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Consider the Hub - Both Reactive World and Kaizo add distinct states allowing the Shek to take over, but they have different conditions. If the Kaizo conditions are fulfilled first, then the Reactive World states can't be triggered.
Bad Teeth - both mods add new squads with Inquisitors that govern the town. If there isn't room to spawn both of them, Inquisitor Cyrus won't spawn. But his death is required for the Shek to takeover, and he isn't considered dead if he doesn't spawn, so the Shek state never triggers.
The different Dust Bandit splinter groups won't all be able to spawn since their overrides conflict (same locations, same conditions), so the overrides related to their deaths won't trigger.
Rebirth is one case that doesn't need much extra work to function. Both mods delete the leader of the Holy Slave Processing squad and add a new leader whose death controls the state of Rebirth. One adds a High Overseer and the other adds an Inquisitor, but only the Overseer has to die for certain states to trigger.
Basically, a patch mod is needed to resolve these kinds of conflicts, and it'll take a lot of testing with both mods active to cover every conflict.
I haven't looked closely at Living World in the FCS but there may be world state conflicts. It would be helpful having more people trying these mods together, just be prepared for town overrides to work strangely.
GenMod should be compatible, but I haven't tested extensively.
I suggest loading Hives Expanded after Kaizo to make sure Hivers get the Expanded equipment (some item references are deleted by Hives Expanded, which Kaizo modifies).
If I use Reactive World as well as this mod is it possible for me to make a patch that removes spawns and NPC's added by Reactive World that prevents world states in your mod from triggering; therefore giving world states in your mod priority over LW? I'm assuming a simple deletion in the editor will fix these issues. Then load this patch after both LW and your mod? (I'm new to the editor)
I don't mind situations where either conflicting state can be activated since it adds variety, more concerned where world conflicts completely break if both mods are active.
For example too many spawns possibly preventing the Inquisitor spawning in Bad Teeth mentioned above. Can I just delete the Living World spawns in Bad Teeth to fix the issue? Guaranteeing the spawning of the inquisitor?
Are there any more major conflicts that you are aware of? If it requires too much effort I will simply drop living world from my mod list.
Thanks for all of your hard work, this mod looks like quite the passion project.
Animal Behavior should be loaded after Kaizo. There'll be a few minor conflicts (Cannibal Hunters might have an extra dog, etc.), but there's not much overlap between the mods.
@Schwifty
Removing squads completely would be one approach. If you want to have access to both overrides in conflicting mods, conflicting squads can be set as housemates of another to prevent resident competition, and conflicting overrides can be granted distinct world state conditions to give the player more control over outcomes. It would take some work.
@Kenny
Kaizo doesn't affect those parts of the map yet, it should be compatible. I subscribed to it and I'll test it out when I get a chance. Thank you for mentioning it, it looks impressive.
edit: Patches should be loaded after all the mods they affect, in both the game launcher and editor.
I enjoyed it a lot ,espescially the new interactions with various npcs, however I observed a few things which made me decide to wait on a full playthrough with this mod,for now:
NPC allies healing each other seems very wonky, sometimes they do , sometimes they just walk around wounded after a fight until they die and allied npcs walking by wont heal them either, i guess it has something to do with your ai tweak about not healing during battle?It mostly seems to occur on added minor factions around hub ( black dragon ninjas,white martial arts guys , trade ninjas didnt heal the bartender so he died )
This goes for the slave trader camps as well, slaves try to escape, after they are captured again they wont heal them so they die at camp.
Black dragon ninjas are out of control killing everyone around the hub when their camp spawned.Holy nation outlaws or other minor factions seems to have zero chance.
Tech hunters were ambushed by black dragon ninjas in front of Squin, the gate guard sheks helped the ninjas and not the tech hunters.
I could not find/hire any bodyguards or mercs at several waystations
NPC healing is hit-or-miss in the vanilla game as well, in my experience. Getting it to be more consistent is a general goal of the AI rework. Trade Ninjas at the Hub bar were a specific area of focus. There's still much work to be done, clearly.
Black Dragons probably shouldn't be wiping the Hub for no good reason. There's no loot there and nobody's resisting. Coexistence might work there. While the mod undoubtedly provides a greater amount of random violence, the populations regenerate to a much greater extent and the consequences of bloodshed are diminished (at least until the entire city is wiped).
I have no clue what happened between the Tech Hunters and the Shek but that sounds interesting. I wonder what triggered it.
I'm seeing many mercs at waystations. Yours may be wandering around, or it might be the RNG seed preventing them from spawning.
I wouldnt mind rng overtake of the hub of some faction , but the thing is,with all the fighting when you start a t the hub it becomes very easy compared to vanilla.
I was looting all the dead trade and black dragon ninjas and had 100k cats in no time with good equipped gear from them. Maybe make some of the new faction there hostile from the beginning to the player as well so one has to be more careful?
-Reactive World
-Interactive World
-Living World