I'm not even sure if this is still checked, but if so...there's a conflict between this mod, which is great, and one called Bounty Removal, which is also great (I consider both essential to have). Is there a way to make it so the Bounty Removal works through the plastic surgeon dialogue again without having to temporarily disable Minor Factions Amplified every time I need to do it?
Keep getting attacked by Highlanders for no reason and it turns out it's because you made it so they're allied with Holy Nation? In that case, they're not really neutral...
First I got attacked by the liaison for no reason, then I got attacked by their agency in EOTW. I want to love this mod but it's really annoying right now. Probably gonna remove it until fixed.
Why can't you offer a version of this mod without the Highlanders?
Your mod is sadly causing my game to crash more frequently than usual. (Every 10 minutes or so.) If you can fix it that'd be great because I love this mod to death.
experiencing the same thing whenever i get near enough to the hub as far as i can tell, though in my case it might also be a mod conflict? am testing things out at the moment with load order but reading your comment does help my theory that this mod is a (or the) source of my crashes.
When I attacked the holy nation I also drew aggro from some highlanders, which are now hostile to me.
Which wouldn;t be so bad, but they are spawing in Shek towns and attack me on sight. When I defend myself, the Shek attack me. This is rather annoying, I hope the pacifier will solve that issue but that means a bunch of unnecessary traveling time...
@just, The Highlanders are allied to the Holy Nation due to having outposts located deep in their territory. However, the Shek attacking you for for defending yourself does seem unintended. I will have to look into the relations between the Highlanders and the Shek, in order to address them intervening in such situations. Appreciate the feedback.
When I get the Tech Hunt/Discovery event the group of Tech Hunters that show up just stand in front of my outpost for days and don't start the dialogue. I get the Tech Discovery has arrived message but the leader is stuck in the Approaching fast goal. When I defeat them in front of my gates it says they were defeated on their way to my base. I've gotten the skeleton homeland raid before which I assume is from this mod as well (if it's not I'm sorry) and that went fine but I'm not sure what's wrong with this one.
So, I've got the load order right with all your other mods, but these Inhuman Hunters will try and kill my Shek character inside the Hub. Okay fine, that sorta makes sense except the very second I try and defend myself, I commit a crime and the HNO Watchmen come to the defense of the Inhuman Hunters and do their level best to lop one of my arms off before leaving me alone.
Btw sir, do any of the minor faction leaders have dialog? I tried talking to Kraz down at Bele coz and he had nothing to say at all. Was expecting something like "Hey, lets join up to gank the Shek" or something to that effect:)
I believe you can fix this in the editor by giving HNO negative 50 faction with Inhuman hunters...this makes sense because they are holy order rebels and have lots of different races in the Hub.
Alternatively, you can give yourself positive faction with HNO with the editor....or you can wait for fights and start turning in bounties for them to raise your faction that way.
Hello, so this mod should be at the very bottom of my mods list (its gonna load after all other mods) and United Cities Heightened should be higher (gonna load before this mod)? I'm just getting confused a bit of the numeration in your mod list. Btw thanks for the awesome mods.
@Doom, That is correct, Minor Factions Amplified should be the very last mod in your load order. My suggested mod load order list should be read in descending order, with the lower numbers going lower in the mod load order.
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In that case, they're not really neutral...
First I got attacked by the liaison for no reason, then I got attacked by their agency in EOTW.
I want to love this mod but it's really annoying right now. Probably gonna remove it until fixed.
Why can't you offer a version of this mod without the Highlanders?
When I attacked the holy nation I also drew aggro from some highlanders, which are now hostile to me.
Which wouldn;t be so bad, but they are spawing in Shek towns and attack me on sight. When I defend myself, the Shek attack me. This is rather annoying, I hope the pacifier will solve that issue but that means a bunch of unnecessary traveling time...
The Highlanders are allied to the Holy Nation due to having outposts located deep in their territory. However, the Shek attacking you for for defending yourself does seem unintended. I will have to look into the relations between the Highlanders and the Shek, in order to address them intervening in such situations. Appreciate the feedback.
I am unable to duplicate the issue with Tech Hunter raids.
May I ask, have you tried to refresh your navmesh, by hitting shift+ctrl+f11 simultaneously several times?
The skeleton raids are indeed created by this mod, as well.
The Inhuman Hunters and Holy Nation Outlaws will be receiving a relations update in the next version of my mod. Appreciate your feedback.
Dialogue with created faction leaders is indeed planned and somewhat being drafted before being added into the mod.
I believe you can fix this in the editor by giving HNO negative 50 faction with Inhuman hunters...this makes sense because they are holy order rebels and have lots of different races in the Hub.
Alternatively, you can give yourself positive faction with HNO with the editor....or you can wait for fights and start turning in bounties for them to raise your faction that way.
That is correct, Minor Factions Amplified should be the very last mod in your load order. My suggested mod load order list should be read in descending order, with the lower numbers going lower in the mod load order.
Appreciate the support for my mods.