Kenshi
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Reactive World
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3.079 MB
Apr 10, 2018 @ 2:10pm
Aug 31 @ 10:11am
76 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 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.

-(Coming Soon(tm)) Rebuilding the faction of Deadcat and reclaiming the Cannibal Plains after they've been cleared from cannibals.

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! :)

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 patch for Recruitable Prisoners: https://steamcommunity.com/sharedfiles/filedetails/?id=2278137860

Compatibility patch for Universal Wasteland Expansion: https://steamcommunity.com/sharedfiles/filedetails/?id=2294351886

Patch for Distant Towns: https://steamcommunity.com/sharedfiles/filedetails/?id=2427662730

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://steamcommunity.com/workshop/filedetails/discussion/1358096888/1751275426754338654/

Russian Translation:
https://steamcommunity.com/sharedfiles/filedetails/?id=1671699248

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 (30)
2
Nov 19 @ 8:05am
Southern Hive Question [Spoilers]
Wiley
44
Aug 30 @ 5:03pm
Wiping Out The Holy Nation
creepy-streaker
7
Mar 20 @ 3:35pm
Is there a list of all features?
Kristian37
< >
2,167 Comments
Shidan  [author] 3 hours ago 
@MasterOfUnicorns - I'm not aware of any conflicts, and the author of the mod seems to think it's probably fine.

@Spell13 - I don't believe there are any conflicts with those mods, no. Might be a minor one with Cannibals Expanded, in that my custom cannibal chiefs probably won't be in line with that mod's changes, but that's small.
Spell13 7 hours ago 
Hello guys,
I hope someone can help me to understand if this mod is compatible with any of the following:
Cannibals Expanded, Shrieking Bandits Expanded, Hives Expanded, Crossbow Expansion and Enhanced Shopping Economy? Thank you in advance!
MasterOfUnicorns 19 hours ago 
Sorry if this has already been asked, but is this mod compatible with A Forgotten World?
Shidan  [author] Nov 20 @ 4:51pm 
Your own property should never get reset when a town overrides, for any town. There used to be a bug where it happened a lot, but that has long since been fixed.
Azrael Nov 20 @ 3:54pm 
I'm using Hub as my main base and I'm pouring a lot of resources into it, so before I go much further if the Shek Kingdom takes the area are my houses going to be overwritten like what happens when ownership of other towns changes?
Negative Ramos Nov 18 @ 5:36pm 
@Leinadoje Flotsam Ninjas is the normal vanilla world state when killing blister hill with moll alive
Leinadoje Nov 18 @ 6:29am 
I use this mod along with Living World, it's been a staple for me in all my playthroughs but I had to uninstall after I destroyed the Holy Nation and the Flotsam Ninjas of all people took over Blister Hill despite the fact that I'm allied with the Shek.

I wish there was a way to keep that from happening because otherwise this mod is perfect. The Flotsam Ninjas are cringe.
PaddeMcnasty Nov 12 @ 4:02pm 
I have tried, works perfect now, thanks Shidan!
PaddeMcnasty Nov 12 @ 4:00pm 
I dont think i am, i'll try, thanks!
Shidan  [author] Nov 12 @ 3:55pm 
Are you in experimental build? UWE requires experimental to work.