Kingdom Come: Deliverance
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Peter Shlemihl

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schwein32

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12 comments

  1. Modling
    Modling
    • supporter
    • 28 kudos
    These two mods has this feature updated to 1.9.6:
    - Polearms Unleashed
    - Better Combat and Immersion Compilation
  2. Nemerow
    Nemerow
    • member
    • 0 kudos
    Did the mod still work on 1.9.x?
  3. RazkilZ
    RazkilZ
    • supporter
    • 0 kudos
    I was just reading the comments and had an idea.. What about a "special" saddle that sacrifice the potential of extra carry weight for the ability to holster a polearm on it? You go over to it, and it will allow henry to pick it up, or holster it, depending on if he have one in hand or not. I dont know how hard this would be to do, but would definitely be a interesting way to do it.
  4. Firejizz
    Firejizz
    • member
    • 0 kudos
    hey I cant use this mod at all. for some reason it completely disabled Mutt and everything to do with him giving a "mod was uninstalled, content deleted" every time the game boots. Using latest version 1.9.37something
    1. Swaggy4Sure
      Swaggy4Sure
      • member
      • 0 kudos
      same problem
  5. naturalian
    naturalian
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    • 0 kudos
    Can you please add an option with vanilla polearm damage?
  6. chiconspiracy
    chiconspiracy
    • member
    • 5 kudos
    Cut damage by 80%??? They are already scaled roughly correctly with swords. There is no way an 8 pound polearm should hit with equal or less damage as a 2 pound sword. They have both mass and leverage advantages which should make them far more powerful.

    The only reason any weapon is op in the game is the strength-damage buff in rpg_param.xml

    You can remove the ridiculous buff by setting the line SkillToDmgConstA value from 400 to 1000.
    1. schwein32
      schwein32
      • member
      • 1 kudos
      Ok maybe i said it wrong i didnt cut it by 80%, but to 80%. so if a weapon would have done 100dmg itll be ca 80. And yes im aware about the strength to damage value. I play with Better Combat and Immersion. it sets it to 500.
      I know the damagebalance isnt perfect atm, but for my liking they where too strong..mybe not the most realistic but its a game...and if a polearm always has the most damage and the most reach at the same level requirement, they would always be first choice if you go for efficency...but if you have an idea to balance damages better let me know.
      You probably know but just delete melee_weapon.ltx and .tbl to have polearms back to vanilla damage levels.
    2. chiconspiracy
      chiconspiracy
      • member
      • 5 kudos
      I don't know if there is a way to force it yet, but i'd only make them storeable on the horse, and not in Henry's reality defying pockets of holding. Their only purpose was fighting, and they did that better than swords, not equal to them. Their real life balance was due to the fact that carrying one severely limited what you could do, like preventing you from using a bow (I believe an older mod put them in the bow category), and slowing your movement (the vanilla game already does this, perhaps a bit too much). Swords have a significant benefit of being very easy to wear, neither slowing your movement or prohibiting you from using bows or other tools.
    3. trolleyboss
      trolleyboss
      • member
      • 0 kudos
      I second that. Storing polearms on horseback is paramount to immersive polearms mod. Polearms were kings of battlefields and yes they were limiting but essential to success in any battle.
  7. DerGamer100
    DerGamer100
    • member
    • 0 kudos
    HOw i install this mod
    1. stoopkid452
      stoopkid452
      • member
      • 0 kudos
      If you've installed any other mod, it's the same as those.

      Download and extract the file.
      Move or copy the extracted file to you game mods folder. C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Mods
      If you don't have a Mods folder, you can make one.