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/

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 (57)
3
Jun 28 @ 1:35pm
Shek Ruins east of Admag double wall layers
Zal
2
Jun 19 @ 8:07am
Hub will not rebuild
doodirzy
3
May 18 @ 1:10pm
cant find inqusitor Cullen help pls
Читаю книги Озона
3,342 Comments
l0v3rm4n69420 49 minutes ago 
How does the hub rebuilding work? Im at war with all 3 major factions (wanted cool recruits XD) and my base is within camera distance of the hub. I dont want the Shek stopping me from trading there when i decide to kill the inquisitors
Consho Jul 14 @ 5:53pm 
this is compatible with Populated World? ( https://steamcommunity.com/sharedfiles/filedetails/?id=3127683077 )
fuqkspqmmers Jul 13 @ 11:06pm 
Hello,
Thanks a lot for the mod — it’s really cool! I have a question: I had the Shinobi Enhance mod with the dagger that kills enemies instead of healing them, but suddenly it stopped working for no reason. It only works if I load it after Reactive World. I would like to know: what do I lose or break in the game if I keep loading it this way?

Thanks in advance for your help!
ShadowsFate Jul 9 @ 11:27am 
It would be cool if nations could launch massive invasions or massive wars against you, as in send all their forces.
Shidan  [author] Jul 6 @ 6:16am 
Well, yes he is. He's not intended to be for immersion, he's a debug tool because Kenshi is a game that easily breaks, and putting him at Waystations sticks him in a location that is relatively easy to access no matter which corner of the world you are in.

There isn't really a good place to stick a debug NPC that is easy to access and not immersion breaking.
Kraut Kontrol Jul 6 @ 6:08am 
The World State Checker at Waystation is a bit immersion-breaking, ain't he? Would probably be the first Skeleton new players see and he's just sitting there without comment.
T0a$T3R D. Jun 25 @ 2:21am 
Great , THX for modding:steamthumbsup::MonkeyDLuffy:
Shidan  [author] Jun 22 @ 3:36pm 
Because of the way the game names world states, it can be a bit confusing with double negatives. Those two world states, for Bo and Seto, they are "X is not alive" checks. Which means if true they are dead, and if false they are alive. If they are in your party they should be perfectly fine.

As for Anti-Slavers, I think they're fine as they are. They have a low population, and given their focus on liberation it makes more sense to have them support the peasants and rebels, rather than conquer the towns. Which is what they do, you'll notice several UC towns after the rebels take over have Anti-Slaver HQs.
Cuack cuack I'm a duck Jun 22 @ 2:21pm 
Also, it would be cool if Anti-slavers had a reaction like HN and Shek kingdom, but with United Cities. I mean, you can help them conquest cities
Cuack cuack I'm a duck Jun 22 @ 5:13am 
Hi! I was playing and I instaled the mod after beating Thrall Masters and Dust King . I guess I will need to arrest them again but I guess the unique NPC's I have in my team, hasn't respawn again right? Also, I asked the checker if Seto or Bo were alive and he just said Disactivated so they are dead?