Kenshi
Reactive World
3,330 Comments
Shidan  [author] 6 hours ago 
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 8 hours ago 
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
The Bloody Lady May 28 @ 1:20pm 
Is there a list of all the worldstate changes this mod makes in a document somewhere?
RyanS May 26 @ 1:06pm 
Nevermind, figured out how the FCS works (What an interesting system! The residents seem to just populate buildings) so it is intended. In fairness I forgot just how small and crappy bad teeth is by default anyway, lol.
RyanS May 26 @ 12:53pm 
Is it normal for bad teeth to be completely destroyed when taken over by the Shek Kingdom or do I have a conflict somewhere? It has two barracks, a bar, an armour shop and a HQ and that is it. Everything else is ruined. Stack is nowhere near as destroyed so it surprised me that bad teeth is so badly damaged. I tried reading the FCS but I didn't understand the way town overrides work.
Shidan  [author] May 26 @ 12:16pm 
Update is out now. Overhauled the dialog for Shek rebuilding the Hub, thanks to Allusernamesaretaken1234 offering to write up some. Also made slight changes to the Hub and its residents to clean up the town a bit in Shek overrides.
Daichin May 26 @ 8:40am 
Thanks
Shidan  [author] May 26 @ 8:36am 
Very well, with those conditions I will agree for now. Though I expect you will have issues getting permission from some of those other authors. Some haven't been around for years, and unless they give permission in the description there isn't a lot you can do to get in contact with them. Eventually you will likely be forced to either not use the mods, or make it as a patch instead.

That said, you'll probably want to wait to grab my mod until later today, as I'm planning on pushing a patch out today overhauling some dialog from my mod.
Daichin May 26 @ 8:22am 
I'm going to ask you one last time. My goal is to unify major mods like Reactive World, Living World, Kaizo, and many other mods that change faction interactions. Yes, this is ambitious, however I am willing to try to make it happen. It should be said that not all changes from Reactive World will be carried over. So also not all Reactive World updates will have a positive impact on compatibility (maybe in an update you add a override that will already exist). And by making a dependency on your mod, I'm not making my mod a mod, just a patch. A patch that simply adds new changes from other mods. And players will view it that way. If you're wary of repeating your negative experience, I could make changes if you say so. I wouldn't want to make my mod into something negative. So how about giving it a try? I'll make my mod and you see the result. If you're not happy, I'll change my mod according to your opinion, possibly removing it (if necessary).
Shidan  [author] May 26 @ 8:00am 
Depends on the mod. Fixes anyone is free to do with as they please. If I'm just fixing the broken game I don't claim any ownership of the changes.

Faction Caravans is fine, though I don't really suggest it, the system doesn't work well in vanilla which is why I've largely abandoned that mod.

Small convenience mods I also don't really mind being included, they often required like 10 minutes of changes that anyone could do.

If in doubt, it doesn't hurt to ask.
Shidan  [author] May 26 @ 7:24am 
So sorry, but no. I've had bad experiences in the past giving integration permission away to people, so without a very good reason I'm not gonna give permission for such a thing. Not when there are simple and easy alternatives that don't require it.
Shidan  [author] May 26 @ 7:24am 
The load order concerns are a very minor issues imo, the load order rarely actually matters significantly with Kenshi, and in the few cases it does it is mostly handled by the launcher itself telling the player there is an issue. And a patch mod would resolve the majority of remaining issues.

And while full integration may help your development in the short term (which is debatable, since it also makes it harder to separate your changes from the mods you integrated), it also increases your workload long term. Any time one of the mods updates, you'd have to figure out what exactly changed and merge it in carefully, or be left behind on old versions. The workshop is littered with old versions of mods that failed to stay up to date due to integrations like that, especially localization mods.
Daichin May 26 @ 6:49am 
however, this will be less convenient for the players. They will have to adjust the order of mods and, most likely, some will have problems with this. In addition, the main goal of my mod is to combine numerous mods to improve faction interactions into a single convenient and stable mod. I do not agree that a separate installation of RW will contribute to compatibility. Well, besides all this, it would just be inconvenient for development (if I wanted to see a list of changes in FPS, I would have to include your mod separately). So I'm really asking for permission for full integration, not installation as a separate mod.
Shidan  [author] May 26 @ 6:15am 
I'd prefer that if you want to use it, you should make your mod a dependency instead. It would also make your mod more compatible that way.
Daichin May 26 @ 4:43am 
Hello, the author. I'm working on my own mod that globally improves interactions with factions and would like to use your mod to integrate it into my mod. Can I do this? I will give you credit
MbaBey May 25 @ 11:39am 
"As for Deadcat reclaiming the area, that was something I was working on. Never got finished though, so it is not in the current live version."

This is sad. :( But respect. Because we living the real world, lol.

Thanks for this mod Shidan!
Shidan  [author] May 25 @ 10:36am 
No need to respawn the Dust King, or any other unique NPCs. As long as you import (which should be done when adding or removing any mod) it should load up the correct world states just fine, assuming no mod conflicts.
Papo_Chiloni May 25 @ 9:51am 
I think it's been asked before, but to start the civil war, should I import my game to resurrect the King Dust and kill him again?
Shidan  [author] May 16 @ 7:01am 
Hives Expanded yes, as far as I know. I expect more issues from the Diplomacy addon. But nothing like crashes or anything. Just might be lacking the diplomacy dialog and squads in certain locations.
Rizencraft May 16 @ 4:36am 
Is this compatiable with Hives Expanded and Diplomacy for Hives Expanded ?
Shidan  [author] May 6 @ 3:54pm 
The details of how it works are covered here:
https://kenshi.fandom.com/wiki/Main_Menu#Import
Aggressor May 6 @ 1:53pm 
Shidan how exacly work import ? What that option do ? Genesis is ahuge mod and im afraid so I loose many stuff builded around.
Shidan  [author] May 5 @ 3:06pm 
No, he is not from this mod.
ztm0713 May 5 @ 2:49pm 
does this mod have fog king??? i
heathGCF May 4 @ 3:58am 
Cool, thanks for the clarification, Shidan. :steamthumbsup:
Shidan  [author] May 3 @ 9:16pm 
Cannibals cannot be completely wiped out, as imo it doesn't make sense to completely destroy such a numerous faction. Much like how the UC and HN still leave stragglers, there will still be some small weaker groups running around and living in camps.

As for Deadcat reclaiming the area, that was something I was working on. Never got finished though, so it is not in the current live version.
heathGCF May 3 @ 7:58pm 
Hi Shidan. Just wondering if it's possible to completely wipe out the cannibals, and/or for Deadcat to reclaim locations in that part of the map within the town overrides? If not, will the cannibal places become ruins with just roaming squads?
Ajmankawits Apr 30 @ 4:26pm 
Ok, thank you.
Shidan  [author] Apr 30 @ 4:42am 
No. As Esata states in her vanilla dialog, she has no interest in it. So imo it would not be very lore friendly for her to take it.
Ajmankawits Apr 29 @ 11:47pm 
Are there conditions for the Shek to take Blister Hill?
Hodge Apr 29 @ 5:26pm 
yeah i think i overwrote with cities and towns rework and it seemed very scuffed.
Shidan  [author] Apr 28 @ 7:12pm 
Probably pretty bad. The original towns would probably work fine. Any overrides would probably have wildly wrong populations, expect pretty barren towns.
Hodge Apr 28 @ 4:47pm 
hows the compatibility with Cities and Towns rework?
Shidan  [author] Apr 26 @ 10:01am 
As long as you import the save.
Puggly the Grey Apr 26 @ 9:58am 
If I already killed le dust king, will le civil war still trigger? :PugLevi:
Shidan  [author] Apr 24 @ 1:51pm 
This mod only messes with races, it doesn't touch anything else.

With one exception, and that's changing out a bar squad in the HN with a new one, because the vanilla one with races added to its faction causes it to spawn non-humans. So I added a copy that is human only.
Noizeknight Apr 24 @ 1:45pm 
dose this mod mess with vanilla bounties....seem gone now...starvig bandits/dust bandits...none
Usefulbutton0 Apr 21 @ 7:50pm 
If I kill fog princes will that help Mongrel and clear out the fog islands of fog men? also I love your work, thank you for such an awesome mod!
Shidan  [author] Apr 21 @ 5:54pm 
As long as you import.
Five Apr 21 @ 5:32pm 
can this mod me added mid save?
Shidan  [author] Apr 21 @ 8:00am 
Sort of? Obviously all overrides in the Hub from my mod will cease to function if you buy it. And you will not be able to buy the Hub if you trigger any of my overrides first. But beyond that I doubt they would conflict in any major way.
BUSHIDO Apr 20 @ 7:02pm 
can I use this with buying Hub mod?