Kenshi
Take Over the World
1,445 Comments
Tintin May 25 @ 6:56pm 
Thanks Lawh
Lawh  [author] May 25 @ 4:19pm 
You should be able to use the Vassal mod, and the Limited mod together to make that a reality. If you run into any issues, please do let me know on one of those mod pages and I'll try to get a chance to have a look at it.
Tintin May 25 @ 3:59pm 
Hi Lawh, is it possible to use multiple versions of the mod, so i can take over a ruin and tax big cities??
Lawh  [author] May 25 @ 4:27am 
I don't think they do unless the game itself has a system like that. Success is simulated through dialogue though, where sometimes you get less money from taxes than at other times.
ֆֆ Fall May 24 @ 7:20pm 
in vassalize over the world, do the hostile factions raid your vassalage? like the town you took over?
Lawh  [author] Apr 23 @ 4:33am 
You can try the "Vassalize Over the World" version of this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2013202182
ֆֆ Fall Apr 22 @ 10:03pm 
Hi Lawh, is it possible to keep the people inside of the town after you take it over? Like the town regenerates with your new fief?
Lawh  [author] Mar 21 @ 10:02am 
In Vanilla, some towns are taken over by other factions by default if you kill certain people. Not all towns are open to this mechanic, but some other mods I'm sure add a lot of different takeovers.

In this mod, the towns will behave as your own, so caravans and such will visit.

In the vassal mod, you can't build anything inside the towns, but they will be taken over by your vassal faction and the towns might change a little but should have civilians and shopkeepers. There is also a tax collector that you can visit every now and then and get some money from after you own a town.
HatedSovietLion Mar 21 @ 9:55am 
So, newish to the Kenshi scene, but if I take over a town with this mod and rebuild it all, will that mean that trade and recruits and wanderers no longer come to it, or much less like an outpost? If I still want the city to function and get all the same routes and stuff as before (woud vassalize be the way to go instead)?

Is it also possible to take it over and give it to another faction or is it more of a "You take it and you are the faction that owns it"
strangegarrett Mar 3 @ 12:42pm 
No problem, I'm a simple tester. So far its been working for me and It works well enough with Living World mod. I kept the Hub and stack after killing seto but shek took badteeth. When I didnt have the hub first sheck took the hub and bad teeth I just couldnt retake the hub. Far as I tested because thats the last little lore I want for my holy nation takeover haha Reactive world wont work because it does odd stuff with already doubled up settlement placement
Lawh  [author] Mar 2 @ 10:08pm 
If you found a solution to that problem it will help a lot of people, so thank you, my friend, on behalf of everyone.
strangegarrett Mar 2 @ 9:43pm 
haha I didn't realize I could start a discussion. but I did one now, I might do another test with living world mod and reactive world mod because I think it could work with this method. the dupes only come from loading in a town you are at and own. even without any other mod this dupe still happens. Awesome mod and Cheers !
Lawh  [author] Mar 2 @ 4:30pm 
If you want, you can put all of this into a new discussion because it might get lost in the comments and it seems to be pretty important.
strangegarrett Mar 2 @ 4:12pm 
7) FIXED if you want to give up a settlement you can! just save and load at that location which will duplicate it. you can still work out of it just wont be able to build or get raids there. if you do this though every settlement that you own that has people will also dupe so you would need to run them out of there first. harder late game
strangegarrett Mar 2 @ 4:06pm 
---HELPFUL GUIDE FOR THIS MOD------
Hey Lawh, First off amazing mod. I have a ton of hours on kenshi and this was the missing link for me.


I did some hardcore testing this mod solo and want to help anyone who might have problems.
I don't know code but I have a work around to make this mod run smoothly, even with my other mods.

I ran the test start for a takeover of the holy nation.

1.) You have to run a good distance away with everyone and come back to take over the town after killing the TOtW leaders or heads of towns. if you go into the mod editor for this mod you can see who is assigned leaders to the towns so I wont do a list haha.

2.) DUPLICATION!! to make this mod work you need to ONLY!! save and Load game at a town you do not control. THIS IS A MUST. if you don't and you go in to shift+f12 you will see two town settlements and you wont be able to build. Go back to a save at a person in a town you don't own.
strangegarrett Mar 2 @ 4:06pm 
3.) I was able to take over everything in the holy nation besides Holy farm II, Holy mine V, Okrans Fist, And Blister Hill (but I have taken blister hill on a different test idk might of botched it) These are the important places to make this mod work though. you can still hold out and make that your SAVE and LOAD spot so you don't DUPLICATE. Or keep a guy at the hub bar but don't take it over. just a no outpost place to save and load into the game. Save scumming is a little harder but just always save and load at a non outpost haha.
strangegarrett Mar 2 @ 4:06pm 
4) The holy mines, narkos trap, bad teeth, the military bases and stack gave me lower servant recruits in squads and vassel TOtW bodyguards, civilians and plastic surgeons. they are their own faction with rep. Couldn't recruit them recruit everyone mod. not sure who all gets them and sometimes it didn't get them my first visit, didin't dig into this part as much.

5.) Sometimes I couldn't see inside buildings but a Save and LOAD at your SAFE not owned settlement fixed this. if you do duplicate your town on re load because you did it at your owned settlement all settlements that you own with people at them will be duplicated and bugged building. go back to safe load. or you can try to move everyone out of the dupped town then save and load at the safe spot and then run those people back to the town and take it back. the leaders shouldn't be there. Didnt test much but did once.
strangegarrett Mar 2 @ 4:06pm 
6.) Sometime on a new save and load some places that didn't have people at them forgot i visited them but running back re-puts them into your settlements. no killing leaders again.

7.) if you want to give up a settlement

8.) This worked really well with a holy servant or slaves start trying to re take the holy nation but if you want to try other locations just run the test start and sor make it so you wont get raids there then you can! by oddly enough duplicating the town by doing a save load at the location. but just know that if you do this you need to run everyone out of every settlement you own or they will also dupe so its harder to do late game. you can still operate out of these places you just can only build inside and wont get raids.
strangegarrett Mar 2 @ 4:05pm 
9.) I run no big overhaul mods but I think this will work with things live living world and reactive world so long as this is loaded below them because the town dupping happens in this stand alone mod ONLY WHEN YOU SAVE AND LOAD AT THE TOWN YOU OWN. just the other world states wont trigger a take over because you own that town. same way shek didnt take stack or bad teeth because I already owned them. Also if you ever import the game it will bring back all the leaders of the settlements again. I did this accidentally and didn't test it again.
Lawh  [author] Feb 20 @ 12:46am 
When a town is yours, you should be able to do whatever you like with it. It should like it's the town duplication issue and it happens usually when another mod is creating the town you captured again.
Stebbi \[T]/ Feb 19 @ 2:48pm 
Hey, I'm trying to take over Heng. I did but I'm struggling really hard.

My question: When I take over a town, do the interiors stay or will the houses be empty?

If they are empty, Can I not edit the interior with the in-game editor? It does not seem to allow me to do that.
Lawh  [author] Jan 20 @ 7:17am 
No worries.

It's probably that mod that adds stuff into the town. You might have to wait a few in-game days for things to settle down in the save but not sure.
Shigeruchi Jan 20 @ 7:08am 
Sorry to bother you again, Ive beenfiddling with my game and trying to find cause of the issue. I never touched the name of the outpost (southern stone camp) and after reviewing all my mods and the objects in the outpost with the f12 menu, i discovered that there is some clutter (tents sleeping bags barrels) added to the outpost by "City Architecture Total Overhaul" could that trigger the duplication?

I also assumed that in case of the duplication i could "fix" a building by deleting one of the overlapping buildings? However there is only one entity which is my players owned buildings.

I also attempted to place a new building (using f12 editor) assuming that it would not have the same issue, however it also does not allow inside view.

Reading through the comments it does not seem like a common issue which makes me suspect its an issue on my side and im not expecting you to fix may game for me, however id be thankful if you could share your two cents about this
Lawh  [author] Jan 20 @ 7:02am 
To be honest I don't remember :D I think the regular attacks will happen, but I don't think there is a way for the old town to spawn back.
Musiczombie Jan 20 @ 1:53am 
do other npc/ factions have the ability to try an take over your or one of your bases?
Lawh  [author] Jan 19 @ 8:14am 
You should try it out for sure. If I failed doesn't mean that you should.
ShUhFP Jan 19 @ 8:05am 
Oh, thank you for your answer! That's a very interesting issue, I was basically thinking to myself whether a compatibility patch would be possible. With what you and the mod author for RW have said, I wonder if a check could be performed, to see and prioritize which version of the town gets spawned, and prevent that double spawning issue. I can see a LOT of time and effort has been put into this project, and I really appreciate both the information, and everything you've done in order to try and let players conquer Kenshi with their own Faction! When I get a chance, I might just try my hand at that code I mentioned, it would probably help with several other mods, too, if it's possible to do.
Lawh  [author] Jan 18 @ 4:12pm 
It's the town duplication issue mentioned in the previous comment I made.

Unless something has changed in the game itself, some other mod is making the town spawn again, when it shouldn't.
Shigeruchi Jan 18 @ 3:17pm 
has it ever occured, that after importing its no longer possible to look inside the buildings exclusively of the captured base? Its still possible to zoom closely into the building to see the inside but the roof no longer disappears. The regular fixes (shift f11/12) reloading, leaving zone, all dont seem to work.

all other buildings are fine, his only affects the captured ones
Lawh  [author] Jan 18 @ 1:12pm 
I'm not sure I recall everything accurately anymore.

I think the issue was that the game did not consider the player town as the town in vanilla Kenshi. The game refreshes all towns after a few in-game days, which meant that the vanilla town would spawn on top of the player owned town after a few days. I combated this by making it a toggle. Either the vanilla town exists, or, the player owned town exists. Both can't be true at the same time, as they rely on a single condition.

This then might also mean, that if anything in another mod spawns in the vanilla town, the vanilla town will try to spawn in on top of the player owned one, or, if the town has another town depending on another world state, that town will try to spawn in on top of the player owned town.
ShUhFP Jan 18 @ 10:56am 
So, I'm curious about how this mod conflicts with Reactive World. That mod says it's incompatible with this one, but I'm curious as to what exactly breaks? If I take over a town, will it simply not register as being owned by my faction due to RW, or will RW fail to update town ownership due to this mod? I understand that different mods which affect similar things don't always play well, together, but I can't understand how these two would conflict, unless it comes down to some inability to properly register town ownership.

I want to experiment with the two mods, together. Mess around with load order, etc, to find out exactly what conflicts and why, but I'm hoping that one of the mod creators can properly explain it, better than me just fiddling with the order.
Lawh  [author] Jan 17 @ 3:53pm 
@MESOTHELIOMA
Kill the shop keeper and the TOTW leader walking around.

@macemand
Unfortunately customization of take overs isn't really a fluent possibility due to how the system works. We'll see how modding will be in Kenshi 2.
macemand Jan 17 @ 3:34pm 
I have a question - is it possible to cooperate with the other nations and split the cities, for example i have a save where I am fighting against the Holy Nation together with the Flotsam Ninjas - so is it possible to somehow divide teritories with the allies, like for example they take Rebirth and I take Blister Hill. Would be grateful to know the answer :)
MESOTHELIOMA Jan 16 @ 8:39am 
who is leader of the hub?
Lawh  [author] Jan 11 @ 7:19pm 
The mod can make the game work a bit weird, so sometimes you might have to wait a few in game days for things to settle down.
Xlutch Jan 11 @ 5:45pm 
Nevermind, it's working. I don't know what was up with it but it's workin now. Thanks for the mod!
Xlutch Jan 11 @ 5:43pm 
I think?
Xlutch Jan 11 @ 5:43pm 
I don't also seem to be able to build in the town?
Xlutch Jan 11 @ 5:42pm 
Hey! So I don't think I get how to take over towns and cities. I find that even if I kill the leader (Even the TOTW one) I don't see the town as my own- better yet the town doesn't seem to show as blue. Am I doing it wrong?
Trunkzouu Jan 10 @ 12:12pm 
ok i find a issue aha
Trunkzouu Jan 10 @ 12:09pm 
Hi, with the limited version, do you know if it will conflict with reactive world or living world (I have Kaizo too)
Lawh  [author] Jan 7 @ 2:36am 
So long as they're dead it becomes yours.
Sgt. Beefcake Jan 6 @ 5:22pm 
So the "leader" of a ruin died to some bloodspiders. Does the town become mine, or does it still belong to the faction that previously owned it?
Accusedauthor Jan 1 @ 3:15am 
i killed the leader of the hub, went to squin and returned back but the hub was still under HNO ownership, what have i done wrong?
SteelBlood Dec 22, 2024 @ 3:03am 
Thanks for this. You may want to mention Living World directly as another conflict, since it's another popular mod.
Lawh  [author] Dec 16, 2024 @ 11:23pm 
You can try the vassal mod with the limited version of this mod, which might be closest to what you want.
YeeYeeBoi2000 Dec 16, 2024 @ 5:22pm 
Will this work along side the vassalizing mod? If not it would be really cool if it could. I dont necessarily want to either just vassalize or make all the towns into my "outpost area".
Lawh  [author] Dec 7, 2024 @ 6:31am 
The captured buildings become yours, so the closest you will get with this mod is deleting the buildings. If you want that ruined feel, you might be able to find a mod that unlocks the building of ruins so you can delete whatever is there and rebuild them as ruins, but that isn't automated.
HEİSENBERG Dec 7, 2024 @ 3:25am 
Does this mod allow for the capture of the city, as well as the destruction of the city's houses a few days after killing its leader, giving the appearance of a destroyed city? Capturing a city is not really my thing, destruction and a destroyed city view would be nice.
Lawh  [author] Dec 7, 2024 @ 3:14am 
This mod is stretching the limits of what is possible and functional, so there is very little chance of these two mods working together.

You could try importing changes to a town from this mod into Reactive World and deleting the changes for that town in that mod, but in some cases this mod adds completely new towns and there might be other issues, so it's possible that things would break.