Kenshi
Reactive World
3,339 Comments
ShadowsFate 9 Jul @ 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] 6 Jul @ 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 6 Jul @ 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. 25 Jun @ 2:21am 
Great , THX for modding:steamthumbsup::MonkeyDLuffy:
Shidan  [author] 22 Jun @ 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 22 Jun @ 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 22 Jun @ 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?
Shidan  [author] 21 Jun @ 10:01pm 
Long as it shows up in your mod list in the options menu, it's running. But if you want another check, head to a Waystation. You'll find a World State Checker skeleton at the bar.
Regdard 21 Jun @ 9:34pm 
Hi, Ive been playing the same game for a few months now and i decide to try the mod but im not sure it is actually working im my game. how can make sure it is working?
Shidan  [author] 16 Jun @ 3:07pm 
That's up to you. Reactive World focuses on world state effects. While Genesis is far larger in its scope, touching virtually everything. Reactive World is mostly compatible with other mods, only having major issues with other world state mods. While Genesis should generally be used with almost no other mods.
Mad_House 16 Jun @ 1:17pm 
Is it better to play with Reactive World or Genesis?
DonnagerTV 13 Jun @ 8:10am 
Peak mod :beeped:
Shidan  [author] 11 Jun @ 3:47pm 
@TeamSesh666 - You don't. Even in vanilla they are intended to raid you forever after defeating their kingdom, I didn't change this. By defeating their leaders, you've set yourself up as the ultimate challenge in their culture, so their raids will not end. Same reason why they go after the Bugmaster all the time.
Shidan  [author] 11 Jun @ 3:45pm 
@Puggly the Grey - Maybe? Depends on how they made their mod. Not gonna crash or anything, would just not spawn certain things if they're not. Or have weird overrides at times.
Shidan  [author] 11 Jun @ 3:43pm 
@The Bloody Lady - There is not. The description covers the basics, anyone can open the mod in the FCS to get the exact details in the changes list.
TeamSesh666 11 Jun @ 2:14pm 
So i destroyed the shek kingdom, but the hub is still active and sending raids. Any Idea how to get them to stop? besides killing every resident there? I already got rid of the Npc that spawns there from this mod
super Marisa 11 Jun @ 12:31am 
This is the bitter fruit i have reaped myself
Puggly the Grey 10 Jun @ 7:12am 
Is Ashen Hive compatible wif dis mod? :doge:
John Marston 7 Jun @ 3:11pm 
Can't believe this mod is still getting updated. Good fucking job
The Bloody Lady 28 May @ 1:20pm 
Is there a list of all the worldstate changes this mod makes in a document somewhere?
RyanS 26 May @ 1:06pm 
Nevermind, figured out how the FCS works (What an interesting system! The residents seem to just populate buildings) so it is intended. In fairness I forgot just how small and crappy bad teeth is by default anyway, lol.
RyanS 26 May @ 12:53pm 
Is it normal for bad teeth to be completely destroyed when taken over by the Shek Kingdom or do I have a conflict somewhere? It has two barracks, a bar, an armour shop and a HQ and that is it. Everything else is ruined. Stack is nowhere near as destroyed so it surprised me that bad teeth is so badly damaged. I tried reading the FCS but I didn't understand the way town overrides work.
Shidan  [author] 26 May @ 12:16pm 
Update is out now. Overhauled the dialog for Shek rebuilding the Hub, thanks to Allusernamesaretaken1234 offering to write up some. Also made slight changes to the Hub and its residents to clean up the town a bit in Shek overrides.
Daichin 26 May @ 8:40am 
Thanks
Shidan  [author] 26 May @ 8:36am 
Very well, with those conditions I will agree for now. Though I expect you will have issues getting permission from some of those other authors. Some haven't been around for years, and unless they give permission in the description there isn't a lot you can do to get in contact with them. Eventually you will likely be forced to either not use the mods, or make it as a patch instead.

That said, you'll probably want to wait to grab my mod until later today, as I'm planning on pushing a patch out today overhauling some dialog from my mod.
Daichin 26 May @ 8:22am 
I'm going to ask you one last time. My goal is to unify major mods like Reactive World, Living World, Kaizo, and many other mods that change faction interactions. Yes, this is ambitious, however I am willing to try to make it happen. It should be said that not all changes from Reactive World will be carried over. So also not all Reactive World updates will have a positive impact on compatibility (maybe in an update you add a override that will already exist). And by making a dependency on your mod, I'm not making my mod a mod, just a patch. A patch that simply adds new changes from other mods. And players will view it that way. If you're wary of repeating your negative experience, I could make changes if you say so. I wouldn't want to make my mod into something negative. So how about giving it a try? I'll make my mod and you see the result. If you're not happy, I'll change my mod according to your opinion, possibly removing it (if necessary).
Shidan  [author] 26 May @ 8:00am 
Depends on the mod. Fixes anyone is free to do with as they please. If I'm just fixing the broken game I don't claim any ownership of the changes.

Faction Caravans is fine, though I don't really suggest it, the system doesn't work well in vanilla which is why I've largely abandoned that mod.

Small convenience mods I also don't really mind being included, they often required like 10 minutes of changes that anyone could do.

If in doubt, it doesn't hurt to ask.
Shidan  [author] 26 May @ 7:24am 
So sorry, but no. I've had bad experiences in the past giving integration permission away to people, so without a very good reason I'm not gonna give permission for such a thing. Not when there are simple and easy alternatives that don't require it.
Shidan  [author] 26 May @ 7:24am 
The load order concerns are a very minor issues imo, the load order rarely actually matters significantly with Kenshi, and in the few cases it does it is mostly handled by the launcher itself telling the player there is an issue. And a patch mod would resolve the majority of remaining issues.

And while full integration may help your development in the short term (which is debatable, since it also makes it harder to separate your changes from the mods you integrated), it also increases your workload long term. Any time one of the mods updates, you'd have to figure out what exactly changed and merge it in carefully, or be left behind on old versions. The workshop is littered with old versions of mods that failed to stay up to date due to integrations like that, especially localization mods.
Daichin 26 May @ 6:49am 
however, this will be less convenient for the players. They will have to adjust the order of mods and, most likely, some will have problems with this. In addition, the main goal of my mod is to combine numerous mods to improve faction interactions into a single convenient and stable mod. I do not agree that a separate installation of RW will contribute to compatibility. Well, besides all this, it would just be inconvenient for development (if I wanted to see a list of changes in FPS, I would have to include your mod separately). So I'm really asking for permission for full integration, not installation as a separate mod.
Shidan  [author] 26 May @ 6:15am 
I'd prefer that if you want to use it, you should make your mod a dependency instead. It would also make your mod more compatible that way.
Daichin 26 May @ 4:43am 
Hello, the author. I'm working on my own mod that globally improves interactions with factions and would like to use your mod to integrate it into my mod. Can I do this? I will give you credit
MbaBey 25 May @ 11:39am 
"As for Deadcat reclaiming the area, that was something I was working on. Never got finished though, so it is not in the current live version."

This is sad. :( But respect. Because we living the real world, lol.

Thanks for this mod Shidan!
Shidan  [author] 25 May @ 10:36am 
No need to respawn the Dust King, or any other unique NPCs. As long as you import (which should be done when adding or removing any mod) it should load up the correct world states just fine, assuming no mod conflicts.
Papo_Chiloni 25 May @ 9:51am 
I think it's been asked before, but to start the civil war, should I import my game to resurrect the King Dust and kill him again?
Shidan  [author] 16 May @ 7:01am 
Hives Expanded yes, as far as I know. I expect more issues from the Diplomacy addon. But nothing like crashes or anything. Just might be lacking the diplomacy dialog and squads in certain locations.
Rizencraft 16 May @ 4:36am 
Is this compatiable with Hives Expanded and Diplomacy for Hives Expanded ?
Shidan  [author] 6 May @ 3:54pm 
The details of how it works are covered here:
https://kenshi.fandom.com/wiki/Main_Menu#Import
Aggressor 6 May @ 1:53pm 
Shidan how exacly work import ? What that option do ? Genesis is ahuge mod and im afraid so I loose many stuff builded around.
Shidan  [author] 5 May @ 3:06pm 
No, he is not from this mod.
ztm0713 5 May @ 2:49pm 
does this mod have fog king??? i
heathGCF 4 May @ 3:58am 
Cool, thanks for the clarification, Shidan. :steamthumbsup:
Shidan  [author] 3 May @ 9:16pm 
Cannibals cannot be completely wiped out, as imo it doesn't make sense to completely destroy such a numerous faction. Much like how the UC and HN still leave stragglers, there will still be some small weaker groups running around and living in camps.

As for Deadcat reclaiming the area, that was something I was working on. Never got finished though, so it is not in the current live version.
heathGCF 3 May @ 7:58pm 
Hi Shidan. Just wondering if it's possible to completely wipe out the cannibals, and/or for Deadcat to reclaim locations in that part of the map within the town overrides? If not, will the cannibal places become ruins with just roaming squads?
Ajmankawits 30 Apr @ 4:26pm 
Ok, thank you.
Shidan  [author] 30 Apr @ 4:42am 
No. As Esata states in her vanilla dialog, she has no interest in it. So imo it would not be very lore friendly for her to take it.
Ajmankawits 29 Apr @ 11:47pm 
Are there conditions for the Shek to take Blister Hill?
Hodge 29 Apr @ 5:26pm 
yeah i think i overwrote with cities and towns rework and it seemed very scuffed.
Shidan  [author] 28 Apr @ 7:12pm 
Probably pretty bad. The original towns would probably work fine. Any overrides would probably have wildly wrong populations, expect pretty barren towns.
Hodge 28 Apr @ 4:47pm 
hows the compatibility with Cities and Towns rework?