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/

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 (64)
2
Nov 9 @ 5:04pm
One of the dust factions isn't spawning their settlement
A Simple Pigeon
4
Aug 2 @ 7:50am
Shek Ruins east of Admag double wall layers
Zal
1
Oct 7 @ 10:56am
i cant get inquisitor tavos to spawn.
Dat Weeaboo Kid
3,473 Comments
Nidabutt 14 hours ago 
Oooh awesome, okay I'll give that a download right now, thank you!

Hopefully it doesn't touch the little storm house I bought...
Shidan  [author] 14 hours ago 
Overrides do not lose player buildings, so I would assume it would be fine unless the author did some weird stuff.
Nidabutt 14 hours ago 
I was just eyeing that, I'm a bit worried my house will get deleted when the world state changes now though, is that how it works, or will the player house remain as it is?
Melooo 15 hours ago 
https://steamcommunity.com/sharedfiles/filedetails/?id=2852160026
This one fits quite nicely with Reactive World I think, even gives you a path to buy Mourn if you're insanely rich.
Nidabutt 15 hours ago 
Awh shame, thank you for replying so quickly though. I'd love to see a way to save the town, I just spent the past few hours fighting off what I swear must have been 30-40 skin spiders, 15-20 beak things and an elder beak thing to top it all off... Just so that half the town can die anyway. :steamsad:
Shidan  [author] 15 hours ago 
I do not currently touch Mourn. It is something I am interested in doing at some point though.
Nidabutt 15 hours ago 
Just settled in Mourn and I'm curious if Reactive World has anything in regards to world states for the city? I noticed some of the ruined buildings can't be purchased and I wonder if that's due to a mod (I think this is the only one I have that could affect Mourn.) Hoping I can do something to help them out, but I haven't been able to find any info as to whether this mod affects Mourn or not yet.
Shidan  [author] Nov 12 @ 6:27am 
If you want a breakdown of how this system works, go read the wiki.
https://kenshi.fandom.com/wiki/Artifacts
Shidan  [author] Nov 12 @ 6:25am 
The items don't shuffle in vanilla, because the game's seed is static. Changing the possible spawns of items does shuffle them though.

Rerolling with the same setup will always produce the same results if the seed doesn't change, so rerolling with vanilla only will produce one set of items, and rerolling with the mod will produce another set.

But those two sets are the only ones that will spawn with those combinations.
Mako Nov 12 @ 6:22am 
You are trying to convince me of some nonsense. The items are already distributed throughout the world. A specific list of items is already assigned to each ruin.