Kenshi
Take Over the World - LIMITED
173 Comments
AbusadoR 8 Jan @ 5:07pm 
After clearing a stronghold how can I claim it? (dust king tower)
Pode 22 Dec, 2024 @ 5:56pm 
If you set this to load after RW it might all sort of work.
Grun 22 Dec, 2024 @ 2:21pm 
Is this version compatible with Reactive World?
Pvt. Joe Bauers 27 Oct, 2024 @ 1:41pm 
The problem comes from having an outpost nearby, can't merge the 2 towns. Could have maybe been avoided by building things in a different order...
Lawh  [author] 27 Oct, 2024 @ 1:32pm 
I seem to have missed all of these messages here.

If TOTW works and this doesn't, then it's likely there is something wrong with this version. I'll try to have a look at it at some point.
Pvt. Joe Bauers 27 Oct, 2024 @ 1:25pm 
That doesn't fix it for me, can't see inside the building after deleting the town marker... I guess it deletes more than that.
lurkathon 21 Jul, 2024 @ 2:45am 
I eventually got around the problem of 2 competing town markers :)

Just made a new "mod" in which I simply deleted Tiny Settlement from FCS, and put it after TOTW limited in the load order. Now everything outside is assigned to "Your Outpost" and is powered and working properly.
lurkathon 14 Jul, 2024 @ 5:44am 
Thank you for the mod, it can add a lot to roleplaying possibilities.

Had endless problems with Tiny Settlement though, every time I loaded a savegame. The old Town marker belonging to the hostile Neutral faction kept reappearing, preventing me from building outdoors (too close to another town). Sometimes my own buildings were marked "your outpost", sometimes "tiny settlement", and one outhouse would change to "no faction" sometimes.

Upon importing a savegame, the original 2 Y-houses and the longhouse were now owned by Tech hunters and apparently belonged to "Waystation" (I assume the one just down the road). I could actually buy and rebuild them which was a cool glitch, but the double town markers and the mess of building ownership is just too immersion breaking to try and deal with.

I think I will just go with my original plan and build "Kenshi Zoo" somewhere to house my Beastmaster and his minions, and hope the devs add ways to rebuild ruins in Kenshi 2.
azrieljohnson 6 Jun, 2024 @ 7:12am 
Update: I am pretty sure the bug is with this mod. I tried Take Over - Limited by itself and the ruins are still bugged. I tried TOTW (full strength) and the ruins work. For funsies I'm going to try Vassalize and TOTW together and see what happens.
azrieljohnson 6 Jun, 2024 @ 6:52am 
Hey hey! I'm back! So I was doing some testing because the labs/libraries in the Southwest weren't working right (except for the Tech Hunter Ruin in the Southwest below the Bugmaster). I thought maybe it was a different mod which might have been affecting it, but not so. Whether I have Vassalize or Take Over - Limited lower the Ruins show up as No Faction and show up bugged on the screen if they show up at all. I don't have any other mods that affect ruins. Interestingly, when Vassalize is lower, the loading screen changes to different tips, but when Take Over - Limited is lower it does not. I'm going to try putting Take Over - Limited as the first mod on my list just to see if anything changes, but if I don't comment again, then nothing has changed.
Anyone else reading this: I love this mod, try it out. I have a shitton of mods so it's probably my fault somehow that it's not working. :steamfacepalm:
arkhyn 30 Apr, 2024 @ 8:01am 
Thank you very much, I appreciate it!
Lawh  [author] 28 Apr, 2024 @ 12:32am 
Thanks for the heads up, I'll try to have a look at it. It's possible that there is something missing in the editor or in the game map.
arkhyn 27 Apr, 2024 @ 10:28am 
I have this mod last in my load order, but there does not seem to be a TOTW leader added to the Ancient Labs in The Burning Forest region. I tried importing without dead NPCs right outside it to check, but none spawned. The other Ancient Labs ruins in The Swamp region has one and works fine for me.
Lawh  [author] 13 Apr, 2024 @ 12:12pm 
No rush, sounds interesting and fun
Pode 13 Apr, 2024 @ 9:31am 
I'm also trying out having Living World in the load order above this so that this mod's world states <should> override LWs. When I get strong enough to take someplace relevant to both I'll also report back. May be a while tho cuz I got distracted by a new shiny idea using the Hunt mod and and the Gutter Master mod to do a Cult of the Beak Thing run.
Lawh  [author] 13 Apr, 2024 @ 7:30am 
It's possible yes, though I have not tested it. You can try and see what happens. If there are any issues, please do come back and let us all know.
jxswn 13 Apr, 2024 @ 4:13am 
Does it mean it can be compatible with this mod?
https://steamproxy.com/sharedfiles/filedetails/?id=1772722749
Lawh  [author] 31 Mar, 2024 @ 9:35am 
I think we're both winners, or losers, here. I get sucked into modding and creating, and also playing. But whatever makes us happy in our time here :D
Pode 31 Mar, 2024 @ 9:33am 
I'd encourage you to come back and play it, but then you might get sucked in like I did and stop doing mod support. Thanks for enabling my addiction.
Lawh  [author] 31 Mar, 2024 @ 9:30am 
That makes sense. The thing is, that I was modding Kenshi before release, and then after release, I never got to play it, so a lot of the factions and nuances are lost to me.
Pode 31 Mar, 2024 @ 9:26am 
"For now I'll patch things here and there as reports come in. So it's alright, but optimal would be to actually do the work." ---As an engineer on a fast tracked project I felt that in my soul. I was only going there since RP wise it seemed like they might be the gang most inclined to help find Aiko. Since Retired Slaver wasn't talking to me, I didn't notice at first that he in fact was Retired Slaver, so I was looking for other leads.
Lawh  [author] 31 Mar, 2024 @ 8:30am 
Forgot to do anything about it :D There was a residual requirement for the world state from some old version. It might work now.

If I get a proper chance I need to go through all the data of all the versions at some point and make sure it's good. For now I'll patch things here and there as reports come in. So it's alright, but optimal would be to actually do the work.
Pode 31 Mar, 2024 @ 8:23am 
I appreciate the fast consistent support
Lawh  [author] 31 Mar, 2024 @ 5:23am 
I'll have a look at that as well.
Pode 30 Mar, 2024 @ 7:55pm 
Just noticed the pin about empty towns. Grayflayers village had the gate locked and no guards, only like 3 npcs, none that I noticed being totw. Not exactly empty but odd.
Pode 30 Mar, 2024 @ 7:31pm 
Can't say, haven't taken on any other guardians. Is there a time limit on how long I have to be away or just the distance to force a reload? In any case am not overly fussed about it as I don't have plans to base out of that lab any time soon if ever.
Lawh  [author] 30 Mar, 2024 @ 7:22pm 
I can't spot a problem there, at least in the editor. Not sure what mod would change an infested lab.. Especially a world state.

Are other ruins and so on working better?
Pode 30 Mar, 2024 @ 6:44pm 
Same heavily modded run as with Retired Slaver earlier. The guardian of the infested lab due east of Shark died, I ran all the way to the high bonefields past Jim's house, and when I come back the infested lab is still hostile. TotW Limited and then VTW are last in my LONG load order.
Lawh  [author] 24 Feb, 2024 @ 1:27pm 
I'I'm happy you are enjoying it! These mods can get a little wonky but this limited edition sort of stays out of the way most of the time.
BergamotJones 24 Feb, 2024 @ 8:55am 
Fantastic if, like me, you don't want to conquer NPC towns but were always annoyed that empty ruins couldn't be taken over. Can lead to some buggy gameplay, but nothing game-breaking, and for me at least it adds more than it takes away from the game. Thanks for making this!
Paan De God 18 Dec, 2023 @ 11:54am 
Had to unsub. Cant abandon after accidentally conquering ruin, can't delete also.
The idea is nice but in the longer run mod just makes a mess and chaos with a save.
Lawh  [author] 27 Nov, 2023 @ 7:13am 
Yeah one shouldn't go around killing everyone on the regular.
azrieljohnson 26 Nov, 2023 @ 9:03pm 
I'll look around the Swamp for more TOTW, but I ended up slaughtering a lot of randoms (they really took offense to me killing the Hounds).
Lawh  [author] 26 Nov, 2023 @ 7:37am 
Other mods might affect things for sure, but there can also be mistakes or then some towns are left out purposefully as to avoid conflicts with some other major mods.

It's possible that I totally forgot to implement a fix for empty ruins to this version, so that should no longer happen. I will take a look at it as soon as I get the chance. All ruins should have someone in them.

In some towns you need to kill more than one person, because of an original intention for the system. I might redo this if I get around to this, but in some towns there are more than one leader.
azrieljohnson 26 Nov, 2023 @ 6:30am 
Okay, so something I didn't realize is one has to kill all of the TOTW characters to get a town to change. I thought killing only one was sufficient. I killed the TOTW Leader in the Hub, then ran away, but the town didn't change. It wasn't until I killed the rest that it Vassalized.
Killed Dust King, Shinobi took over the tower.
Killed TOTW in Ruined Holy Outpost - Take Over.
Went to the Swamp to test.
Lost Library, hard to find the TOTW at night, but found them and killed - Take Over.
Swamped Lab - Take Over.
No population at the Empty Ruin.
Tried to defeat Swamp. Killed the TOTW, but no Vassalize or Take Over happened. Do I need to kill all five gang leaders?
Red Sabre Hideout - Killed the Boss and everyone else. No Vassalize or Take Over.
I can explore more if you need a playtester. I also have a shitton of mods, it could be affecting it, but nothing is world state changing.
azrieljohnson 26 Nov, 2023 @ 3:54am 
okay! I'll experiment tonight and report back.
Lawh  [author] 25 Nov, 2023 @ 6:57pm 
The ruins should become yours yeah, and the order shouldn't matter with these two mods, but maybe put the limited version after the vassalize one.
azrieljohnson 25 Nov, 2023 @ 4:09pm 
Okay, so should I put this above or below Vassalize?
Also, the ruins become my outposts, like Take Over?
Lawh  [author] 22 Sep, 2023 @ 4:38am 
Ah, I think that might be of not intentional, just left there to give the characters a bit of life. Although that creates a small ethical question for killing them.

Since I made the character, I decree that they had no honor even before taxation.
Aitee Bahgyoo 22 Sep, 2023 @ 2:01am 
The ninja just starts talking about how he was taxed to destitution by the UC
Lawh  [author] 22 Sep, 2023 @ 12:59am 
Oh, that should't probably happen. Where was this can you recall? And was it dialogue that initiated the chat box or them shouting things at you?
Aitee Bahgyoo 21 Sep, 2023 @ 7:00pm 
Well it did turn hostile the moment I entered, but the guy had rebel farmer dialogue
Lawh  [author] 21 Sep, 2023 @ 7:48am 
Hehehe
Pode 21 Sep, 2023 @ 7:39am 
"You just shot an innocent man!" "Innocent of what?"
Lawh  [author] 21 Sep, 2023 @ 1:13am 
Might not be a man. Could be a man. Could be a woman. Or skeleton. But never innocent.
Aitee Bahgyoo 21 Sep, 2023 @ 12:53am 
Wait, so I have to kill a random innocent man in order to claim a pile or rubble?
Lawh  [author] 21 Sep, 2023 @ 12:36am 
There should be at least one person hanging about in the ruins. Once they they are officially dead, the ruin is yours. You will have to allow the ruins to render again, so you'll have to go far away enough from it and then return.
Aitee Bahgyoo 20 Sep, 2023 @ 7:40pm 
How do I take over ruins?
Lawh  [author] 28 Jun, 2023 @ 9:47am 
It seems that the leveldata file of this mod was somehow lost or corrupted, so a lot of places were empty. They should be fixed now, but, please if you see any towns empty or bugged out let me know so I can fix it immediately.
Lawh  [author] 25 Jun, 2023 @ 9:17am 
Fixed at least most empty ruins and outposts, but if any are still not like they should be, please do let me know so I can fix it, since visiting every town by myself takes a lot of time.