Kingdom Come: Deliverance
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18 comments

  1. SalehMcballz
    SalehMcballz
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    As others have said, this game completely breaks the game. You don't get any skill points apart from the main ones (Strength, Agility, etc) and you are unable to repair anything under 80% durability apart from bladed weapons at a grindstone
  2. klusik
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    Dont download, breaks the game. There are no Alchemy skill perks point after that :-|
    1. FortunaAir
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      now i need to start new game, i try my skill up to 18 but have 2 perk point, to bad
  3. flange6
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    Apart from what others have commented about Blacksmith merchants not being able to repair, here are some other oddities I have had:


    • after installing and then uninstalling (because of blacksmith bug) you are capable of 2 shotting a plate-chest piece with almost any weapon. Even a mace stab can do roughly 50-75% hp damage on armoured or unarmoured targets.
    • Houndmaster skill for some reason is almost* not leveling. Might not be related to Houndmaster exclusively, just I had not learnt any skill in it then picked up the dog and tried. After about 2 months in game, nearly 100 feedings/praisings, the houndmaster skill is at 31/80 exp for level 1.
    • Stamina takes forever to drain whilst running, but you only have enough to block 2-3 attacks. Also takes over 1 minute to fully recharge now
    • Enemies can also 2 shot you, because of the very quickly draining stamina. The damage is insane, the windows for perfect block/ripostes are so small and late in the swing it feels like your defence is level 1 vs their Warfare level 20, but the same is true when you strike them


    What I cant figure out is why this is persisting after uninstalling the mod. I'm going to try a fresh install. This may be from conflicting mods however there I can't see any other reason so far why the above problems would come from the other mods I use, which do not change skill limits at all 
  4. ak6565
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    Why is this mod still up when it just breaks the game...
  5. Kotlet12
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    Unfortunately it breaks the game. You won't get perks
  6. Elvin00
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    Does this only change the limit of skill level or is there any effect on the skill?
    1. redbeardtpirate
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      wanting to know this as well. need some details!
    2. IPANZERI
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      here is answer:
      "So basically, the less levels needed to max a stat/skill, the easier the game. So the 99 version of this mod, would actually make the game a lot harder.**"
      taken from:
      https://www.nexusmods.com/kingdomcomedeliverance/mods/167?tab=description
    3. andywhtt
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      That is actually not correct IMO. The vanilla max level in game is 20. Everything over 20 is OP (obviously only possible by using mod / cfg edit). All the skills and perks have been designed for max level 20. So as soon as you reach 20 - you are maxed out, no matter what the stat/skill cap is. With this mod or manual cfg editing your stats and skills will train higher, so if your strength is 21, you are stronger than 20, lockpicking 21 is better than 20 and so on. 20 vanilla is 20 with edited cap. By that point all your perks are maxed out. There are no perks upgrades, unless you manually change the levels necessary to obtain them.
      100% is not spreading to 35 (for my case), 100% is at 20. So 21 is over 100%.
      Cap at 99 is not more difficult, its just longer to get.

      Also there's a bug: when your max cap is over 35 some horses in game freak out and run, when you get close. So I had to change my max cap to 35.

      My settings:
      <row rpg_param_key="StatCap" rpg_param_value="35" />
      <row rpg_param_key="SkillCap" rpg_param_value="35" />

      Bit messy explanation, hope I could express myself more clear.
      Please correct me if I'm wrong, I'm just expressing my own experience.
    4. Reianor1
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      Ignore, andywhtt he's "full of it".
      What he called "his own experience" is still not how this game works. (nor is it actually experience, since you know - it's not possible)

      I gave him a benefit of a doubt (thought that maybe it was stealth-pathced in one of the updates) and actually checked.

      Wasted ~10 minutes of my time and got annoyed (by yet another random immature person on the internet forming their opinions out of thin air) in the process. If that's what you were after - gr8 b8 m8.

      Anyway, you can easily repeat the same test yourselves. Here's how it went:

      Loaded this exact file, but set the maximum skill cap to 1.
      Started a new game and went to gather herbs.
      Picked up 5 flowers - they were getting picked up one at a time just like it should on low skill levels.
      That made me level up my herbalism to 1 - the new maximum.
      And that IMMEDIATELY gave me all 4 herbalism perk points (though I couldn't actually take any perks with them since perk level requirements are unaffected).
      And the next time I picked a flower there was a noticeable "aoe pickup" effect just like it normally happens on high skill levels.

      You can run further tests if you care, but I don't - I'm now sure that it works exactly like it used to work back in the days of this mod's predecessor (the one IPANZERI linked to). Mostly because I've seen 0 reasons to believe that anything has changed since then.

      EDIT: And Muphry's law... strikes again (*yes, Muphry's, not Murphy's. It's a version. Google it if you wanna)
      I forgot I had already installed a mod with gathering range adjustments so my measure of the AOE gathering might actually be inaccurate. But not the perk count.

      Speaking of the perk count, and the main reason I'm editing this. There are perk count limits out there as well (taken from the old thread).

      <row rpg_param_key="StatCap" rpg_param_value="xx" />
      <row rpg_param_key="SkillCap" rpg_param_value="xx" />
      <row rpg_param_key="LevelCap" rpg_param_value="xx" />
      <row rpg_param_key="MaxPerkPoints" rpg_param_value="xx" />
      <row rpg_param_key="MinPerkPoints" rpg_param_value="xx" />
      <row rpg_param_key="MinLeftoverPerks" rpg_param_value="x" />

      The "LevelCap" line is for the general level (it's neither stat nor skill).
      The perk calculation is all sorts of weird, but if you set both min and max values to something higher you SHOULD see increase of perk point acquisition for the skills and stats that would otherwise have untaken perks left.

      In another quick test a setting of 20/20/20/20/20/0 didn't give me any perk points for level 1 herbalism, but gave me a perk point for level 2 speech.

      Oh and one thing you should keep in mind those values are NOT just for MC.
      Everyone is affected by those values, it would seem, and that's, for example, what makes the horses run from MC if you increase those caps.
      It makes their "courage" stat effectively go down because only their MAX values change, but their "current" ones never do.
      So a horse with say 10/20 would be "50% brave" but set the limit to 100 and it's only 10% brave.
      Another example would be repairmen NPC. Their maintenance skill ends up gimped in exactly the same manner.
      And I'm guessing that it probably affects the combat stats of enemies as well. Though that should greatly depend on how they are set/generated. I wouldn't be surprised if "static" ones were gimped while the random ones were not.

      So while in theory cap increase mods are usable, without an accompanying overhaul of the values for the entire game's population and "fauna" you'd be better off not touching those caps. Well the first 3 of them anyway.

      And if combat stats of NPCs are actually affected (never tested that) than that would also mean that it's DECREASING the cap that should actually make the game harder not the other way around.
    5. ll62518475TheSecond
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      Reianor1, you know any way to increase the effectiveness of increased skill/stat caps? Its annoying that it is tied to the progression of the whole skill level, instead of every individual level... I cant figure it out. Or at least id be fine with this, if I could find a way to only set the caps for Henry alone, instead of it being a global thing. Irritating. Must be some hard coded shit...
    6. Reianor1
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      Nope, not aware of any.
      I'm not actually all that knowledgeable about KCD moding though.

      But if the effects of the skills themselves are modifiable you could probably work around this with a VERY extensive mod.
      Things like herbalism gathering range and pickpocket success chances have already been changed by some mods.
      So what you'd need is changes like that across the WHOLE spectre of skills and stats.
      Then you raise the cap and presto - henry at 20/40 pickpocket would be just as good as he was at 20/20 in vanilla.

      But that's a huge undertaking and then along the way you'd probably run into something hardcoded that you just can't change no matter what. And you'd also have to tread a lot of ground that no mod has covered before.
      AND/OR you might be forced to overwrite NPC skill/stat values. Like horse courage and whatnot.

      And even if you were to succeed somehow, good luck making the result compatible with other mods.
    7. ll62518475TheSecond
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      Reianor1 Right... I see. Thats too bad. Meanwhile, I figured out how to keep npc stats and skills at the same effectiveness relative to the increased caps. Its simple, really. Not sure why this mod doesnt cover those files.
    8. Jok3
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      @ll62518475TheSecond
      would be nice if you'd tell everyone. i did make the mistake to start a game with this mod, now i realise there are not enough books or other ways to increase the reading level way over 20.
      Is there a way to fix the save, i mean sure i tried lowering the cap, but it doesn't seem like you'd get the perkpoints then...
  7. SHlHANA
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    its still says 20 at speechcraft
  8. Hebutin
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    this mod seems to be a bust, it breaks repairers and they cant repair my gear that is bellow 75~ condition and i think it also breaks skill points since my horse riding skill is at 17 and i have not gotten any skill points
  9. ChakraaThePanda
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    Opened a bug:
    The town's repairmen cannot repair your gear when it's lower than 60% with the mod.