandits are primarily humans, mostly greenlanders since they are HN based. With some uncommon shek and hivers
Kraut Kontrol 6 月 10 日 上午 8:47 
Does this add Skeletons to Hungry Bandits? Because Skeletons don't eat. They can't become hungry.
Consho 4 月 8 日 下午 7:29 
if it's not too much trouble, could you make a guide on how to add other races from mods?
Consho 3 月 28 日 下午 5:39 
casually the best mod from workshop. S2
ARS2000 3 月 23 日 上午 3:03 
I like it for the extra flavor it grants to the bandits, a simple additional variety goes a long way
Shidan  [作者] 3 月 20 日 上午 9:51 
Yes, should be fully compatible.
wmatt001 3 月 20 日 上午 8:31 
Does this play well with your Tweaks and Fixed?
Shidan  [作者] 2024 年 9 月 14 日 上午 5:51 
For some squads, yes. For squads that have not generated yet, no.
ashbearh11 2024 年 9 月 14 日 上午 5:41 
this require an import?
Thanzol 2024 年 1 月 26 日 下午 6:43 
Its always cool to see mods like this. Thanks for making it :D
FGD5 2023 年 8 月 29 日 下午 4:22 
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  [作者] 2023 年 8 月 29 日 下午 3:54 
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 2023 年 8 月 29 日 下午 3:02 
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 2023 年 3 月 19 日 上午 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 2022 年 12 月 4 日 上午 4:43 
nice B) thanks for the help, vet
Shidan  [作者] 2022 年 11 月 11 日 上午 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 2022 年 11 月 11 日 上午 2:27 
Sorry i meant albino sheks from genmod
Daemonslime 2022 年 11 月 8 日 下午 8:04 
Been using for awhile now really enjoying it, Does this mod add the chances of modded races, aka UWE races like albino shek to the spawn pool for factions?
Olliverius 2022 年 10 月 8 日 下午 7:20 
Found a Dust Bandit skeleton and had no talk option available, that's why I asked. But, the usual troubleshooting solved this issue. Tried with other characters along the last hour and it seems there really isn't any conflict.
Anyway, thanks for the fast reply!
Shidan  [作者] 2022 年 10 月 8 日 下午 6:57 
Shouldn't conflict with the mod much if at all, as it does not change characters or their dialogs, but rather just alters the racial lists the factions can choose from when spawning their characters.
Olliverius 2022 年 10 月 8 日 下午 6:17 
Is it patched for "Recruitable Prisoners - with dialogues"?
sassythesasquatch(Real) 2022 年 6 月 14 日 上午 2:03 
hey i have had this mod for a while but with the mod when you start with the wanderer you can only get twitchy bar thugs at the hub but all the other npcs you can get at the hub like hobbs are replaced
Shidan  [作者] 2022 年 4 月 20 日 上午 7:11 
I've had reports of it in the past, and it was another mod back then too, though I don't know what mod. So odds are you simply disabled it already and didn't notice. :)
Endgunner 2022 年 4 月 20 日 上午 7:08 
Ether that or my memory is lackin.
Endgunner 2022 年 4 月 20 日 上午 7:08 
This mod is the first mod i ever used and i have not un-subbed since, so it was another mod probably.
Endgunner 2022 年 4 月 20 日 上午 7:04 
Strange, after a bunch of research and going in-game and looking at each HN city and outpost myself. I cant even find a thief tower in their faction. Must be a faulty memory or an old mod i already un-subbed from.

My mod list now:

Hachigane for Shek
Ninja Mask (Undumbed)
Crab Armor Icon Fix
Fixing Clipping Issues
More Plastic Surgeons
256 Recruitment Limit
Let's Talk
Racial Diversity (Formerly Multirace Bandits).

Very simple.
Shidan  [作者] 2022 年 4 月 20 日 上午 6:25 
Have any other mods messing with Shinobi Thieves? Pretty sure I used an exclusively human spawn for the HN versions of them. But if you've got some being added from another mod, they would be using the full race list.
Endgunner 2022 年 4 月 20 日 上午 5:37 
Man i have been using this mod for so long the game just feels weird without it, why don't Hivers join the starving bandits normally? And Sheks eat so much it only makes common sense. I do however wish that the holy nation would stop attacking the Shenobi Thieves due to skeletons ETC.
DRAGONHANDS 2021 年 10 月 22 日 下午 9:50 
Thanks for this mod :) I’ve noticed quite a few trade ninjas spawning as western hive soldiers, but I’m not sure if that’s intentional or just weird luck on my end
JayRebirth 2021 年 8 月 18 日 上午 4:35 
Any patches for Holy cities? Shanobi thieves are getting decimated in them with one of them being a robot or aliens making them flip out everytime i walk into a bar.
Nuclear Cloud 2021 年 5 月 3 日 下午 11:47 
I'm not racist! I'll exterminate any bandit scum equally!
Shidan  [作者] 2021 年 3 月 29 日 下午 2:39 
Technically, yes. Not aware of anyone doing so though. It would just be a matter of opening the faction with the mod on, and going to the faction, then adding the race there.

I've thought about making a patch for all the skeleton models around, but never got around to it.
Strong Glass 2021 年 3 月 29 日 上午 4:59 
Hey, great mod! Is there a way to add modded in races?
Babaloo321 2021 年 3 月 1 日 下午 10:17 
Thank you so much! It looks fine so far! Though I admit when I first had this problem I did have to import two or three times to actually have the Shek spawn in the first place, so I may be back if I encounter her again (I don't think I will because I've already made three test imports, which I find is usually how many times it takes for her to spawn) So I guess it is semi rare in the end, still immersion breaking though.

Speaking of immersion breaking, I know you're aware of the non-human hungry bandits being left alone by the Holy Nation guards, and how you said that you really couldn't do much to fix it, but I just had a thought. Have you ever thought of adding bounties to non-human bandits around holy nation territory? Or maybe even all non humans could get a bounty added to them. That could maybe end up working interesting for players allying themselves with the Holy Nation. They could go out and turn in heretics for some cats. Just a thought anyway. :steamhappy:
Shidan  [作者] 2021 年 3 月 1 日 下午 7:18 
Shidan  [作者] 2021 年 3 月 1 日 下午 7:16 
Unfortunately it was the latter. Can't identify the mod since it's purely vanilla assets.

That said I do understand why it's happening now. Because in vanilla the bar thugs are human only, so the other mod added them to the HN without issue. I randomized the race of the faction, which means when the mods work together you get this scenario.

Can't really make a patch per say, since I don't know the conflicting mod. But I could make a quick little mod that forces bar thugs specifically to be human, which would resolve the issue in the meantime.
Babaloo321 2021 年 3 月 1 日 下午 6:46 
Sure! Let me just fire the game up and find the save. I'l post the link here in a few.
Shidan  [作者] 2021 年 3 月 1 日 下午 3:27 
If you've got a save with that squad nearby, I could open up its save data and perhaps locate the mod adding them. Assuming it's a mod created squad and not a mod adding a vanilla squad to the town.
Shidan  [作者] 2021 年 3 月 1 日 下午 3:27 
I don't think it likely any of those three will cause issues. For the adding repair kits, at worst a few NPCs will have two instead. And I don't touch AI much at all so I can't see a conflict with the latter one.

I don't see load order affecting much at all with this mod specifically. Unless another mod was doing the exact same thing, then the only affect position would have is which mod's chances to use. Otherwise changes should merge seamlessly.

As for the Tweaks and Fixes thing, that's something that gets brought up a fair bit. In my opinion the guide is wrong where that type of mod should go. It is correct that mods lower in the list override mods higher in the list, but that is what you want to happen for compilations of small changes like that. If they are lower in the list, the numerous things they touch can often break other mods. While if they are higher in the list, a few of their changes might not work, but overall the mod will be fine.
Babaloo321 2021 年 3 月 1 日 下午 2:01 
@Shidan (2/2) Tweaks and Fixes mod, and "Unofficial Kenshi Patch" (Which your mod loads after). The issue still persisted here. I don't think putting Racial Diversity at the bottom would help, because that seems like it would cause more conflicts, but I could be wrong.

By the way, I am Importing (Without Dead NPCs) after every change I make to the load order while troubleshooting this. I'm also using this load order guide here https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1850250979

Curiously the guide says to put your Tweaks and Fixes mod at the bottom of the load order, while your mod page says to put it at the top. Would the guide be incorrect on this issue? The guide says that mods load from the top of the list to the bottom of the list, with the bottom overriding the top. When you say that your Tweaks and Fixes mod needs to be near the top, do you mean bottom of the load order? AKA: Loading Last?
Babaloo321 2021 年 3 月 1 日 下午 2:00 
@Shidan (1/2) So I fixed my current issue by removing another mod I had that adds skeleton limbs to some NPCs. I replaced it with another that did the same thing, and that issue subsided. Up until last night I didn't realize that your Tweaks and Fixes mod also added skeleton limbs to some npcs as well, so I got rid of that too. I still have the mods "Slave Traders have Repair Kits", "Reavers have repair kits", and "NPCs Do Repairing". Will any of these cause issues? Are any of them redundant?

My problem now is that in at least one of the three Holy Nation cities there is a vagrant group that contains a Shek. Removing this mod seems to fix the issue, but I can't attribute that to this mod alone. I'm sure there's a conflict somewhere in my load order, but I'm not sure where. It's not apparent to me, anyway. Regarding conflicts with other mods where should this go in the load order? I've tired putting it pretty far up top, before other race mods, but never before your
Shidan  [作者] 2021 年 2 月 26 日 上午 6:59 
Must be another mod touching it, because this mod deliberately has a human only thief group specifically to avoid that. But if another mod is touching the thieves, it could be spawning a group that works fine in its mod, but this mod is changing their races.
Babaloo321 2021 年 2 月 26 日 上午 4:52 
Hey, I'm not sure if it's because of this mod or not, but I don't think I have any other mods that do this kind of thing. In Stack there are Hivers and Skeletons assigned as Thieves Guild NPCs in Bars there. A fight just broke out. Might be worth a check maybe?
Shidan  [作者] 2021 年 2 月 5 日 下午 12:35 
Fixed, thanks for the heads up. :)
MacGyver 2021 年 2 月 5 日 上午 11:43 
Hey shidan! I think i found out why thieves in most holy nations towns dont sell items, you've created a new thieves group and "is trader" is set to false on the FCS
Endgunner 2020 年 9 月 26 日 上午 11:47 
Yes i was, the problem was fixed by lingthy google searching, in which i found out that Kenshi sometimes disables mods for no real reason. You have go go into the actual Kenshi launcher and re-enable the mods for them to show up.
Shidan  [作者] 2020 年 9 月 26 日 上午 11:43 
Are you checking the correct folder? It should be here:
Steam\steamapps\workshop\content\233860\766462696