Kenshi
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Reactive World
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10 апр. 2018 г. в 14:10
16 фев в 7:16
Обновлений: 86 (просмотреть)

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Reactive World

Описание
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. :)
Популярные обсуждения Просмотреть все (52)
1
20 фев в 14:18
Driving Fogmen out of fallen HN?
DarthQuell
8
27 авг. 2024 г. в 15:21
Shek Kingdom Randomly attacking?
Napalm
8
19 авг. 2024 г. в 7:57
Crash: Reproducible
jrad
Комментариев: 3 194
Shidan  [создатель] Только что 
@paanstar - This sounds like you have another mod that is also trying to delete and replace generic locations, but didn't use the Unique Settlement Placement system, so it's not compatible with other mods that do the same thing.

The reason for the USP is to increase compatibility, by ensuring any mod that uses it won't encounter these same bugs with each other. But it can't prevent them with a mod that isn't using the system.
paanstar 8 ч. назад 
Update again, sorry: This problem also seems to be happening to the Northern Holy Military Base, which spawns a Shek Kingdom building surrounded by fogmen, which stops the royal fog prince from spawning as his building is overriden by the shek. Importing has not fixed this.
I have a few other mods, but the only ones that could possibly impact world states are Reactive World, Bounty Hunting for Minor Factions (which does not impact HMBs), and Unnoficial Patches for Kenshi (which didn't appear to change HMBs when I checked, but I might have missed something). The only real problem here is that I can't remove fogmen from the area now.
RadCon One 8 ч. назад 
I noticed this most recent patch was applied here, but not on Nexus (last update in 2022), is that intentional?
paanstar 10 ч. назад 
Update: It seems like this issue is happening to a bunch of cannibal villages, where two villages are spawning on top of each other.
paanstar 11 ч. назад 
They have control of both the most east and most west cannibal villages in Darkfinger. The East village keeps spawning them in alongside other cannibal factions (first it was the broken fingers, now its meat lord's horde)
paanstar 11 ч. назад 
The Bone Eater Tribe has control of two cannibal villages? I don't know how that is possible
Vegetable 26 фев в 1:33 
when i killed tora, the shek kingdom reclaimed the shek ruins, but it is still called shek ruins. just wanted to know if you just cant rename it or if you might have just missed it.
mykomark 25 фев в 7:20 
Not sure if it's RW fault, it can be other mods - patches messing up.
mykomark 25 фев в 7:05 
Getting Fishing Village dublication bug. Usually this Fishing Village map icon opens with <Map of the United Cities (Central Territories)> but now this Fishing Village getting his own map (like in vanilla Kenshi without RW).
Getting this bug for some weeks now.
Ironhelm 19 фев в 21:25 
will you be adding the "holy nation conquest of the Shek" the description mentions? i ask mainly because I've been using this mod when i play occasionally for literal years now and that description hasn't changed