Kenshi
Reactive World
RelazUrself 23 May, 2020 @ 1:30am
Compatiblity with Recruitable Prisoners?
Say you were to kidnap faction leaders, turn them in to an opposing faction and recruit them with Recruitable Prisoners. Would the world state changes from Reactive World that happen after turning them in still go into effect?
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Showing 1-12 of 12 comments
Shidan  [developer] 23 May, 2020 @ 8:06am 
Yes and no. The effects would trigger after turning them in, but many would flip back after the character was released.

The way world states work is that they are actively checking the status of the characters. As that status changes, they will update nearly instantly to reflect the new status. These world states see the character in your party exactly the same as when they're an NPC. Triggering world states based on whether they are okay or not.

Recruiting unique characters like faction leaders can cause numerous issue with world states, in both mods and vanilla. Which is a major reason why they cannot be recruited in vanilla.
RelazUrself 23 May, 2020 @ 10:28am 
Thank you for replying. Specifically Tora from the Band of Bones and Ghost from the Berserkers. Can i turn these two back in to trigger the Shek Kingdom world states?
Shidan  [developer] 23 May, 2020 @ 10:48am 
Yes. If you kill them or turn them in for their bounties the world states will trigger. Though again, if they are released from prison or something the world states will flip back to their non-triggered states, potentially causing some issues.
RelazUrself 23 May, 2020 @ 11:03am 
Alright thanks again!
Shidan  [developer] 31 May, 2020 @ 7:59am 
Correct. As long as you do not take important people, the mods are completely compatible.
RelazUrself 5 Jun, 2020 @ 1:22am 
Unrelated, but steam wont let me comment normally. For the cannibal leaders you need to kill to destroy each tribe, are they named, or are they grand wizards/chiefs?
Last edited by RelazUrself; 5 Jun, 2020 @ 1:22am
Shidan  [developer] 5 Jun, 2020 @ 8:41am 
They have randomly generated names and titles. They are also slightly clothed, which makes them easier to see in vanilla (doesn't help much if you've got a mod that adds clothing to cannibals though).
RelazUrself 5 Jun, 2020 @ 1:24pm 
alright thanks
ANJHZ 22 Jul, 2020 @ 11:14pm 
The game crashed while reloading after I had caught Phoenix.But it seems that the creator of Recruit Prisoners hasn't made Phoenix recruitable yet.I wonder if this is due to the incompatibility.
Just for clarification, some world states can be undone? For example, if Moll got captured and I set her free, would that ally me with the Flotsam Ninjas, AND not destroy their base?

I really hate that your only option with most factions is to either remove it's leaders, in turn permanently destroying towns, or ignore/ally them. Like, I wish some of the factions that can possible take over could do so with the town intact.
Shidan  [developer] 10 Jul @ 5:44pm 
Originally posted by Mitsurugi:
Just for clarification, some world states can be undone? For example, if Moll got captured and I set her free, would that ally me with the Flotsam Ninjas, AND not destroy their base?

I really hate that your only option with most factions is to either remove it's leaders, in turn permanently destroying towns, or ignore/ally them. Like, I wish some of the factions that can possible take over could do so with the town intact.

Yes and no. World states are easily undone, they are a flag that checks the current status of the character. They flip back and forth live all the time.

What can't always be undone easily is the effects tied to world states. Homeless spawns and the like will changes just fine, any effect that triggers or disables dialog/spawns simply gets reversed. Town overrides though, which is the biggest effect, they are one way. A town cannot just flip back to what it was before, only forward into a different override.

There are ways to stop overrides from triggering though, even if their conditions are met. Namely you can keep the town loaded, if you leave a character there it cannot flip the override. Or the polar opposite, if you trigger the conditions of the override, but never visit the town that flips, and then un-trigger those conditions, the town should not change. It only applies the override when loading in the town again after triggering the condition, so if you either never unload it, or never load it until the conditions are no longer valid, it won't flip even though the conditions were met.

Alternatively, you could always just import your save after recruiting the character. When the game applies town overrides after an import, it does so from the starting point of the town again. So if a town get flipped to a ruined version, you can import the save after recruiting the character, and after import the town will see that they are okay and not trigger the override.
Thank you so much for this info.
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