Why would a person wearing light or no armor be less effective at blocking & counterattacking with a sword? Makes no sense - just throwing that out there since the majority of people downloaded that option. If anything the 'longsword only' option is the best compromise.
Lembro que havia um mod que imitava o KCD 2 antes mesmo de ser anunciado, a ideia era "ataques de mestre só podem ser realizados em posições opostas", assim como no KCD 2, mas pelo que me lembro esse mod não estava funcionando e não consigo mais encontrá-lo, possivelmente foi removido, mas seria perfeito se alguém pudesse trazê-lo de volta
no variant of this mod is working at all. not the main and not the optionals i get the new perk for agility but all of the enemies still takle and masterstrike.
What I really want is a mod that removes NPC tackling, and nothing else.
It's one of the dumbest thing in this game, tackling by NPCs is glitchy to the point of being broken because in mob situations they'll commonly do it to Henry even when he's not running away! In those situations, not only is the NPC effectively cheating with an unblockable, undodgeable attack, it's immersion breaking because you can see the opponent is literally a few yards away from Henry, and yet somehow Henry is getting thrown around by him -- so it's as if the NPC is using literal telekinesis on Henry. So stupid.
''Only Exclusive Master Strikes'' is definitely worth having. It solves the issue of everyone do Master Strikes while preserving the challenge and fun. It doesn't break anything important in the game. Let me know if you encounter any issues.
*Edited* The Creator was gracious enough to help me troubleshoot my problem and even provided optional files. Only Exclusive Master Strike, i've not found another mod like this. Not having every single opponent know how to MS(that is, lightly armored or unarmored bandits and peasants) is a great change.
* I found these lines (left by user aristidetorchia717) seem to resolve the games Tackle problem without disabling the mechanic (make it reasonable). The default values are 1, 5, 10. * WH_AI_CombatMove_TacticalRangeGain = 1.6 WH_AI_CombatMove_TacticalSurround = 3 wh_cs_AutomationAction_HuntAttackTimeLimit = -1
What table should that code be implemented in? rpg_param?
Edit: For anyone who's curious, just paste the code in your config file. They will make NPCs unable to front tackle, so now they can only tackle a fleeing opponent just like the player. They may still attempt to front tackle which has the effect of them circling up and delaying other combat actions though.
are you sure that WH_AI_CombatMove_TacticalRangeGain = 1.8 works? because if I open my kcd.log file it says [Warning] Unknown command: WH_AI_CombatMove_TacticalRangeGain
I just installed this mod, and started a new game. I don't see the Tackle perk under Agility, as it is shows in the screenshot. Does this mean the mod is not working for me?
I'm really sorry for the confusion caused by the screenshot. It was used earlier to explain what 'Hunt attacks' are, and I was too lazy to replace it.XD However, you've inspired me! It's a great idea to check if the Tackle perk appears under Agility to determine if the mod is working.
May I suggest to rename this mod to "No Tackle attacks" instead of "No Hunt attacks"?
My rationale is the following (I play in English):
The said attack is named "Tackle", not "Hunt" (as you rightly show in the image).
"Hunting" is a skill tree related to hunting animals, or a command you can give to your dog Mutt. At first, I thought this mod disabled Mutt being able to hunt! It took me some reading to understand what it is about.
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Maybe you need this:
https://www.nexusmods.com/kingdomcomedeliverance/mods/651
i get the new perk for agility but all of the enemies still takle and masterstrike.
Você começou um novo jogo?
It's one of the dumbest thing in this game, tackling by NPCs is glitchy to the point of being broken because in mob situations they'll commonly do it to Henry even when he's not running away! In those situations, not only is the NPC effectively cheating with an unblockable, undodgeable attack, it's immersion breaking because you can see the opponent is literally a few yards away from Henry, and yet somehow Henry is getting thrown around by him -- so it's as if the NPC is using literal telekinesis on Henry. So stupid.
I'd like to keep tackles but at least not have peasants do Master Strikes which sounds insane lol
Only Exclusive Master Strike, i've not found another mod like this.
Not having every single opponent know how to MS(that is, lightly armored or unarmored bandits and peasants) is a great change.
* I found these lines (left by user aristidetorchia717) seem to resolve the games Tackle problem without disabling the mechanic (make it reasonable).
The default values are 1, 5, 10. *
WH_AI_CombatMove_TacticalRangeGain = 1.6
WH_AI_CombatMove_TacticalSurround = 3
wh_cs_AutomationAction_HuntAttackTimeLimit = -1
Edit: For anyone who's curious, just paste the code in your config file. They will make NPCs unable to front tackle, so now they can only tackle a fleeing opponent just like the player. They may still attempt to front tackle which has the effect of them circling up and delaying other combat actions though.
[Warning] Unknown command: WH_AI_CombatMove_TacticalRangeGain
My rationale is the following (I play in English):