Kingdom Come: Deliverance
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WKpel

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WKpel

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About this mod

NEW VERSION: This mods now allows you repair any item from 0 to 100 regardless of skill level.

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VERSION 2.1 IS UP. NOW YOU CAN REPAIR SADDLEBAGS!!!

Same as version 2.0 but now you can repair saddlebags using a Cobbler's kit.


VERSION 2.0 IS NOW UPLOADED

The 2.0 version is now in PTF file format and shouldn't cause conflicts with other mods.


WHAT THIS MOD DOES EXPLAINED IN DETAIL

This mod allos the player to repair any item using repair kits regardless of how badly damaged that item is. So, it is now possible to repair any item even if the item status is at 0. Moreso, this mod also removes the experience cap to repair items, so the player can now repair any item at any level of maintenance skill.

How this works

This mod sets to null (the game interprets it as "0") two values that establish which is the lowest the status of an item the player can repair and the maintenace skill level the player needs to repair certain items. I'm not 100% sure but I beleive there's some value which establish item levels which is used to determine this. As such such, this mods allows the player, regardless of skill level and regardless of the item's current status (how damaged it is). I'm being redundant, but it is important to understand this in order to understand the following:

Unintended side-effects


tl; dr: You will probably max out your maintenance skill in a matter of minutes and You will go through repair kits like it's free candy.

The reason for this is as follows, disclaimer: I'm guessing based on how the game works, don't take my word for it as word of god.

I assume this game functions like any other game in regards to xp. At lower levels you get little xp but that's enough to make you progress, however, the more advanced you are, the more xp you need to progress. I beleive, at least in the case of maintenace skill, that there's some math in the game's guts involved affecting regarding the quality or level of the items you repair. As such, at low levels you are allowed to repair low level items only, which yield low xp, but the higher your maintenace level, the higher the level of the items you get and the higher the xp yield is. Your xp yield might be affected by your current main level or some other variable. Consequently, since you can now repair high level items which yield lots of xp, you'll get a massive boost in your maintenance skill. As an example, I was able to max out my maintenace skill at a main level of 5 and having no other skills over 10.

I beleive there's no 1==1 conversion between repair kits points (status/health of the repair kit) and the points you repair on a given item, but the higher level the item, the higher points on the repiar kit you need to use to repair said item. So, as an example, to repair a single point on a low level item, you need to deduct X points from the health/status of the repair kit, while a higher level item would require Y points, with Y being higher than X. The result is you'll run through your repair kits in no time.

Can this be adressed?

I haven't tried it yet but I think that this could be adressed, if you want a more balanced gameplay experience I might or might not do this in the future. The Ultimate Repair Kit 2.0 by Lernos addresses this by not removing the level cap required to repair high level items. It also has a version with night unbreakable items.

OK, but it seems that I can't repair saddlebags...

You can now with version 2.1. Requires a Cobbler's kit.

So, wich mod should I use? Yours of Lernos'?

If depends on the gameplay experience you're after. I'd say Lernos' mod offers an overall more balanced experience while mine is more about powerleveling. That's on you.

Right, but can I use both mods at the same time in order to take advantage of the massive maintenace xp boost your mods gives plus the almost unbreakability of the repair kits in  Lernos' Ultimate Repair Kit 2.0 Plus?

Yes, I've tried them and they work together perfectly, the only conflict that might occur is at a line in the rpg_param.xml which both mods override, but since they both override it with the same exact values, no conflict occurs whatsoever. I've only tried it with my mod loading first than Lernos' and I'm pretty sure if you reverse the loading order it should work aswell, but in case it doesn't, just load my mod first.

Will you be making an unbreakable kits version like Lernos'?

Doubt it, since both mods work perfectly together.

Will you be making a version wich balances the xp boost in your mod while still allowing the player to repair any item regardless of the maintenace skill level?

Perhaps I will, perhaps I won't. I've no plans on doing that in the short term.