Kenshi
Reactive World
3,363 Comments
Overlord 22 hours ago 
Thank you @Lordrodent
[41st]McDank 23 hours ago 
Want to do a caveman Holy Nation run does this add anything for siding with them?
lord rodent 18 Aug @ 11:17pm 
@Overlord the pack you mentioned is an entire pack of mods, not one singular mod for downloading. I believe that pack contains both RW as well as Living World, so you'll have to choose between which mod you want :)
-|| Deet Dootus™ ||- [♈] 16 Aug @ 12:20pm 
Any changes to the southern hive? Just dropkicked their queen and she fell dead and now I wonder if there will be any consequences to this?
Shidan  [author] 16 Aug @ 7:31am 
The debug spawner on the island in the NW can spawn the various Dust faction leaders, if they are missing. Or you can import the save, as long as the game thinks the leaders are okay it should spawn them properly after import as long as there aren't mod conflicts involved.
Gingusa 16 Aug @ 7:28am 
yes faction : "reavers" DEAD DEAD DEAD 0 0 0 0 roaming bla bla, but the raiders group was in their base. guess i wont finish the hub or the dust bandits in this save
Shidan  [author] 16 Aug @ 5:14am 
On the map, do the ruins belong to the bandits? And double check there are not two overlapping town icons.
Gingusa 16 Aug @ 2:25am 
ok the raiders seem to be there, but reavers just says roaming pop of 10 but the ruins are devoid of life. are they hiding
Gingusa 16 Aug @ 2:11am 
i think i see the 3 ruins that the 3 dust leaders are supposed to be in but they are empty, maybe because i had already seen them before i killed the dust king?
Shidan  [author] 7 Aug @ 5:37am 
Same answer. Doesn't really matter who is taking it. You either want normal factions taking locations, or this NPC ally faction.
Kirikaze 7 Aug @ 12:08am 
i meant the NPC ally version
Shidan  [author] 6 Aug @ 10:06pm 
Never tried it myself, but supposedly to some extent they are.

Though largely you wouldn't usually want to use both. Normal factions taking locations and the player taking over aren't really compatible concepts.
Kirikaze 6 Aug @ 8:16pm 
i assume its not but its the takeover the world mod compatible with this one?
Shidan  [author] 1 Aug @ 9:56pm 
Better off using something like the takeover the world mod for that. They have an NPC ally version.
l0v3rm4n69420 1 Aug @ 9:05pm 
Would it be possible to add a way to conquer lands? Like if you kill the leaders of certain factions all the members become permanently allied with you?
Shidan  [author] 1 Aug @ 7:46pm 
I touched relatively little in UC lands. Reasoning being that it already has pretty in-depth world states, and the mod's focus was on areas I felt were neglected.

I don't see a logical way the UC remains stable without Tengu being okay. He is an idiot, but he is a symbol of oppression. His death inspires rebellion. If he dies, there will be civil war. If you're fighting on the side of the UC, putting up with the buffoon is required.
shadowblade 1 Aug @ 7:43pm 
Is it compatible with Hive Expanded?
Kirikaze 1 Aug @ 3:44pm 
i wanted to do a UC game but Tengu is so insufferable is there a way to reform the UC in this mod? like if i kill emperor tengu and the nobles without an alliance can i rebuild the UC and make them reach their usual peak or does it just shatter?
【233】Nothing Here 1 Aug @ 9:44am 
Will this MOD change the UC part? I want to know:psiris:

I hope Anti Slavers can occupy Eyesocket:praisesun:
l0v3rm4n69420 23 Jul @ 9:07am 
sweet, thanks
Shidan  [author] 23 Jul @ 6:58am 
Kill the shek before taking on the HN. That will stop them from taking the Hub and starting the rebuilding process. Or at least kill Bayan, as that flings Esata into a rage and she no longer cares about reconstruction.
l0v3rm4n69420 22 Jul @ 11:02pm 
How does the hub rebuilding work? Im at war with all 3 major factions (wanted cool recruits XD) and my base is within camera distance of the hub. I dont want the Shek stopping me from trading there when i decide to kill the inquisitors
Consho 14 Jul @ 5:53pm 
this is compatible with Populated World? ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3127683077 )
fuqkspqmmers 13 Jul @ 11:06pm 
Hello,
Thanks a lot for the mod — it’s really cool! I have a question: I had the Shinobi Enhance mod with the dagger that kills enemies instead of healing them, but suddenly it stopped working for no reason. It only works if I load it after Reactive World. I would like to know: what do I lose or break in the game if I keep loading it this way?

Thanks in advance for your help!
ShadowsFate 9 Jul @ 11:27am 
It would be cool if nations could launch massive invasions or massive wars against you, as in send all their forces.
Shidan  [author] 6 Jul @ 6:16am 
Well, yes he is. He's not intended to be for immersion, he's a debug tool because Kenshi is a game that easily breaks, and putting him at Waystations sticks him in a location that is relatively easy to access no matter which corner of the world you are in.

There isn't really a good place to stick a debug NPC that is easy to access and not immersion breaking.
Kraut Kontrol 6 Jul @ 6:08am 
The World State Checker at Waystation is a bit immersion-breaking, ain't he? Would probably be the first Skeleton new players see and he's just sitting there without comment.
T0a$T3R D. 25 Jun @ 2:21am 
Great , THX for modding:steamthumbsup::MonkeyDLuffy:
Shidan  [author] 22 Jun @ 3:36pm 
Because of the way the game names world states, it can be a bit confusing with double negatives. Those two world states, for Bo and Seto, they are "X is not alive" checks. Which means if true they are dead, and if false they are alive. If they are in your party they should be perfectly fine.

As for Anti-Slavers, I think they're fine as they are. They have a low population, and given their focus on liberation it makes more sense to have them support the peasants and rebels, rather than conquer the towns. Which is what they do, you'll notice several UC towns after the rebels take over have Anti-Slaver HQs.
Cuack cuack I'm a duck 22 Jun @ 2:21pm 
Also, it would be cool if Anti-slavers had a reaction like HN and Shek kingdom, but with United Cities. I mean, you can help them conquest cities
Cuack cuack I'm a duck 22 Jun @ 5:13am 
Hi! I was playing and I instaled the mod after beating Thrall Masters and Dust King . I guess I will need to arrest them again but I guess the unique NPC's I have in my team, hasn't respawn again right? Also, I asked the checker if Seto or Bo were alive and he just said Disactivated so they are dead?
Shidan  [author] 21 Jun @ 10:01pm 
Long as it shows up in your mod list in the options menu, it's running. But if you want another check, head to a Waystation. You'll find a World State Checker skeleton at the bar.
Regdard 21 Jun @ 9:34pm 
Hi, Ive been playing the same game for a few months now and i decide to try the mod but im not sure it is actually working im my game. how can make sure it is working?
Shidan  [author] 16 Jun @ 3:07pm 
That's up to you. Reactive World focuses on world state effects. While Genesis is far larger in its scope, touching virtually everything. Reactive World is mostly compatible with other mods, only having major issues with other world state mods. While Genesis should generally be used with almost no other mods.
Mad_House 16 Jun @ 1:17pm 
Is it better to play with Reactive World or Genesis?
DonnagerTV 13 Jun @ 8:10am 
Peak mod :beeped:
Shidan  [author] 11 Jun @ 3:47pm 
@TeamSesh666 - You don't. Even in vanilla they are intended to raid you forever after defeating their kingdom, I didn't change this. By defeating their leaders, you've set yourself up as the ultimate challenge in their culture, so their raids will not end. Same reason why they go after the Bugmaster all the time.
Shidan  [author] 11 Jun @ 3:45pm 
@Puggly the Grey - Maybe? Depends on how they made their mod. Not gonna crash or anything, would just not spawn certain things if they're not. Or have weird overrides at times.
Shidan  [author] 11 Jun @ 3:43pm 
@The Bloody Lady - There is not. The description covers the basics, anyone can open the mod in the FCS to get the exact details in the changes list.
TeamSesh666 11 Jun @ 2:14pm 
So i destroyed the shek kingdom, but the hub is still active and sending raids. Any Idea how to get them to stop? besides killing every resident there? I already got rid of the Npc that spawns there from this mod
super Marisa 11 Jun @ 12:31am 
This is the bitter fruit i have reaped myself
Puggly the Grey 10 Jun @ 7:12am 
Is Ashen Hive compatible wif dis mod? :doge:
John Marston 7 Jun @ 3:11pm 
Can't believe this mod is still getting updated. Good fucking job
The Bloody Lady 28 May @ 1:20pm 
Is there a list of all the worldstate changes this mod makes in a document somewhere?
RyanS 26 May @ 1:06pm 
Nevermind, figured out how the FCS works (What an interesting system! The residents seem to just populate buildings) so it is intended. In fairness I forgot just how small and crappy bad teeth is by default anyway, lol.
RyanS 26 May @ 12:53pm 
Is it normal for bad teeth to be completely destroyed when taken over by the Shek Kingdom or do I have a conflict somewhere? It has two barracks, a bar, an armour shop and a HQ and that is it. Everything else is ruined. Stack is nowhere near as destroyed so it surprised me that bad teeth is so badly damaged. I tried reading the FCS but I didn't understand the way town overrides work.
Shidan  [author] 26 May @ 12:16pm 
Update is out now. Overhauled the dialog for Shek rebuilding the Hub, thanks to Allusernamesaretaken1234 offering to write up some. Also made slight changes to the Hub and its residents to clean up the town a bit in Shek overrides.
Daichin 26 May @ 8:40am 
Thanks
Shidan  [author] 26 May @ 8:36am 
Very well, with those conditions I will agree for now. Though I expect you will have issues getting permission from some of those other authors. Some haven't been around for years, and unless they give permission in the description there isn't a lot you can do to get in contact with them. Eventually you will likely be forced to either not use the mods, or make it as a patch instead.

That said, you'll probably want to wait to grab my mod until later today, as I'm planning on pushing a patch out today overhauling some dialog from my mod.
Daichin 26 May @ 8:22am 
I'm going to ask you one last time. My goal is to unify major mods like Reactive World, Living World, Kaizo, and many other mods that change faction interactions. Yes, this is ambitious, however I am willing to try to make it happen. It should be said that not all changes from Reactive World will be carried over. So also not all Reactive World updates will have a positive impact on compatibility (maybe in an update you add a override that will already exist). And by making a dependency on your mod, I'm not making my mod a mod, just a patch. A patch that simply adds new changes from other mods. And players will view it that way. If you're wary of repeating your negative experience, I could make changes if you say so. I wouldn't want to make my mod into something negative. So how about giving it a try? I'll make my mod and you see the result. If you're not happy, I'll change my mod according to your opinion, possibly removing it (if necessary).