Kingdom Come: Deliverance
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Youcef

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Zorkanne33

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About this mod

This mod makes enemies less aggressive by reducing how often they dodge, parry, attack, and how often they attack in groups.
Comes in 4 versions, 0%, 25%, 50%, and 75% easier than vanilla. All of these versions stop npcs from using master strike.

Permissions and credits
TL;DR explanation:
This mod makes enemies less aggressive by reducing how often they dodge, parry, attack, and how often they attack in groups.
It comes in 4 version, 0%, 25% (the recommended option), 50%, and 75% easier than vanilla.
By easier, I mean, they're 25, 50 and 75% less likely to dodge parry, attack etc...
Also, as an added bonus, all of these versions stop npcs from using master strike.
I tried my best to keep the combat as close to vanilla as possible (read  the long explanation)

(I included 0% for those who only want to stop npcs from using master strike while keeping the vanilla AI intact)

Video showcase: (time stamp in the description)



INSTALLATION:
1-Choose your preferred version, either "remove master strike only" which is 0, 25, 50 or 75%
2-unzip your mod into your mods folder, if you don't have one, make it inside the root folder of your game
3-add the folder name of your preferred version into your mod_order.txt, if you don't have one, make one inside your mods folder. The mod needs to be at the bottom!

The Long explanation :
We mainly have 5 knobs that we're modifying in this mod
CombatAutoDodgeWeight
with a value of 1.1
CombatAutoNoDefenseWeight with a value of 0.4
CombatAutoNormalBWeight
with a value of 2.5
CombatAutoPBWeight
with a value of 2.8
CombatAutoSPBWeight
with a default value of 1.5
The total value of all these weights is 8.3! this is important, because, in modifying these values, it is important to keep the total 8.3!
So say I want to remove master strike from the game? Easy, go into rpg param, find "CombatAutoSPBWeight", and turn the corresponding value to 0, right? kind of, but in doing so, you have messed up all the rest of knobs, or "Weights" as they're called, the AI is not going to behave normally anymore, and can even be harder than before (dodging, parrying more)!

So in order to not mess everything up and keep the AI intact, we need to keep the total of all the weights that we're modifying the same as before, while having one knob (the master strike knob) turned to 0. we do that by equally distributing the lacking points (1.5 from CombatAutoSPBWeight that we turned to 0) into the rest of the knobs/weights.

if we want to "nerf" so to speak enemies, the approach that I took is: I first removed master strike, and distributed it's weight (1.5) equally over the four other parameters, then I "nerfed" the AI's dodge and parry values, and redistributed it into normalblockweight and nodefenseweight. But how did I decide how much normalblockweight and nodefenseweight got? Do I just give it equally? wrong! because if I do so, the nodefenseweight/normalblockweight ratio would still be very much off than vanilla, so my goal now was to keep this ratio equal or similar to the original so the whole package would feel close to vanilla, except with more or less dodges and parries (depends on what you choose), and no master strike, which I would consider as overall less annoying and easier enemies.

for the attack, I modified the attack delay: for 25%, attackdelay has increased by 25%, for 50, 50% etc.. pretty straight forward

25% feels perfect to me
50% a little too easy for my taste
75% are just dummies that attack on occasion