Kenshi
Reactive World
3,424 Comments
Litrox 2 Oct @ 9:52am 
Is there a list of all the world states this mod adds or modifies? The description lists the notable changes, but I'd like to know if there are more
Questforben 1 Oct @ 10:12am 
I figured it out, nevermind! thanks for the response though.
Questforben 1 Oct @ 8:57am 
Not to bother you, since this isn't related to your mod, but is there a way you know of to figure out which mod he's from that doesn't involve sifting through my load order? Like can I open the dev tools and just select him and figure out the mod? Would be grateful for help.
Questforben 1 Oct @ 8:55am 
Huh, weird. Well, thanks for the quick response anyways!
Shidan  [author] 1 Oct @ 8:47am 
Not from this mod actually. The Canhead Exiles are technically from a code perspective the default "Cannibals" faction, so anything just assigned by the base game or other mods to the generic "Cannibals" faction ends up part of their faction.

So best guess is some other mod added that character, used the default Cannibals faction, and so it got renamed to Canhead Exiles in my mod.
Questforben 1 Oct @ 8:44am 
So I went to the ghost town and there's this Meatwrap guy with robot arms. He's with the Canhead Exiles, so I assume he's from this mod. What's his deal? Can't find any info on him, and I want to know if he's interesting enough to keep alive, or if I should just kill him and toss him in a ditch.
Shidan  [author] 28 Sep @ 6:50am 
They should simply be in Admag if the HN hasn't been taken out at all. Vanilla world state move them to Stack if Seta is taken out, and this mod currently keeps that effect, but that is the only circumstance they should move.
Comrade 28 Sep @ 5:48am 
Thank you, Shidan, found him.
One more question. Where can be Bayan and Stone Golem after Bugmuster is killed? Holy Nation lords are free and alive.
Shidan  [author] 27 Sep @ 1:35pm 
The spawner has a camp on an island in the NW. Map is for sale in the Waystations.
Comrade 27 Sep @ 12:26pm 
How to find a character spawner? I can only see word state checkers.
PepperCat 24 Sep @ 5:15pm 
I just came back to where Cullen was and now I see the Fogman took the place. Thanks for the answer! I was just missing leaders from the HN
PepperCat 24 Sep @ 5:03pm 
Aaaaaah that makes a lot of sense now, yeah I just found "High Inquisitor Cullen" and took him, I assume there will be another one in the other Military Base. Gotcha, this helps a lot that it is not an incompatibility but that there are more leaders!
Shidan  [author] 24 Sep @ 4:58pm 
It sounds like you may not have fully wiped out the main HN faction yet. The mod adds several new HN leaders besides the main three, that govern more localized areas. Every town or military base should have one, and until all are taken out the HN doesn't trigger the remnants.

After those are all taken out, then the remnants can start spawning. Which are largely made up of "Strayed Paladins", they'll patrol the area and launch raids on you, until you track down their last strongholds.
PepperCat 24 Sep @ 4:49pm 
If useful data:
I use Shek Kingdom Expanded and Northern UC Expanded from MasterSteve343 with their respective Reactive World patches.
PepperCat 24 Sep @ 4:42pm 
Hello!
First of all, love this mod!
Second, I would like to confirm something to be sure it is not a bug/incompatibility on my side.
In my current I killed Seta, Valtena and recently, the Phoenix, the Holy Nation as faction dissappeared completely from the list of factions, I got the alliance with the Sheks etc like all good, however, in the Military bases I still see the Holy Nation with Paladins, all well armed etc so I wanted to confirm that the "-The HN's last struggles for survival." are not just a bunch of non well armed soldiers, Iinitially when I read it I thought that they were going to be more closesly to Dust Bandits than an actual army.
jckrg 24 Sep @ 8:51am 
Really enjoy the mod ,pretty much a must have now,looking forward to seeing what else you add
TiraboTurbos 24 Sep @ 5:43am 
That... explains it, good to know.
Shidan  [author] 24 Sep @ 5:21am 
Have you left the area with all characters to trigger the world state? A location can't flip while you are nearby, so if you live right next to it you may need to take everyone on a short trip. Should flip instantly once you're far enough away for it yo unload.
TiraboTurbos 24 Sep @ 1:05am 
An HQ building in The Hub? The only intact buildings in the hub(if you don't buy any), are the bar, the shinobi thieves' tower, and a private residence.

I after I got Stack, a group of shek demanded tribute(even though I got the city for them, and I was there first), I settled next to the Hub, So I went and got the bugmaster for them to get an alliance, now I'm looking around the Hub, and I can't find the shek I'm supposed to talk to, I've even scanned through all the ruined buildings... I bought and repaired two houses up by the ninja tower, does that influence anything?
Puggly the Grey 22 Sep @ 2:45pm 
Sorry cliffman499, but I’m afraid I’m gonna has to disagree wif chu here, we don’t actually know where le Fogmen are comin’ from, or why deh’re so numerous, so it wouldn’t really be lore friendly fir dem to be defeat-able. :doge:
cliffman499 22 Sep @ 1:43pm 
Not to be a fucking asshole and tell you how to make your mod, but I genuinely believe it would be neat if it were possible to push the fogmen to extinction. If you were genuinely dedicated to wiping out their princes and groups they should decrease in number. Like having a few unique npcs around the fog islands that if killed will decrease their territory (and maybe even make the fog go away) would be cool. I can't mod shit for fuck so I don't know how possible that would be.
Shidan  [author] 22 Sep @ 6:03am 
The guy to talk to should be in the Hub yes, once the Shek take it. Should be an HQ building that he lives in.
TiraboTurbos 22 Sep @ 12:51am 
I got Stack for the Shek, will there be someone in The Hub that I can talk to? Or do I have to go to one of the Shek cities?
generaldurandal 21 Sep @ 11:39pm 
Thank you <3
Shidan  [author] 21 Sep @ 3:03pm 
You cannot wipe them out, imo it's not realistic to do so given their sheer numbers. They can expand based on certain world states, and can be subsequently pushed back into the Fog Islands, but the Fog Islands themselves can never be cleared of them even with the mod.
cliffman499 21 Sep @ 2:25pm 
Are there any world state changes with the fogmen? Can I wipe them out now?
Shidan  [author] 21 Sep @ 8:27am 
I don't touch the world data of Port North, so my mod should have no effect on any walls or structures there.

And while I don't directly touch Rebirth's world data, I do edit nearby areas and with the way world edits work that's gonna catch Rebirth too. If a load order change seems to fix it, it shouldn't be too big of an issue to simply run with that, that's basically what a patch would be doing anyway.
generaldurandal 21 Sep @ 1:48am 
The mod, North Port Expanded,
is conflicting with another mod.
~
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3572072269
~
You mod shows that it does not have a wall blocking the water.
But in my game there is a wall blocking the water.

This is either from,
Reactive World,
or
Interactive World.
maybe?

How does your mod effect the North Port?
generaldurandal 20 Sep @ 2:08am 
Thank you for your time.
generaldurandal 20 Sep @ 2:08am 
I figured out why Rebirth had 2 layouts overlapping each other.

I moved Rebirthed to the bottom of the Overhaul and patch list,
and it no longer had overlapping buildings.

then I moved it up past certain mods,
and found that it is,
Reactive World,
that also edits Rebirth.

Can you work with the makers of Rebirthed Rebirth,
on a patch so that it works with Reactive World?
Shidan  [author] 19 Sep @ 2:09pm 
That likely is the cause, yes. World state characters are not intended to be recruitable, which is why it is disabled in vanilla. As long as he is okay the game will see the location as owned by the Holy Nation.

It is not a huge problem though, you can resolve it by simply getting rid of him. Remove any items of value and having him go for a swim in some acid, or get eaten by some fogmen or cannibals, etc. When he dies the world state will flip.
generaldurandal 19 Sep @ 1:48pm 
I have recruited Inquisitor Vitahaenli into my squad...

Is that causing the place to not get re populated?

If yes,
i'll have to start completely over...

Can you share with me the mod list you use,
and the mod load order so I can replicate it?
Shidan  [author] 19 Sep @ 6:57am 
Yes, though it depends on the statuses of specific characters, not just the attack of the location. For example with Rebirth there is an Inquisitor found there, named Vitahaenli, if he is killed or captured the location should fall. Being taken by the Flotsam Ninjas if Moll is alive and free, and being taken by the Holy Nation Outlaws if she is not.

If you raid the place and don't deal with the Inquisitor, the Holy nation will simply keep their hold of the location.
generaldurandal 19 Sep @ 12:09am 
Does this mod make it so if a place like "Rebirth" is defeated,
that the place would be repopulated by Holy Nation,
or conquered by another faction?

I have RW installed,
I started a game with it and other mods,
eventually conquered "Rebirth",
and many days later,
returned to "Rebirth",
but it is still empty.
Lioncraft 9 Sep @ 11:29pm 
i just wanna say that i din't installe the mod (am doing it now) but just by reading it it just looks soooo cool and i wanted to tell ya you did a great job there keep going.:beeped:
Shidan  [author] 8 Sep @ 6:02am 
Dud you check a world state checker? You can find them in Waystations. They can tell you who specifically you're missing.
[007]Octopussy 7 Sep @ 11:23pm 
I have some Problems rebuilding the Hub. At first the Bandit Leader in the ruined holy outpost didn't spawn, probably because I had visited it before. An import fixed the situation and the Ogre was happy. However, he now says that the Okranites are still around, even though I have raided every Cicity, military outpost, town and mine. I checked on him after every single one. Since that didn't take, I have captured the Holy Phoenix as well, so the Holy Nation should no longer exist. He doesn't agree. I will import again, but this entire questline seems mighty buggy.
Marcusec 1 Sep @ 12:19pm 
It didn't like Overriding the faction resident list so I did it one by one but everything working as intended now, thanks for the reactive help !
Shidan  [author] 1 Sep @ 11:28am 
I don't believe any of the hive villages have a resident override flag, so either way should work fine.
Marcusec 1 Sep @ 11:12am 
ok perfect ! thanks for the fast answer, my mod is enhancing Hive villages with custom added buildings and custom residents so to make a compatibility patch finally I just need to edit those new instances with my resident list ? Or Perhaps should I just edit directly the faction resident list to auto fill all the villages ?
Shidan  [author] 1 Sep @ 10:52am 
It's for world state control and compatibility. I integrated the Unique Settlement Placement mod, which aids in compatibility if both mods use it.

Basically if a mod wants to control the world state effects in a specific generic location like a Hive Village, they have to make a new Hive Village and replace it. If a mod uses the Unique Settlement Placement mod however, it replaces all of them for you. So if multiple mods use the mod they will be more compatible, since they don't have to replace it themselves.
Marcusec 1 Sep @ 10:46am 
Hello Shidan, I'm working on a compatibility patch for my Hiver mod I'm trying to figure why you multiplied Hive villages instances ? Thanks in advance !
Shidan  [author] 1 Sep @ 5:34am 
Nope, won't break anything. Long as you import. Don't need to reset the dead NPCs or anything, it's just for spawning its new characters.

And the UC do have the capability of taking HN towns. Largely involves fighting the Flotsam and Shek though, as they will take priority.
Entity245 1 Sep @ 3:56am 
sorry to ask but if i kidnapped Pheonix before any other inquisitor, will that break anything? also is it possible for the UC if im allied with them to take over the HN or can only the Shek do that?
UnHappyFatman 31 Aug @ 4:19pm 
Shidan you are my hero, thank you!
Shidan  [author] 31 Aug @ 3:16pm 
This guide covers moving workshop mods to your local mods folder for editing.

https://kenshi.fandom.com/wiki/How_to_move_mods_from_Workshop_to_kenshi/mods
UnHappyFatman 31 Aug @ 3:07pm 
Is there a way to open the mod in FCS? I sorta made my own dust bandit mod but this one overrites it. Or if its possible to make my mod as top somehow? Tried moving mine to the top of the mod list but that did nothing.

I really like what this mod does too alot of the world states but I want to play around a bit with my mods as well :steamsad:
syn77379 30 Aug @ 6:01pm 
no, wasn't that, though i did take it today, so i know where to look for now, but before that, she just disappeared after every inquisitor defeat or kidnap, i even went to the spawner on the island but he cant spawn her, though it said she was fine.
Shidan  [author] 30 Aug @ 5:52pm 
Have you taken out the Phoenix? In vanilla overrides she can move to Blister Hill when the Flotsam take it, and I didn't remove that.

As it's set up, she would likely spawn in the Flotsam Village on import, then when Blister Hill was loaded move there. Could explain it.
syn77379 30 Aug @ 3:27pm 
ah, thats the issue, for every inquisitor i kidnap, she disappears, so i have to import the save, and she acts as though i killed them, but she seems to disappear everytime one goes missing. i was only ever able to turn in one.