Kenshi
Reactive World
3,390 Comments
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.
Shidan  [author] 30 Aug @ 3:06pm 
That's very odd. Never heard of that before. Who are you turning in specifically? And what is her dialog at the time?
syn77379 30 Aug @ 2:41pm 
is there any way to fix how often moll goes missing? she seems to disappear for every inquisitor i take, and require an import to return.
syn77379 30 Aug @ 12:49pm 
Thank you!
Shidan  [author] 30 Aug @ 9:20am 
It does have overrides for Fort Simion, but nothing involving Yabuta there or Simion's disappearance.
syn77379 30 Aug @ 9:07am 
does this mod touch on simion/fort simion and the yabuta issue at all?
Shidan  [author] 28 Aug @ 8:59am 
Very unlikely. Expect lots of issues with residents not filling out buildings properly, and possibly doubled buildings in some cases.
El 28 Aug @ 8:57am 
is this compatible with ultimate cities?
螳官 27 Aug @ 5:47am 
I tried using the two mods, Kaizo and Reactive World, together. I didn’t notice any obvious conflicts, and there have been no crashes so far. However, I also haven’t clearly felt the changes brought by these two mods—maybe I just haven’t played deeply enough yet.
Puggly the Grey 24 Aug @ 9:45am 
Does dis mod make le southern hive queen look kinda similar to the South Hivers? :doge:

Cause in my current playthrough, she’s salmon colored, like le rest of le south hive, but none of my other mods should be affectin’ her. :nkGhost:
kai 20 Aug @ 7:55pm 
Anyone know if this is totally incompatible with kaizo?
masternetra 20 Aug @ 7:05pm 
Is this compatible with Interactive World? On their "KNOWN BUGS / BUG REPORTS / TECH SUPPORT - v2.0+ " discussion it's listed as "Probably" but nothing from anyone saying one way or another.
Overlord 19 Aug @ 6:04pm 
Thank you @Lordrodent
[41st]McDank 19 Aug @ 5:28pm 
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 )