Kenshi
Reactive World
3,447 Comments
Shidan  [author] 26 Oct @ 4:25pm 
Not beyond their starting positions. They have states that lead to them expanding, and there are ways to push them back into the Fog Islands.

But I don't see any lore friendly explanation for wiping them out, and I try to stick to effects that are reasonable in the lore.
FoxyFella 26 Oct @ 3:24pm 
Sorry if it's been asked already but I just wanna know if you can purge the fogmen?
Shidan  [author] 25 Oct @ 7:03am 
Yes, go ahead. Post the link when it is ready and I will add it to the description. :)
911悍匪 25 Oct @ 4:05am 
can i translat mod in chinese?I will indicate the source
SuperPaçocaAlado 24 Oct @ 10:57am 
Okay, it crashed again. But because of it being an old world. Disabling distant town generation makes it work in new worlds.
SuperPaçocaAlado 24 Oct @ 10:49am 
It worked! Even in an old world of mine, thank you.
Shidan  [author] 24 Oct @ 5:07am 
No. It is just the list of the biggest ones, there are several smaller effects scattered about through the game.

There is currently no comprehensive list of changes, outside of simply opening it in the FCS and looking at the changes list there.
Chaosolous 23 Oct @ 9:25pm 
Is what's listed in the description, a complete list of changes?
Shidan  [author] 22 Oct @ 1:43pm 
Try disabling distant town generation in the options menu. Some users crash from that system, and while my mod doesn't cause the crash, it does add new locations that need to generate distant towns, so it can exacerbate the crashes.
SuperPaçocaAlado 22 Oct @ 1:30pm 
My game crashes with this mod on, does anybody knows why?
PurpleGirafe 20 Oct @ 6:37pm 
I read that there are plans to rebuild the holly nation over sheks right ? is this still on the horizon ?
Bustabee 18 Oct @ 11:36am 
Thank you for that! I appreciate you taking time to answer. Thanks again for the mod, bro! Take care.
Shidan  [author] 18 Oct @ 11:29am 
That's definitely doable. Not really any special mechanics for doing it, but they'll treat you normally like allies, protecting you, healing you, etc.
Bustabee 18 Oct @ 11:15am 
Hey, Shidan! I love your mod, man. Could you answer a question, please? I want to ally and help expand one of the cannibal factions, and planned raising relations by buying/selling cannibals in slavery until 100 relations. Is that possible, or are they hard coded to be antagonistic? Thanks for any help!
Ihmislehma 17 Oct @ 9:40am 
An update! That's exciting!
Shidan  [author] 17 Oct @ 9:09am 
It's done in the currently unreleased update that I've been working on recently. But that update has not gone live yet, I still have more overrides I want to make for it first.
Sad Cat 17 Oct @ 4:12am 
Decided to do another play through of Kenshi and this mod has always been a must have for me. Just a quick question. You mentioned eventually making it possible for Hub to be rebuilt under the Holy Nation at some point. Is that possible yet or still in the works?
Shidan  [author] 16 Oct @ 6:24am 
Both. Their society completely falls apart, and also many fall into depression and madness attacking everything they see.
hakangun1122 16 Oct @ 2:56am 
so, i captured and killed the hive queen, will the hivers collapse or will they just became agressive?
Shidan  [author] 12 Oct @ 8:22am 
I'm not aware of any conflicts anyway. So it's probably mostly fine.
Poised 11 Oct @ 6:28pm 
does this work with hivers expanded?
Shidan  [author] 7 Oct @ 10:38am 
Is the Dust King dead or imprisoned? Tiny Settlement cannot switch until that happens. Otherwise, have you left the area nearby it? Being too close can prevent it from flipping.
SmileyVirus 7 Oct @ 2:23am 
the dust reaver camp at "tiny settlement" wont spawn
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.