Kenshi
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Reactive World
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10 апр. 2018 г. в 14:10
30 мар в 13:04
Обновлений: 82 (просмотреть)

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Reactive World

Описание
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.

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 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. :)
Популярные обсуждения Просмотреть все (48)
6
26 мар в 11:05
Shek Kingdom Randomly attacking?
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14
1 июн. 2023 г. в 22:52
Issue with missing NPC and Character Spawner
Chadders
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9 фев. 2023 г. в 8:15
Crash on load/import/new game
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Комментариев: 2 962
paanstar 18 апр в 20:38 
I do not have NWDM. I do have legendary weapons, but I haven't had issues with that. The only other mod I have that impact the dust bandits (at least, that I know of) is the bounty hunting for minor factions mod, which does add bounties to certain dust bandits, but I haven't had any trouble with it.
Thank you for the mod order advice I haven't modded at all in a while before picking up Kenshi.
Shidan  [создатель] 18 апр в 6:04 
Do you have NWDM? I know it edits the Dust King's world state, adding new conditions to it. It has been known to interfere with my Dust Bandits in the past.

As a side note, not related to this issue, but if you have my tweaks mod it should be at or near the top of your load order, not near the bottom. It's a compilation of minor changes, and will not completely break if something from it gets overridden, but if it overrides another mod that mod could easily completely break.
paanstar 17 апр в 20:53 
Is there any reason that the dust bandits faction would return? Not dust reavers/raiders/hunters but the normal dust bandits? because they've spawned back into the world for some reason after the most recent import. Reactive world is almost at the bottom of my load order (just before your tweaks mod, two animation mods, and attack slots x2)
Shidan  [создатель] 17 апр в 5:36 
In the past it used to be the case that while they were incompatible, the worst that would happen is world state issues. Nowadays though, Genesis is violently incompatible with many mods, and is likely to crash your game if used with them.
HoldUpItzaPanda 17 апр в 1:53 
so ive seen alot of people who use genesis and reactive together and says it works? is this now the case or is that just some people trying to troll me to use em both together now?
paanstar 14 апр в 19:03 
After two imports (the first one didn't work for whatever reason, and was why I assumed importing wouldn't fix it) it switched back to the fogmen and seems to be working properly fully now. I have no idea what caused this, but the mod is great and this is the only issue I've had with it. Thank you for keeping this active!
paanstar 9 апр в 16:00 
Very strange, I have other mods but none of them change world states to my knowledge. Sorry to bug you.
Shidan  [создатель] 9 апр в 11:27 
@paanstar - I've checked the FCS, I've tested all the overrides again, it's working fine on my end. No clue how the Shek took the second one if Moll is okay, unless you've got some other mod changing the world states.
Shidan  [создатель] 9 апр в 10:56 
Ah, yeah there's not really gonna be any avoiding that. If two mods edit the same cell they are gonna have issues, and the mods wouldn't likely be compatible anyway given all the resident changes.
Caladbolg 9 апр в 10:51 
Ultimate Town Cities Merge, should be in popular