Kenshi
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Reactive World
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Publié le
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3.247 MB
10 avr. 2018 à 14h10
28 sept. à 17h00
85 notes de changement ( voir )

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Reactive World

Description
This mod is dedicated to filling out the areas left lacking by the dev's world reaction systems. Be it adding effects to locations and factions that got none, or adding more detail to certain vanilla ones.

Now includes a world state checking character in Waystations to help with debugging issues with world states triggering. As well as a character spawner to find those bugged NPCS, map to it also at Waystation bars.

Now uses Rustled's Unique Settlement Placements at its base. This will significantly improve compatibility with other mods that do the same, and should barely affect the user gameplay wise. This is directly merged into the mod (with permission of course), so it is not needed to download the original, though it hurts nothing if you do. Make sure to go give him some love for his work on it! :)

Notable effects include:

-Dust Bandits having a civil war over leadership if the Dust King is taken down. Occupying nearby ruins for their HQs, and starting to have fights in the wilderness with each other. Taking down all the upstart leaders will cause the Dust Bandits to disband entirely.

-Mongrel and other locations falling to the Fogmen in certain conditions. Your actions have consequences, and sometimes the innocent will suffer due to them regardless of your intentions.

-The Western Hive going crazy if their Queen is kidnapped. They will be pushed forward by the sole drive of rescuing her, and will not have any mercy if anyone should stand in their way.

-Rebuilding The Hub under the Shek Kingdom if their forces take either Bad Teeth or Stack from the Holy Nation. Including some dialog to help guide the player on how exactly to advance from stage to stage of the repairs. Plans for rebuilding under the Holy Nation as well, once I get their conquest of the Shek in.

-Cannibals have been separated into up to 17 warring tribes. As each tribal leader is defeated they are absorbed into one of two larger more powerful tribes. If both large tribes reach full power they will launch a massive war against each other. If all chiefs are defeated, only scattered remnants will be left.

-The HN's last struggles for survival. After taking out their leaders you will be met regualr raids from the remnants of the HN, who have gathered around some new leaders of their own in hidden locations. There are bread crumbs out in the world to help you track down these new leaders, and until you do the raids will continue to strike you, no matter where you live. Once you wipe out the High Priest and his men though, the Holy Nation will be gone for good.

-The Shek rebuilding their empire in the event of success in their conflicts. Towns, villages, and outposts sprouting from the ruins in their area, as long as nobody else is around to hinder their work.

If those sound like the kinds of things you'd be interested in, then welcome aboard. Make sure you import when adding to an existing save. Hope you enjoy! :)

Note: You should probably put this mod as low as possible in the load order, near the bottom of the list to ensure it loads last or close to it. Bugs have been known to occur when loaded before other mods that edit world data, due to the nature of how town locations are stored in the files. The main bug has now been fixed by the devs, though it's still wise to keep it low in the load order.


Compatibility patches:
Recruitable Prisoners
Universal Wasteland Expansion
Distant Towns
Recruit Prisoners with Cats

This mod is NOT compatible with Living World. It touches enough of the same things to break several things, and has been known to trigger some of my overrides when they normally shouldn't. Use both at your own risk!

It is also not compatible with Project Genesis, for reasons described in this topic.
https://gtm.steamproxy.vip/workshop/filedetails/discussion/1358096888/1751275426754338654/

Russian Translations:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1671699248
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3147046168

Spanish Translations:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2916232645
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3024492726

Ukrainian Translation:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2903819770

Image courtesy of Taragoth

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. :)
Discussions populaires Tout voir (50)
8
27 aout à 15h21
Shek Kingdom Randomly attacking?
Napalm
14
1 juin 2023 à 22h52
Issue with missing NPC and Character Spawner
Chadders
2
24 juin à 8h17
Own a House in The Hub
Nahtyrra
3 129 commentaires
diamondarcher Il y a 9 heures 
Are you still working on this mod
rusty "front page" sandusky 1 déc. à 15h17 
these are some of the most tasteful changes i have ever seen to kenshi, good stuff shidan. world state checker is brilliant as well.
Bread with a Gun 27 nov. à 9h28 
Ok, thank you.
Shidan  [créateur] 27 nov. à 7h47 
It is mostly the stuff in the description, there are little tweaks here and there to certain world states and overrides that were not worth mentioning up there, but the major effects are there.

If you want a complete list of changes you can simply open the mod in the FCS, and click the changes button to get a list of everything it does.
Bread with a Gun 27 nov. à 7h41 
Is there, like, a list of things this mod does, or is it just the examples in the description?
Laughing Forest 25 nov. à 1h57 
Amazing - thanks for the feedback Shidan
Shidan  [créateur] 24 nov. à 11h36 
@Laughing Forest - I don't see any obvious issues. Looks like that mod is largely dialog based, which wouldn't have any interactions here. If there are some town edits there could be some minor conflicts with residents in a few towns under certain world state conditions, but assuming that modder added variants for all the vanilla overrides it would be fine most of the time.

@Patriot Prime - I didn't really add much to expand them. But in vanilla you can claim much of the SE for them by simply killing the other factions down there. They are often used as a fallback faction for overrides.
Laughing Forest 24 nov. à 9h11 
Patriot Prime 23 nov. à 11h19 
Any way to expand the southern hive? I want to make them into the fearsome Hive super power they where meant to be. Also is there a list of all changes? Thanks a lot!
Shidan  [créateur] 20 nov. à 10h24 
Correct, none of it can be triggered at this time.