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Universal Wasteland Expansion - War Campaigns Fix
   
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16 Jan, 2024 @ 10:02pm
21 Feb, 2024 @ 9:48pm
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Universal Wasteland Expansion - War Campaigns Fix

Description
This mod fixes the infinite vengeance campaign present when you eliminate the leader of a minor faction. The vengeance campaign should only happen after the death of the minor faction's leader ONLY ONCE, despite imports. However, there is a bug in UWE wherein the vengeance raids will come some days after the original, and also the vengeance raid happens again after an import. This mod fixes that.

By the way, this mod also fixes the wrong worldstate requirements for Dune Renegades allied campaign. It does not depend on Narko's Disciples now, but is rightfully for Dune Renegades alliance. Credits to Mastero @Steam for his/her comments.

How to use:
1. Trigger the vengeance raid of a faction.
2. Defeat the vengeance raid and eliminate the leader of the raid.
3. Profit. The vengeance raid should never happen again.

Explanation:
The original vengeance raid in Kenshi involved the Anti-Slavers Jonin Assault as retaliation to the elimination of Tinfist. That raid involved having special leaders (Jaegar, Grey, and Bo) which are requirements for the campaign to be run. If they are not present, the campaign is essentially finished. That logic is just applied to all the other vengeance raid introduced by UWE.

It should be noted that special leaders should have their own "dummy squad", so that they will spawn in-game.

Notes:
If Treadlightly77 will incorporate this bugfix into the mod itself, whether as it is or as a different implementation, please feel free to do so and I may take down this mod if the bugs are indeed fixed. However for others, please do not claim this work as your own. This fix still took significant time and effort due to the scale of factions in UWE.

Please feel free to comment for concerns about this fix. Factions in UWE are elaborate so in case I missed something, please mention in the comment section.

Credits to the preview image goes to Treadlightly77

Thank you very much.
28 Comments
Scar 2 hours ago 
Okay I figured it out, for anyone else who wants to turn off the endless raids after kidnapping and turning in bounties heres what you do (FCS knowledge required), head to the workshop folder for UWE, make a backup of the mod file first, then open it up. Search for kidnapped) or kidnap) to find the world state trigger of the faction leader you kidnapped then for the normal one (or the trigger one, turn off both if you want to be extra careful), then delete the victory loss bit, this should make it so the wrath only attacks you once and then never again, and you can then assume the faction is defeated (or too busy in chaos to come and fight you). Ive tested this and the only error is that in the faction screen it just says the faction name forever now, but no more events, see it as a memorial to the faction you wiped out.
Scar 10 Jul @ 5:48pm 
dont think this works if you imprison them instead of killing them, I have no idea how the FCS code for this shit works
Mr-Julix 6 Jul @ 2:05am 
It doesn't work or I don't know if this fixes it, but I have like 5 factions that even when I eliminate them, they keep sending me revenge raids saying that I have kidnapped their leader and I can't find any solution.
Kieve 3 Jul @ 2:24pm 
just defeated the vengance raid by the hill marauders and another 15 day timer just got set for another raid to happen
Dr. Igor Dolvich 26 Nov, 2024 @ 1:16am 
Personally I prefer how this mod works it out, where it might be a relatively large retaliation squad to avenge their Leader, but once they're defeated it could be assumed the whole faction wipes out (which plays along with the world state changes that take place). I suppose just roleplay it out with some kinda head cannon lol :cactusrum::beeped:
Dr. Igor Dolvich 26 Nov, 2024 @ 1:16am 
@Crazy_Barks

Like @Chaste said, the game has somewhat limited functions in the mod tools, so some things have to be kinda convoluted. Most things are just abstractions in Kenshi, due to the engine limitations. There's not really a way for the NPCs to know specifically *where* the leader is at (imprisoned) or simply alive/dead (essentially a binary 1 or 0) for various world states.

You could probably make a very complex dialogue package (how these raid events mostly fire, which shows that it's mostly limited to whatever is available for the various Dialogue Package attributes), but it wouldn't be very worthwhile in my opinion. Most World States just function as if the leader is either dead/alive/imprisoned and it goes from there.
Chaste  [author] 25 Nov, 2024 @ 7:04pm 
That's how it works in Vanilla , as world states are defined as either well or not well. Well = Alive, while Not Well = Dead, but also Not Well = Imprisoned.

If a leader is dead or imprisoned, the game assumes it was the player who caused the killing/imprisoning. In response, the world state for that specific leader = Not Well, leading to the campaign raid to the player's base unless the player does not have a base or the player's base is outside the range of that faction's campaign raids.
Crazy_Barks 25 Nov, 2024 @ 4:27pm 
I understand the thought process of if the leader is captured at YOUR base but I turned the bounty in, why are they raiding me?
Dr. Igor Dolvich 29 Feb, 2024 @ 10:02am 
Thank you for this :cactusrum:
Bones 21 Feb, 2024 @ 11:14pm 
Seems to be working great so far, no repeated raids! Thanks for the help and great mod!