Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Realish Wounds
   
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5.454 KB
16 Mar @ 8:48am
18 Sep @ 12:45pm
12 Change Notes ( view )

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Realish Wounds

In 1 collection by Actalo
Realish Collection
14 items
Description
A comprehensive overhaul of injuries, bleeding, and healing.

In native KCD2, injuries and bleed are more flavor than impactful gameplay mechanics, and healing comes too easy. Therefore, this mod overhauls injuries, bleeding, and most methods of healing: sleeping, perks, bandages, and potions. Alchemy and potions will become essential for surviving dangerous battles. No longer able to simply sleep off injuries, decoctions such as Chamomile or Marigold (or both) will be required for quick recovery.

Injury/Bleed Thresholds:
- Body-parts more than 25% damaged, become injured.
- Body-parts more than 35% damaged, bleed.

Bleed
- Bleed is 1HP loss, every 4 second, as opposed to the normal 1HP, every 6 second.
- Bleed rate now increases dependent on injury type and number of injuries.

Injury Effects
- Head: 'Concussion' (dodge disabled) and reduced perception, bleed interval -2.
- Torso: Exhaustion, reduced stamina regeneration and courage, bleed interval -2.
- Right Arm: Reduced strength and Master-Strike disabled, bleed interval -0.5.
- Left Arm: Reduced attack speed and Perfect Block disabled, bleed interval -0.5.
- Right Leg: Run and sprint disabled, bleed interval -1.
- Left Leg: Sprint disabled, bleed interval -1.

Healing Non-Medical
- Sleeping now heals 100hp in 24 in-game hours.
- Henry can sleep 24hrs.
- Injuries take 3x longer to heal.
- Food heal rate now greatly reduced.
- Exhaustion rate (energy loss) reduced 15%.

Healing
- Bandage efficiency now 15, instead of default 25.
- Marigold potions now share equal healing rate, 10hp per 1min, up to 10min as per quality.
- Chamomile potions now improve sleep's healing and energy by 25% per quality level.
- Cockerel potions now reduce energy loss, no matter the quality.

Additional Notes
- Many Vitality Perks have been removed. To reset perks, drink Lethean Water.
- This mod should be used after the Prologue.

Compatability: This mod is PTF so it should work with anything not touching injuries, healing, and bleeding in rpg_param, or bandage efficiency and marigold healing in item, or marigold potions, chamomile potions, injuries, in buff. Cockerel buff values no longer compatible with UI sorting mods since WH misspelled "insomnia" in English, this mod corrects that for posterity, but other mods will use incorrect spelling.
38 Comments
Actalo  [author] 26 Sep @ 6:16am 
Yes.
gepa83 25 Sep @ 11:30pm 
Is there a reason why this mod hides some of the vitality perks? Noticed same with thievery and hunting mods and their respective trees.
Actalo  [author] 16 Sep @ 2:48pm 
The game applies injuries, and possibly bleeding, to Henry during the prologue with no means of treatment.
Green Ghost 16 Sep @ 1:50pm 
When you say "-This mod should be used after the prologue." does that mean the mod breaks the prologue in some way or does it only make it more difficult?
Actalo  [author] 7 Sep @ 11:28am 
I will not add other localization to my mods.It's too big a pain-in-the-ass updating each language file every time I wanna make changes. Anyone can make a language translation of any mod - but it's up to the translator whether to update their translations. Again, if you're interested in making translation mods, in general, use the discord link.
Knight Dragon 7 Sep @ 10:35am 
To make this clear, i never in my life touched modding and even don't know how to publish it in Steam. I suppose, i have to figure it out. Was hoping just make for you a translation so you could carefully put it in your mod. Also i could've help with other mods translation, like realish poisons. And translated Steam pages for mods as well. I know it is possible to add different translations into one mod file
Actalo  [author] 7 Sep @ 10:15am 
I frequent that Discord channel as well.
Actalo  [author] 7 Sep @ 10:14am 
When publishing a translation, ensure you change the xml file name to match the modid in your new or edited mod.manifest. The only file that should be in the translation is the new tanslation file - do not re-publish the mod you're translating. If you need help making a mod or have other questions, you can speak directly with knowledgeable modders on Discord:
https://discord.com/invite/n4379V4E8R
Knight Dragon 7 Sep @ 10:07am 
...Alright, thanks...
Actalo  [author] 7 Sep @ 10:04am 
Translations are easy.
1. Open the localization file,
2. copy the localization pak.
2. unpak the copied pak
3. open the xml
4. Every entry has a duplicate line. The second one is the version shown in game, therefore, that is the one that can be changed to whatever language you want.
5. Use a pak build from Nexus or Wirar to repak the copied pak, change English to whatever language you want.
6 place the new pack into the Localization folder.
done.