Kenshi
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Reactive World
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3.267 MB
Apr 10, 2018 @ 2:10pm
May 26 @ 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://steamcommunity.com/workshop/filedetails/discussion/1358096888/1751275426754338654/

Russian Translations:
https://steamcommunity.com/sharedfiles/filedetails/?id=1671699248
https://steamcommunity.com/sharedfiles/filedetails/?id=3147046168

Spanish Translations:
https://steamcommunity.com/sharedfiles/filedetails/?id=2916232645
https://steamcommunity.com/sharedfiles/filedetails/?id=3024492726

Ukrainian Translation:
https://steamcommunity.com/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 (56)
2
Jun 19 @ 8:07am
Hub will not rebuild
doodirzy
3
May 18 @ 1:10pm
cant find inqusitor Cullen help pls
Читаю книги Озона
3
Apr 30 @ 3:34pm
Help with Changing NPC's Status
Nyx35
3,330 Comments
Shidan  [author] Jun 16 @ 3:07pm 
That's up to you. Reactive World focuses on world state effects. While Genesis is far larger in its scope, touching virtually everything. Reactive World is mostly compatible with other mods, only having major issues with other world state mods. While Genesis should generally be used with almost no other mods.
Mad_House Jun 16 @ 1:17pm 
Is it better to play with Reactive World or Genesis?
DonnagerTV Jun 13 @ 8:10am 
Peak mod :beeped:
Shidan  [author] Jun 11 @ 3:47pm 
@TeamSesh666 - You don't. Even in vanilla they are intended to raid you forever after defeating their kingdom, I didn't change this. By defeating their leaders, you've set yourself up as the ultimate challenge in their culture, so their raids will not end. Same reason why they go after the Bugmaster all the time.
Shidan  [author] Jun 11 @ 3:45pm 
@Puggly the Grey - Maybe? Depends on how they made their mod. Not gonna crash or anything, would just not spawn certain things if they're not. Or have weird overrides at times.
Shidan  [author] Jun 11 @ 3:43pm 
@The Bloody Lady - There is not. The description covers the basics, anyone can open the mod in the FCS to get the exact details in the changes list.
TeamSesh666 Jun 11 @ 2:14pm 
So i destroyed the shek kingdom, but the hub is still active and sending raids. Any Idea how to get them to stop? besides killing every resident there? I already got rid of the Npc that spawns there from this mod
super Marisa Jun 11 @ 12:31am 
This is the bitter fruit i have reaped myself
Puggly the Grey Jun 10 @ 7:12am 
Is Ashen Hive compatible wif dis mod? :doge:
Kratom crazy Jun 7 @ 3:11pm 
Can't believe this mod is still getting updated. Good fucking job