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Mods that improve reactivity

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rusty_shackleford
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Mods that improve reactivity

Post by rusty_shackleford »

The last time I played thru Gothic 2 I used a mod that added reactivity. Gothic 2 is already a rather reactive game, but nice nonetheless. I'm actually unable to find the mod right now if anyone else knows the name for it :scratch-pipe:
Do any other games have such mods?
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Post by DemoGraph »

Kenshi has "Living world" and a series of similar mods that add wandering NPCs and changes to the state of the world.

Morrowind had some large mods that tried to add it (ability to destroy imperial forts or build new ones, faction wipes, etc.)

Ultimately, if the game really has a living world (like DF does), this is unnecessary.
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Post by methoxetamine »

Define reactivity
asf wrote:
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Post by nullSector »

The Nexerelin mod for Starsector adds a great deal of reactivity by making factions actively expand, conquer, or be conquered. It transforms Starsector into much more of a 4x type of game rather than a Mount & Blade-lite in space.

There is also the Combat Chatter mod for Starsector, which makes your ships react to events during combat (which can be very helpful). It significantly adds to the immersiveness and is quite useful, as you receive status updates, such as a ship taking hull damage.
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Post by Oyster Sauce »

https://www.nexusmods.com/newvegas/mods/66726
You've all most likely heard of mods such as CAGE and Continue After Ending by McLion. Whilst these mods are great, and allow you to continue after you conclude the battle of Hoover Dam, that's all they do. The world doesn't change; the dam battle still takes place as if nothing changed, if you help the Legion, they never take over New Vegas, NCR troopers are still around and act as if they haven't lost yet, and if Goodsprings was taken over by the NCR, this isn't represented at all.

This is where this mod comes in. Set two weeks after the game ends, the dam is taken over by the respective faction and the fighting stops, the Kings will get eradicated by the Legion, if alive, the Brotherhood of Steel will take over Helios One and patrol the roads, and the Great Khans will evacuate their camp, taking everything with them. This is only a small portion of what can take place however, and there are a massive amount of things that change based on how you play. If you want more information regarding this, feel free to download and read through my document in the optional file section.

Not only this, but dialogue has been changed to represent whatever endings are chosen, for instance:

"We'll show everyone that these are our new territories!" - NCR citizen. This is no longer shown should the NCR lose, why would they prattle on about this after they lose?

"We won't go quietly, the Legion can count on that" - NCR trooper. No longer shown should the Legion fail miserably, they wouldn't exactly need to worry about that after they win would they?

This is only a small selection mind you, but it's just a demonstration on how much love I've poured into this mod. I've played New Vegas for years and loved it ever since, so I thought it only appropriate that the game had a proper ending. I've considered nearly everything, so worrying about missing content or otherwise shouldn't be an issue.
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Post by rusty_shackleford »

In the broadest sense:
The game reacting to the player.
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Post by Godjjjita »

The living desert for fallout new vegas if i'm not mistaken does help a lot. I'm currently playing with it and a few more mods and the world does feel alive and shaped by your actions.