Kingdom Come: Deliverance

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EkErilaz

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  1. EkErilaz
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    Due to being very busy with life, it's become necessary for me to cut down on my modding time, including troubleshooting support for BCAIC.

    Over the past few years I've answered a ton of posts in here, so it's very likely that any question or issue you might have has already been addressed. Try flicking through the pages before posting.
  2. EkErilaz
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    Check out the brand new BCAIC tutorial video here!
  3. EkErilaz
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    A major change to how master strikes work has been implemented in the most recent version:

    - Master strikes have been completely revamped: You now have to mirror the zone to perform it (though normal stabs can only be master struck from top right and top left, and high stabs only from overhead zone). The MS window for the player has consequently been widened, so it's quite easy to perform it when mirrored upon weaker opponents. Skilled opponents will also MS you occasionally if you strike into the mirror zone (or equivalent for stabs). This means that if you get master struck, it's entirely your own fault rather than some random chance. Thanks a ton to machinegod420 for showing how this could be done!
  4. EkErilaz
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    We've seen some excellent and advanced new mods recently by machinegod420, and one of them has surpassed my own meagre attempt at making polearms more useful. I highly recommend checking out his Polearms Unleashed mod.


    NOTE: I have made a patch for the Polearms Unleashed mod, found in my optional files section, which restricts the polearm perfect block ripostes (follow up attack after PB) to mirrored sides (except stabs and high slashes which you can riposte from upper left/right zone). E.g. if you attack from your right, and the NPC carrying a polearm is either in its upper or lower left zone, the NPC might perfect block and riposte you - and the same for the AI, e.g. if it attacks with a stab, and you're holding your polearm in either your left or right upper zone, you can follow up a perfect block with a riposte (or fast attack).

    This was done because I think the polearm riposte was too strong when it was triggered from every zone, especially with BCAIC's increased PB probability for the AI, and taking into account how fast the polearm riposte animation is.
  5. Behemelo
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    I was finally able to win a Tourney and Duel Zoul on hardcore after many hours with this mod! It is so satisfying once you learn the combat system. At first i thought there were a lot of "unblockable" attacks and felt like enemies were cheating me - turns out i just didn't understand some key mechanics of the mod. Let me share some rookie tips i've learned so far.

    1. Perfect Block: [General Rule] Time perfect blocks at the start of the forward swing or very soon after.  However, some enemies do a slow/delayed Riposte that bait you into blocking too early. For the slow ripostes, take your time and finally block when he puts his body into the swing (slow right and lefts swings) or sometimes block at the wrist snap animation (mace overheads). Remember if the enemy does a Perfect Block, then their next attack is called a Riposte. Ripostes can only be perfect blocked (or Master strike as well?). If you felt you got hit by an "unblockable attack" it probably means you got hit by a Riposte and failed to Perfect block it.
    2. Feinting Past their Guard: Most combos are hard to pull off because the enemy usually blocks your initial attacks.  To get around this guard, what i usually do is hold an attack on their heads then feint and hit the low right. After the hit, you can chain strike follow up the upper left attack and move into your combo. 
    3. Play slow: Don't get too eager trying to combo without watching the effects of each of your hits. When you swing, confirm how the enemy reacts first - a hit? normal blocked? or perfect blocked? Hit will show a bit of recoil. Normal block will not lead into an attack and they just go "ooof." Perfect block will lead to a immediate riposte or a tricky slow riposte - you can tell because the enemy's weapon will stay in motion and move into an attack unlike in a normal block. 

    To the author, thanks so much for this mod! It really fixes many problems with the vanilla game and will still offer me many many more hours of trying to learn and master its mechanics!
    1. EkErilaz
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      This is great. Thank you for the write up. Might be very helpful for other newcomers!
  6. EkErilaz
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    There are several complaints about the clinch being too hard to pull off.

    This is intentional. In Vanilla KCD, the clinch is basically an exploit at higher levels. You can beat anyone by clinching and then hitting when they're stunned. The NPCs on the other hand will never follow up on a clinch, so them winning clinches is harmless.

    From this point of view, making the NPCs win clinches almost every time is a way to prevent this easy win exploit from ruining the challenge - without any real harm done to the player.

    What clinch is useful for still is to finish off low-stamina/health opponents (especially if they're also low-skill). It's a finisher, not a "starter" move anymore, as explained in the tutorial video.
  7. aa159753
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    how to cancel fast travel only
  8. SilverEyes00
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    Is there any way for me to disable the mirror perfect block? i would like to play with vanilla perfect block.
  9. aa159753
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    is Better Combat Lite compatible with Perkaholic and Blood and Iron?
  10. Cabakka
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    Is this mod still working with last version of game (1.9.6)?
    I dont see any polearms perks.
    1. KennyMeister
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      The base combat overhaul is working for me
    2. EkErilaz
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      Yes, as is written in the description: "Compatible with KC:D version 1.9.6".

      The game hasn't seen any real update since February 2020 (patch 1.9.5, with 1.9.6 and later being localisation/language changes only).

      If you can't see polearm perks, you might be using some (outdated) other mod that breaks that part of BCAIC.
  11. KennyMeister
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    I think Ive been enjoying this mod. Can anyone confirm you can still master strike stabs? I've been trying but cant seem to pull it off reliably. Timing master strikes has been a lot more difficult but rewarding. Fighting >2 enemies at at time is still a death sentence personally. 
    Have not been able to pull off longsword combos
  12. Zanteri
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    While the removal of master strike and clinch spamming makes the combat better, some parts of this mod just make it silly.

    Enemies are INCREDIBLY good at dodging now - some peasant I was fistfighting was dodging around like Floyd Merryweather Jr. I counted 45 perfect dodges in a row. I've seen enemies perform dodges mid-swing, which ought to be impossible.
    Consequently, combos seem almost impossible to perform. The enemies are so good at perfect blocks and dodges that the likelihood of getting a combo through is negligible. The way to win combats now seems to be just Q-swing-Q-swing-Q-swing and hope they run out of stamina before you do.
  13. OnionVirginia
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    Is there a way to have all the immersion components of this mod, but none of the combat components?
    I used to like the combat of this mod, but honestly, I find the game is much more enjoyable just never learning master strikes and removing master strikes from NPCs with no mo slow mo. I've grown accustomed to the immersion bits though.
  14. roanbez
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    So, I have played roughly through half the game with this mod and there are a few things I want to say:

    The non-combat part of the mod is great. No arrow trails, better baths - all that is 10/10 except for groshen weight because the game is simply not desighned for that. 

    As far as combat...

    Well, I do like that it is easier to switch targets. I do like that a bunch of armor helps but does not make you impenetrable. I do like the importance of bleeds and the fact that enemies in good armor cannot be easily pierced with arrows. That being said the mod kind of works one way. To explain how bad your disadvantage is: I almost got killed by two naked unarmed guys. As I spent all my stamina trying to hit infinitely dodging bum in underwear the other one got behind my back and reduced my health to 25 by ~3 strikes. I was wearing some of the best armor in the game...

    So you guys are on the right track but the combat element of it definitely needs more tweaking. It does not make combat enjoyably harder. It makes combat absurd.
    1. EkErilaz
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      Obviously the balance of combat is not for everyone. Though I think it's reasonable that fighting multiple opponents should be very hard - even with full armour. If several peasants with polearms beat on you (especially after you exhausted your stamina) you're not going to last long.

      Just take this as an example, the armoured knight can be effectively dazed by blunt hits (in this case with a pommel): https://www.youtube.com/watch?v=vi757-7XD94

      It's worth noting that if you (or the NPCs) have low stamina, you'll take more damage, so it's important not to spam senselessly, to avoid losing too much stamina. Be careful, on the defense, try to defeat the first opponent(s) with master strikes or well timed stabs (or the 3-step-combos if you have time to attempt them after a PB or MS, but don't push your luck).

      Thanks for playing, and for the feedback!
  15. GrabAnwalt
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    Not sure if you will answer 2 years later, but I saw a video about modding kcd and one of the main points that one should remove underscores from the name, didn't explain why though ...
    1. EkErilaz
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      Probably the author of the video confused some of the instructions... There's no need to remove underscores.
  16. roanbez
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    Can you help with editing the weight and Mule perk? I want them restored to vanilla values. 

    To edit weight I went to
    >zzz_BCAIC_BetterCombat_MoreRealisticPerks_Regeneration_Digestion_CarryWeight_SellingPrices_DirtApplication.pak

    Inside there was a file called rpg_param__BCAIC. I edited the line to look like this: <row rpg_param_key="StrengthToInventoryCapacity" rpg_param_value="4"/>

    This seems to have done the job but I wanted to make sure I did it right.

    In the same pak file I found another xml called buff__BCAIC 

    I edited several lines to look like this: 

    <row buff_ai_tag_id="" buff_class_id="4" buff_desc="" buff_exclusivity_id="1" buff_id="28aba630-a4ca-4c7c-8961-40b9c7cf5c12" buff_lifetime_id="1" buff_name="perk_mule_2" buff_ui_name="" buff_ui_order="" buff_ui_type_id="4" buff_ui_visibility_id="" duration="-1" icon_id="0" implementation="Cpp:Constant" is_persistent="True" params="cap+15" slot_buff_ui_name="" slot_icon_id="" visual_effect=""/>
    <!-- BCAIC: -10 -->
    <row buff_ai_tag_id="" buff_class_id="4" buff_desc="" buff_exclusivity_id="1" buff_id="63d5e1a6-fa33-4f10-87d4-5b9c0e359c75" buff_lifetime_id="1" buff_name="perk_mule_3" buff_ui_name="" buff_ui_order="" buff_ui_type_id="4" buff_ui_visibility_id="" duration="-1" icon_id="0" implementation="Cpp:Constant" is_persistent="True" params="cap+15" slot_buff_ui_name="" slot_icon_id="" visual_effect=""/>
    <!-- BCAIC: -10 -->
    <row buff_ai_tag_id="" buff_class_id="4" buff_desc="" buff_exclusivity_id="1" buff_id="a684d24b-f828-4998-8164-acbadaa64af9" buff_lifetime_id="1" buff_name="perk_mule_1" buff_ui_name="" buff_ui_order="" buff_ui_type_id="4" buff_ui_visibility_id="" duration="-1" icon_id="0" implementation="Cpp:Constant" is_persistent="True" params="cap+15" slot_buff_ui_name="" slot_icon_id="" visual_effect=""/>
    <!-- BCAIC: -10 -->

    This did not change anything. The perks still increase carry weight by 5, 10, and 15 pounds respectively to their tier. 

    I like this mod but I want the carry weight values to be completely restored to vanilla. Also, now that I mentioned it, I don't have a horse yet but I would like to restore the carry capacity to vanilla values. What do I do for that?
    1. Flynski
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      For the  Perk changes. The text wont change, but the values will. I tested it just now and they did change. I also noticed that when I tested ClinchMaster.

      Also the values should be to add ten to each one instead of +15.
      --
      <row buff_ai_tag_id="" buff_class_id="4" buff_desc="" buff_exclusivity_id="1" buff_id="28aba630-a4ca-4c7c-8961-40b9c7cf5c12" buff_lifetime_id="1" buff_name="perk_mule_2" buff_ui_name="" buff_ui_order="" buff_ui_type_id="4" buff_ui_visibility_id="" duration="-1" icon_id="0" implementation="Cpp:Constant" is_persistent="True" params="cap+25" slot_buff_ui_name="" slot_icon_id="" visual_effect=""/>
      <!-- BCAIC: -10 -->

      <row buff_ai_tag_id="" buff_class_id="4" buff_desc="" buff_exclusivity_id="1" buff_id="63d5e1a6-fa33-4f10-87d4-5b9c0e359c75" buff_lifetime_id="1" buff_name="perk_mule_3" buff_ui_name="" buff_ui_order="" buff_ui_type_id="4" buff_ui_visibility_id="" duration="-1" icon_id="0" implementation="Cpp:Constant" is_persistent="True" params="cap+35" slot_buff_ui_name="" slot_icon_id="" visual_effect=""/>
      <!-- BCAIC: -10 -->

      <row buff_ai_tag_id="" buff_class_id="4" buff_desc="" buff_exclusivity_id="1" buff_id="a684d24b-f828-4998-8164-acbadaa64af9" buff_lifetime_id="1" buff_name="perk_mule_1" buff_ui_name="" buff_ui_order="" buff_ui_type_id="4" buff_ui_visibility_id="" duration="-1" icon_id="0" implementation="Cpp:Constant" is_persistent="True" params="cap+15" slot_buff_ui_name="" slot_icon_id="" visual_effect=""/>
      <!-- BCAIC: -10 -->