Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Realish Hunting
   
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File Size
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20.592 MB
25 Apr @ 8:55pm
25 Sep @ 12:52pm
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Realish Hunting

In 1 collection by Actalo
Realish Collection
14 items
Description
Increase the challenge of Hunting with more realistic wild animal behavior, spawns, and harvesting.

Wild animals are now much more alert by default, and will run/react if they see the player, hear the player, smell the player, or get shot at. Animals wounded by sufficient damage will incur injuries, those injuries will now bleed profusely, and will usually bleed out, making Mutt useful in finding dead game. Works best with Realish Wounds.

Harvested game and domestic animal inventories have also been reworked to give a wider variety of realistic cuts, but NOT so much as to make hunting exploitable. Spawns for most wild animals have been overhauled, decreasing the overall number of wild game, while increasing the pack size of predators.

This mod was designed around the use of Realish Weapons & Armor, which overhauls projectiles and makes Hunting Arrows & Hunting Bolts useful in their intended purpose (high damage vs unarmored).

General Tips for Hunting:
- Wild Animals have a scent radius, so keep your distance.
- Wild Animals have a field-of-view, so approach from behind.
- Wild Animals have a hearing radius, so approach crouched.
- Best practice is to take shots from no closer than 10m (32ft), to avoid animal sensory radius.

Injury & Bleed
- Head injuries will reduce perception and bleed interval by -8.
- Torso injuries will reduce stamina regeneration and bleed interval by -8.
- Fore and hind limb injuries will reduce movement speed and bleed interval by -6.

Roe Deer, Wolves, Wild Dogs
- Minimum Crossbow or Bow Power: 150
- Use Hunting projectiles.
Boar, Red Deer
- Minimum Crossbow or Bow Power: 175
- Use Enhanced Hunting projectiles.

Spawn Overview
- Boars are found in groups of 2-3, and respawn 14 days.
- Hares are found in groups of 3, and respawn 7 days.
- Red & Roe Doe are found in groups of 2, and respawn 14 days.
- Red & Roe Bucks are lone animals, and respawn 21 days.

Wild (War) Dog:
- Respawn timer 28 days.
- War Dogs are now more dangerous than Wolves, individually.
- War Dog "decision to attack" radius increased.
- War Dogs now roam in packs of 5-6.

Wolf:
- Respawn timer 28 days.
- Wolf "decision to attack" radius increased.
- Wolves now roam in packs of 8-10

Compatibility: Mod tables are PTF with the exception of AnimalSpawner (Lua), object_mission0 (levels) files. It should be compatible with any mod that doesn't modify animal inventory presets, wild animal soul_archetype, body_part, and wild animal angriness_enum, scriptparam.
19 Comments
Actalo  [author] 9 Sep @ 7:06pm 
No, it doesn't.

I've already updated and tested it for 1.4. If you're having issues, it's because you're using an older version. Unsubscribe and re-subscribe.
Celtic 9 Sep @ 6:50pm 
This appears to have issues with the latest update.
Actalo  [author] 6 Aug @ 8:09am 
Terrain has an effect on animal vision, some terrain essentially blinds animals, despite the terrain's appearance. As far as horses being spooked, the mod doesn't edit any "enum" files regarding horses, so this mod shouldn't affect your horse courage - that's default behavior, even if you're anecdotally convinced it's the mod. You want brave horses? Use my Warhorse mod.
DrShrimpPuertoRico 6 Aug @ 1:36am 
Hello. Im using this mod on the current live build in conjunction with realish stealth. You can still stand about 6 meters from a deer in full armor and jump up and down and they dont care. Essentially there is still no reason to sneak up on game animals to hunt them.

These changes to awareness seem to only affect the enemy animals because ive definitely been snuck up on by wild dogs and wolves (which is great).

One big issue is realish hunting, which i tested on its own, makes my horse 'gringolet' very cowardly; throwing me when facing just two bandits. I have max horsemanship and he is wearing horse armor. The courage stat is the same as it was before the mod so im not sure of the issue. Thanks for your mods, and i hope this is helpful!
breversa 29 Jul @ 8:35am 
Agreed. Thank you!
Actalo  [author] 29 Jul @ 8:30am 
That makes sense - since this mod changes the objectsmission file. However, I won't make changes until 1.4, since 1.4 ain't even out yet. So just to be clear, my mod doesn't cause any bugs in 1.3, you're just on the 'wrong' version of the game, 1.4, voluntarily. Please don't go reporting bugs to other mod authors, without first informing them you're on a different version of the game.
breversa 29 Jul @ 8:20am 
I also believe it breaks the "Legacy of the Forge" DLC, as the forge cannot be cleaned up/restored as intended (uncommon action prompts don’t work, similar to the ladders in Finger of God).
breversa 29 Jul @ 8:18am 
This mod breaks the "Finger of God" main quest: during the "Defend the castle!" task in the upcoming 1.4 version of the game (currently in beta): no ally appear on the battlements, and the enemies glitch out after setting up the ladders, which cannot be pushed back either.

Since no enemy is there to attack, the objective cannot be completed and the game won’t proceed further.
Actalo  [author] 15 May @ 9:28pm 
This mod alters an animal's reaction when they sense Henry. It has no effect on animal perception range, only their reactivity to events. I found no specific-to-animal perception parameters so I can only assume they rely on NPC parameters, which are unchanged by this mod.
yaxusdaxus 15 May @ 8:18pm 
Not sure this mod works. Seems like I can actually get even closer to the animals before they scatter...