Kenshi
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Reactive World
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Posted
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3.622 MB
Apr 10, 2018 @ 2:10pm
Apr 12 @ 4:38pm
96 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.

Not required, but it is highly suggested to run the Kenshi Extension Plugin mod alongside this one. It fixes several vanilla bugs involving world state systems.

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 or Holy Nation, if their forces take territory from each other. Including some dialog (Shek dialog courtesy of Allusernamesaretaken1234) to help guide the player on how exactly to advance from stage to stage of the repairs.

-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.

-Shek and Flotsam eventually rebuilding their conquests from the HN, if all threats are taken out. Turning them into fully functioning towns, instead of remaining half ruined.

-HN reclaiming its lost lands as it pushes its foes out, rebuilding their old ruins, and occupying the Shek Kingdom.

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/

Chinese Translation:
https://steamcommunity.com/sharedfiles/filedetails/?id=3603190595

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 (80)
2
14 hours ago
Tora is missing but world state says she is alive
Mitar334
1
Jun 9 @ 7:09am
Deadcat
_=Keryoth=_
2
May 25 @ 6:26pm
About the Cannibal Capital (Deadcat)
shogo84
3,689 Comments
14 hours ago 
They are strayed paladins. Just built up defenses a bit more.
Shidan  [author]
Jun 9 @ 6:43pm 
Are they raids with full Paladins, Inquisitors, and the like? If so, then you may have missed someone. Or they escaped if you sold them off to NPC factions.

If they are Strayed Paladins, then that's intentional. That's the HN Remnants, who will continue to raid you every now and then until you take out their High Priest who is in hiding.
Jun 9 @ 6:39pm 
The Holy Order is still launching major raids against my base.
Shidan  [author]
Jun 9 @ 6:18pm 
Depends on the faction, but for major ones like the HN, not entirely. Usually the big ones still have a handful of survivors around, that effective act as bandits.

Minor ones can sometimes be wiped out entirely, though not all of them. Depends on the faction.
Jun 9 @ 5:28pm 
Does eliminating a faction remove them from the game?

I have captured/killed all of The Holy Nation Leadership. All of their former towns/farms/mines/Rebirth/etc... have been taken over by other factions (kinda nice). They are still shown in the factions tab (not surprising, but they don't like me), and there is still a bounty on me and my folks.
Shidan  [author]
Jun 9 @ 6:09am 
Not currently. Working on one though, whenever life decides to give me some spare time to do so.
Jun 8 @ 10:08pm 
Is there a complete list of what this mod changed?
Shidan  [author]
Jun 8 @ 5:48am 
Yeah that tool is going to be so damned useful when it comes to NPCs going missing like this.
Jun 7 @ 11:06pm 
Well, isn't that absolutely super incredible handy. After trying several hours with FCS, that took about 45 seconds to fix! Wow!!! :steamhappy:
Jun 7 @ 8:35pm 
If it isn't really there and his platoon is removed entirely from the save then he should spawn back either at HN controlled Stack or the Island with the Spawning Shack.

Recently Lucius posted a tool that could interest you https://steamcommunity.com/sharedfiles/filedetails/?id=3740289989