Kingdom Come: Deliverance

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ZyconXSC

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  1. ZyconXSC
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    Sorry guys for the late update, its been over a whole month! I feel horrible, but I was super busy for almost 2 weeks straight and I had to rest a bit before modding. I will list all file names that conflict with my mod here in case anyone have trouble and ran into some kind of problems.

    Localization Pack Contains : text_rich_presence.xml, text_ui_dialog.xml, text_ui_HUD.xml, text_ui_ingame.xml, text_ui_items.xml, text_ui_menus.xml, text_ui_misc.xml, text_ui_GRperks.xml, text_ui_quest.xml, text_ui_soul.xml, text_ui_tutorials.xml.

    Core Pack Contains : weapon_class.xml, weapon.xml, player_item.xml, pickable_item.xml, melee_weapon_type.xml, melee_weapon.xml, item_manipulation_type.xml, equippable_item.xml, clothing.xml, body_part.xml, armor2clothing_attachment.xml, armor.xml.

  2. DoctorChaz
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    Dead mod. The author quickly gave up on it.
    "Last updated: 16 April 2018"
  3. powerblaster222
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    mod does not seem to work in 1.9 version or later
    i really want to try and see this mod working
    thx
  4. Daiyuki117
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    This sounds fantastic, do you need help with the horse items?
  5. Jmanghan
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    This is pretty damn cool man.

    I thought of a cool idea for a mod, creating your own weapons and naming them, not Skyrim style exactly since this isn't Skyrim... at all, but it seems like a cool idea.
  6. Yellowar
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    Hi, this mod sounds great! I have a few questions:
    -is this mod compatible with hardcore level?
    -the polearm will be showed wile carried on the back?
    -the polearms in reality come in different sizes, I noticed that the poles are different in diameter, maybe the developers made just one size for all due the gameplay.
    -it is possible to make the polearm available as primary OR secondary weapon? to give a chance to bow-polearm combination.
    -the quiver will be carried on the low part of the back then the shoulder? like in thoose days...
    -the cuman recurved bow should be smaller in lenght and the longbow should be slightly longer, at least, in my opinion
    let me know what you think about it
    thank you
  7. Jdofo
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    Very interesting mod! Is it still on Alpha or is this the final version?
    1. ZyconXSC
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      Still in Alpha stage at this moment, until KCD becomes extremely stable (probably after july) it will remain this way, I currently haven't looked at the latest update yet because I have a full-time job 9-5 mon-fri. So yea... Sorry if I cant update this, I will try by the end of May to come up with a release for the latest game version.
    2. Jdofo
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      Thanks for the reply, no rush at all :) KCD 1.4.3 seems quite stable, it needs better balancing and performance, though. This is the kind of weapon/armour specificity I'm looking for, and what the game lacks at the moment as well. Will keep an eye ;)
  8. Spietres
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    I have no idea how to install it. With other mods, it's usually a folder that you put in Mods. But this one is a pak file. What am I supposed to do with it?
  9. Maleficus04
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    Just wanted to throw something out there that may or may not have anything to do with this mod, but could possibly be helped by it, if you feel like messing around with it more:

    I know you said you did, or will be, adjusting the reach of each weapon -- which is great. Something I noticed recently, though, (and this was likely present in the vanilla game as well) is that npcs will often hit me with swings from ranges I can't hit them from with the same weapons. For instance, I'll be hit with a warhammer and it basically looks like the person just swung in front of me, but then I immediately try to hit from the same range, (if not closer) with the same, or very a similar weapon type and just hit the air.

    I'm not sure if anyone else has experienced this, or if it's just me, but it's incredibly annoying. Almost as annoying as seeing the enemy doing a very slow, wind-up swing that for some reason is not possible to perfect block. But that's another issue. Anyhow, if you feel like perfectly the ranges so the inconsistent hits/misses aren't a thing, that'd be awesome. But I understand you have lots of other stuff to deal with, so just do what you feel up to.
    1. ZyconXSC
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      If you are on Nexus a lot or know someone who is active maybe you or they can help me test my mod? I'm working addressing these issues and much more but I really need someone to help test this stuff... The reach thing has to do with Max reach and Base reach. I increased both, but hammers and maces are still vanilla because original game is really bad... hammers/maces had same reach as longswords LOL. I definitely need to adjust it further in later patches.
    2. Maleficus04
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      I wouldn't say I have tons of free time, but I do have a few nights where I have a couple of hours to spare. I'd be happy to help when I can, you'd just have to either tell me exactly what to change in each file or just send replacements for each change. Some of the .xmls seem easy enough to look at and figure out, where as others (like armor) have some much jumbled text that it's hard for me to even know where to begin looking for things.
    3. ZyconXSC
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      What's your timezone? also, you don't need to change values I'll just send you the files as attachments. Don't worry about that, I just want people to help test the product before I release it so I can get some feedback pre-release.
    4. Maleficus04
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      My timezone is EST UST -5.
    5. Leturn
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      I've found that I did stuff like that, hitting enemies that are out of reach. I also sometimes "teleported"/moved very fast to an enemy that the game found I should focus on and that I hit because it teleported directly in front of them.

      I think the whole targetting system needs some more love. Especially combat against multiple enemies is still tedious because (in my experience), the focus never wants to switch on the enemy you want it to switch on, without yanking the mouse aggressively to the side.
  10. NickSheperd
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    If we wanted to tweak the stats of items ourselves, what might the easiest way of doing that involving this mod?
    1. ZyconXSC
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      Well you can download the Modder Resource but this mod is technically not finished, in fact I wouldn't even say its in beta, I got a crap load of unfinished checkboxes on my calendar that I made... For starters this mod will include armor tweaks in the next patch, and I will also rename a lot of the existing items, to reduce confusion, Armor sets will also be a thing Magdeburg, Nuremberg, Kuttenberg, Milanese, Augsburg are going to be 5 full set plate armor sets, split between Sassau and Rattay shops (Requires starting a new game) Helmets will not be part of plate sets, but some helms look better than others depending on what armor sets you wear. My goal is to make combat as realistic as possible, for instance smacking a guard in the head 10~20 times = 1 kill, right now, you can kill guard in 3~6 successive hits, that's too easy. I'm also tweaking skills too, the stats you gain per level will be reduced by half when I'm done with it. So weapons won't be too OP in the hands of the player. In medieval battles killing fully armored soldiers outright were very rare, most people were injured in battles, only the best soldiers or knights was able to fight for longer periods of time because they were trained from childhood. I want this mod to reflect that. Making any changes takes so much time, so far I've matched 5 different sets of plate armor, I had to test piece by piece to see which armor looks good with another piece, and then I write it down, I did that for the entire afternoon, I also should mention armor durability will be increased, my final goal is price adjustments with charisma tweaks too. This why its taking awhile to make, I'm constantly running into unforeseen bugs and errors, I wish someone could help me...
    2. NickSheperd
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      That certainly does seem like quite the undertaking. The only thing I'm trying to do is give a very minor buff to a particular sword I happen to enjoy more than the rest.

      If I had any modding skill or technical know-how, I'd offer to help, but without such skills, I don't know how much use someone like me would be.
    3. ZyconXSC
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      Well, I don't think its worth it for you to go through the trouble of learning all the mod stuff for KCD just to mod a single sword lol. However I hope, you can be patient with me and check out this mod again in the next few days, I'm almost finished, just need another couple of days. A lot of stuff in this game is very troubling, the developers definitely had great visions and plans but they never fully executed it. There are a huge list of greaves I'm going through right now, hopefully I can get greaves and pauldrons done tonight... I think anyone who has some knowledge of computer languages or writing programs/modding can mod KCD, this game is pretty easy to mod, the only hard part is the AI, I still don't know which the majority of the AI scripts for this game, I just don't have the time to go through them all.
    4. NickSheperd
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      Well I figured it wouldn't be too hard to just open up your mod in notepad++ and change a couple values around. The hard part is knowing where to find the right line for the particular weapon I'm after.
    5. EonSpirit
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      10-20 hits? Bro, I understand the desire for realism, but you gotta balance that s*** with gameplay. You end up fighting a s*** ton of people in this game, a lot of them plate-armored.. if it takes that long to down one person the game will become an absolute nightmare slogfest, that's not fun whatseover. And where'd you get the idea that you need 10-20 hits to the head of ANYONE wearing ANYTHING in medieval times? A dude wearing full plate with a full on frog helm would still get owned if he got stabbed through the visor or simply hit with a flanged mace or hammer hard enough... yes... the helmet itself would be fine, but the concussive force would pretty much turn his brains to mush. So yeah, there WERE legit ways of killing even heavily armored opponents fairly quickly, please don't make it a fight of attrition, because in late-game fights with loads of fully armored knights it's just going to make the game a pain in the ass, and not fun. It's much better to retain the lethality of combat, tone it down a little, yes, but instead of nerfing it completely, just try to make the opponents better, without resorting to endless perfect blocks, like some in vanilla do. That + more aggressive AI + the fact they won't cower in fear and give up after merely seeing you draw your sword should add plenty of challenge, without making things tedious, imho.
    6. ZyconXSC
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      It's really the other way around, I'm sure you've seen plenty of HEMA tournaments, watch any of the IMCF fights and you'd understand, videos on youtube showing people breaking mail and plates on a dummy is pure BS. Human body is not a solid piece of wood, the body moves in the direction of the blow and draws back from each attack, generally speaking by the time your weapon hits a body part, the person would have slightly drawn back causing the force landed to reduce by a lot. Whether struck by wooden or dull swords I've never been really hurt that much, and I'm only wearing protective padding, just think of the stuff they wore back then, its a triple layer protection system. Unless you are stupid enough to walk towards the blow to your head, you shouldn't be knocked out in a mere few hits, that's not being true to real life. It's also hard for anyone to implement what real life is in a videogame, I think the developer also knew that, the biggest killers of knights was the stiletto daggers, longswords was only a means to knock other combatants on the ground or trip them, the finish comes from the dagger. You would never be able to strike inside a helmet with a longsword, that would probably only happen in the movies. Stiletto was a lot more accurate than swords, shorter the blade, the more accurate you can strike, try grabbing your broomstick and hitting a tiny mark on the wall, vs grabbing a pen, the pen always wins. Lastly, the biggest killers by far in medieval times was the crossbow, and yew longbows, which this game didn't really include, and lances. Lance charges accounted most of the battle casualties, along with crossbow/longbows. The rest of the kills were most likely done by the dagger in hand to hand. Oh, and really, I shouldn't be able to just walk into Rattay and kill every guard in the town, that's not remotely realistic, I don't think anyone should be able to do that, last time I tested I was still able to do that, there needs to be a change. Whether you agree with my views or not I think you can appreciate me trying to bring about some form of change. If you want to help, just let me know and you can beta test for me, because right now I need help its very hard to mod and test this at the same time.
    7. EonSpirit
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      Well I never meant to say that you headshotted people with a longsword :) But yeah, you can see even in your own comment why sticking to 'real life' doesn't translate to much fun. Let's be realistic, Henry SHOULDN'T become even a good fighter, having started so late, much less a phenomenal one, but the game's narrative and gameplay structure require it.. he WILL kill hundreds of enemies by the end of the game, whether you try to avoid it or not. Therefore, making it a chore to do just seems counter-intuitive, even if it would be, strictly speaking -realistic- :) I mean, we don't have mechanics for armor joints, weak points, tripping the guy and stabbing him with the dagger etc, which were all methods to make those fights not last for weeks, so we might as well 'game' that by making enemies relatively easy to kill. This won't make the game easy imho, as long as those enemies can kill you just as easily (or almost as easily) and get more aggressive. But yeah, don't wanna tell you how to make your mod :)
    8. ZyconXSC
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      If you are online 5 hrs from now I will have the armor mod completed, maybe test it for me and tell me how it felt?
    9. EonSpirit
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      Unfortunately, it's going to be like 5am, and I'm quite busy tomorrow. But I'll definitely be getting back to this game soonish next week so I'll be happy to get into it and see how it feels, though ofc testing is a tricky beast, too many factors other than armor and weapons are present in the game atm (perks, synergies and other stuff that makes henry way different at even 15 compared to 20 in stats, much less 1 vs 20, say).
    10. Maleficus04
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      I'm interested to try these changes out. My thinking is definitely more along the lines of EonSpirit's, but I'm willing to give it a shot.

      Personally, I don't think people in plate should be as easy to kill as they are in the vanilla late game, and certainly not as easy to kill as lightly armored people, earlier in the game. But I feel like the way to balance that would be through balancing damage types vs armor better and modifying equipment npcs spawn with (taking away plate from a fair amount of npcs in the game, giving more varied weapon types). Make it tougher and rarer. But I feel like managing to keep a 4-6 headshot to kill ratio for plate enemies while using blunt weapons would be ideal, assuming decent weapons and stats. It's 1-2 shotting them that I feel is the problem later in the game. Other weapon types should take longer, but be faster, use less stamina, have better range, etc.

      Otherwise, yeah... it'll be realistic, but in the sense that you can just never complete some quests where you have to fight 3-5 plated enemies at once without help (which, of course, you have no option for in this game [no companions]) unless you do lots of stealth stuff and hope the game decides to let it work.
  11. darksmaster923
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    I noticed an issue with polearms where if you hold down 2 it attempts to take off and equip the weapon. This makes it hard to switch.

    Also, does the ai use pole arms properly with this change?
    1. ZyconXSC
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      AI do not use it because it is no longer classified as "Oversized" in their search algorithms, I'm attempting to fix it but it won't be done until after tomorrow minimum. Regarding using polearms with secondary button, make sure you tap "2" quickly and do not hold it, it takes a little getting used to, its an in game issue as well due to the lack of animation (transition animation from sheathe position to combat ready), there is currently no animation for drawing a polearm from the secondary slot. That is why it is instant, so you got to be quick, but it is doable, it just takes some practice. The fact that I didn't place polearms in the primary slot is for good reason, I don't want people abusing it with a shield, it is unrealistic and inaccurate, I think most players would respect that.