Kenshi
Universal Wasteland Expansion - Living World Compatibility Patch
TreadLightly77  [developer] 11 Feb, 2021 @ 11:32am
UWE - Living World Patch Compatibility Questions, Comments, and Bug Reports...
I have created this discussion thread to aid in the squashing of any bugs that the players may come across in their gameplay. Being a patch between two mods, there could be some things that still need further refinement. Feel free to be as detailed as possible, to help hasten the process of identifying a bug and then rectifying it.


Thanks,
Tread
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Showing 1-9 of 9 comments
Teralitha 19 May, 2021 @ 4:07pm 
This mod doesnt actually make it compatible with Living World. For example, The Swamp. UME apparently removes all the minor faction bosses in the swamp and moves their hideouts from where they are in Living World, essentially breaking all the world state triggers and Living World created.
Last edited by Teralitha; 19 May, 2021 @ 4:08pm
TreadLightly77  [developer] 19 May, 2021 @ 8:35pm 
@Tera,

Some overrides/world states are just not compatible and it becomes an "one or the other" type of situation...

As far as removing all the minor faction bosses and moving their hideouts... care to elaborate?
Teralitha 19 May, 2021 @ 9:50pm 
For example, In Living world, the twinblades has their hideout in the village of Mud, and tehre is a boss you can talk with to join their faction. Other small factions like that one have a hideout in their own swamp village with a boss for either joining them, or killing them in order to complete the task for joining another. With your mod, all those minor factions instead have a hideout in shark, with no leader, and some of them fight each other(or the hounds and swampers) in town. basically its a constant brawl in town between all these factions. In vanilla, the building in town that your mod uses for the twinblades hideout, is normally a big shop.

Twinblades, grayflayers, stone rats, blacklighters

Im not sure what this compatibility patch is supposed to do, but it doesnt work in the swamps. I havent checked other places.
Last edited by Teralitha; 19 May, 2021 @ 9:57pm
TreadLightly77  [developer] 20 May, 2021 @ 12:26am 
@Tera,

The point of this specific compatibility patch was to ensure compatibility for world states and town overrides, pretty much only, as stated on this compatibility patches' mod page.
None of these factions' hq is within Shark... and if you think Shark is bad with "civil war" within UWE, you should play regular vanilla and visit Shark again.
They all still have their own towns whereupon their HQ's are located...

I do see what you mean specifically on the leader of the Twinblades, Big Fang, as his squad was moved to another location behind a town override. That will be rectified within the next update of UWE.
All other swamper gang faction leaders are literally the same as vanilla in UWE...

For me, Mud Town was much more suited for the Blackshifters though, with their large casino already there and such. So, I made it the only Blackshifters-based town, while moving the Twinblades main/only village to the Swamp Village S, which is also closer to the created "Swamp Blackmarket" that the Twinblades run.(However, Twinblades faction HQ was inexplicably not included at the Swamp Village S, until now)

Also do note, UWE should be placed lowest on your mod load order, with the exception of any compatibility patch mods for it.

I appreciate the feedback, however, hold the part about not knowing "what this compatibility patch is supposed to do..." or unequivocally declaring that "This mod doesnt actually make it compatible with Living World." with the "proof" being one misplaced swamper gang leader... hysterics are for the stage...
Last edited by TreadLightly77; 20 May, 2021 @ 1:20am
Teralitha 20 May, 2021 @ 5:27am 
Well, it just happened to be the first thing I looked at. But Im glad you will fix it.Ive seen the swamp before. been playing only vanilla for years and just started modding it for the first time a couple weeks ago. I dont recall seeing so many brawls in shark, but its fine. Your mod makes the world much more lively, which is good.
TreadLightly77  [developer] 20 May, 2021 @ 10:58am 
@Tera,

Shark literally fights itself out of existence in ~5 days in vanilla Kenshi...
Teralitha 20 May, 2021 @ 12:47pm 
Hm.. well I usually would visit the swamps later in my playthrough so I guess I missed the action, unfortunately. But Shark has never been wiped out in any of my plays. I remember towns getting wiped out in earlier versions, and also likely has to do with how populated you make the global settings
Last edited by Teralitha; 20 May, 2021 @ 12:51pm
BanditJojo 27 Jun, 2022 @ 7:05pm 
Noticed that Living Word seams to make the Hub population tank after the Shek take it over. Had I think between 55-60 "actual residents" and the town looked DEAD empty. Just a small handful of Shek troops.
MechaSpaceCaesar 23 Mar, 2024 @ 3:27pm 
Using Living World, UWE, and this patch has led to a situation where I cannot turn in the Grand Wizard bounty as capturing him causes Deadcatun to swap into its Living World post-Grand-Wizard worldstate rather than its UWE one, preventing the completion of the bounty, quest, and final conversation with Daymond.
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