Kenshi
Universal Wasteland Expansion - War Campaigns Fix
28 Comments
Scar 7 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!
Chaste  [author] 21 Feb, 2024 @ 9:51pm 
@Bones, the recent update for this mod solves your issue, at least from my test run. Please check if it works for you too. Thank you
Bones 19 Feb, 2024 @ 2:34pm 
https://pastebin.com/NhkSMvAW


Here's my modlist. Thanks again for the help, I really appreciate it!
Chaste  [author] 19 Feb, 2024 @ 4:50am 
Can I see your modlist? I'll just check it for troubleshooting. Thank you
Bones 19 Feb, 2024 @ 4:46am 
Ok, I was under the impression that if a faction leader was imprisoned by another faction the game treated them as dead for world states but looks like that's wrong.

I imported again and threw Savant in the peeler, got the Vengeance of Savant raid BUT the war leader was still called "Skin Bandit". Beating the raid just set the timer for the next raid to 14ish days :(
Chaste  [author] 19 Feb, 2024 @ 3:56am 
Yep. Handing him as bounty is different from entirely killing the faction leader. The game views it as merely being kidnapped . Looking at it logically (and even in-game), Savant can still be freed, either when the bounty expires or if he is broken out of jail. Thus, the faction is still active. Skin bandits can raid from time to time, infinite in a sense.

On the other hand, if Savant is killed, the faction is finished. That's where the vengeance raid is based of. So if you want to end the raids, kill the faction leader, just as how the UWE Author Treadlightly intended it to be :D

(but still update me regarding your case. thank u)
Bones 19 Feb, 2024 @ 3:50am 
Ah yeah, I think you're right. The raid I'm getting is "Wrath of the Skin bandits". Do you know if that's because I'm handing him in for the bounty rather than killing him?
Chaste  [author] 19 Feb, 2024 @ 3:32am 
I mean named "human". The vengeance raid of the Skin Bandits is named "Vengeance of Savant", and the leader of the vengeance raid is Human /GENNAME/, which should spawn for that specific raid. I just mentioned it specifically since the raids you are having might not be registered as the vengeance raid.
Bones 19 Feb, 2024 @ 1:44am 
Ah ok, I'll import to respawn all NPCs and see how it goes. Thanks for the help!
Chaste  [author] 19 Feb, 2024 @ 1:31am 
So it seems that an import might be needed for those gameplays where the faction leader was already captured before installing this mod... because this mod adds unique special leaders that spawns only in that vengeance raid. The leader of the skin bandit vengeance raid is a named HUMAN.
Bones 18 Feb, 2024 @ 11:55pm 
They were just called "Skin Bandit" but had the tag for war/raid leader (can't remember the exact tag name). I killed King Gurgler earlier which is what triggered the fishman vengeance raids, no idea who the raid leader was for them.
Chaste  [author] 18 Feb, 2024 @ 6:32am 
@Bones, may I know the name of the leader of the vengeance raid for the Skin Bandits? And also for the vengeance raid for the Fishmen, assuming it was King Gurgler of the Fish Isles that you eliminated. Thank you ^^
Bones 17 Feb, 2024 @ 11:42pm 
So far I've had it happen with skin bandits, dust bandits and fishmen. Most of the raiders die to turrets and get incinerated so the only raid leader I can 100% confirm died is the skin bandit leader (since I clicked around for him). Hope that helps!
Chaste  [author] 17 Feb, 2024 @ 8:20am 
@Bones, do the vengeance raids that come after including this mod in your mod list have the special leader in it? For example, if you kill Jeremiah the leader of the Dune Renegades, the vengeance raid will have the special leader, a named Dune Boss. Once that special leader is deafeated/killed, the vengeance raid will end.

You may tell me the problematic faction so I may know if it is a limitation of the mod itself (means if I make a bugfix, your problem will go away) or a limitation of the game's engine (means that whatever I do will not make your problem go away, import is needed). Thank you ^^
Bones 17 Feb, 2024 @ 3:38am 
Does this mod need to be installed before killing/imprisoning the faction leader? I've installed and defeated several vengeance raids but they keep repeating. Also tried importing (with dead characters) and getting the same thing. Would rather not have to reset my world state if possible.
Chaste  [author] 17 Jan, 2024 @ 5:09pm 
That's good to hear. :beeped:
mahatmadandy 17 Jan, 2024 @ 1:17pm 
Just tested it - no issues. Thanks again!
mahatmadandy 17 Jan, 2024 @ 11:12am 
100 x thanks :)
Anrhaa 17 Jan, 2024 @ 8:23am 
Cool.