Kenshi
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Reactive World
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3.267 MB
10 Apr, 2018 @ 2:10pm
26 May @ 12:13pm
90 Change Notes ( view )

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Reactive World

Description
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 (courtesy of Allusernamesaretaken1234) 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! :)

It IS save game compatible, but requires an import for existing savegames.

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. :)
Popular Discussions View All (62)
1
27 Sep @ 8:12am
Missing Dust leaders causing Hub to not rebuild
mmaatt146
4
2 Aug @ 7:50am
Shek Ruins east of Admag double wall layers
Zal
3
18 May @ 1:10pm
cant find inqusitor Cullen help pls
я кажеца ппаписел
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.