Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

Realish Weapons & Armor
236 Comments
Actalo  [author] 4 Oct @ 9:47am 
No.
Dodocan 4 Oct @ 4:49am 
hey man, do any of your realish mods break saves or require new games?
Actalo  [author] 28 Sep @ 4:00am 
I don't change armor weight.
Knight Dragon 27 Sep @ 11:37pm 
I have important question, have you changed armor weights as well as weapons? My question is - is brigandine/composite armor lighter than full plate? Does the game consider it lighter and then makes dodging easier in it than in full plate? I ask that because my Henry in current walkthrough is relying on dodges, agility and speed more than regular way to fight, with his polearm
Actalo  [author] 24 Sep @ 9:09am 
tequilatibbs 24 Sep @ 8:52am 
ah i dont have that, let him have it. oh well. Cheers
Actalo  [author] 24 Sep @ 8:28am 
Radzig.
tequilatibbs 24 Sep @ 8:25am 
im curious what you think is the best longsword with your realish mod collection?
Actalo  [author] 24 Sep @ 7:54am 
Lighter blades have higher defense.
tequilatibbs 24 Sep @ 5:07am 
As far as i can tell, the dueling sword is now the best sword in the game with a defense of 200, better than the dlc sword of four evangelists. Is this intended?
Acracy 21 Sep @ 2:15am 
I though this mod rearrange horse stuff aswell but nvm, i just found these are equipable items again. I have no idea what happened...
Actalo  [author] 21 Sep @ 12:32am 
This is a weapons and armor mod, though. Why would I add a horse chanfron and bridle?
Acracy 20 Sep @ 11:50pm 
Great mod. in case you didn't notice, there is unique quest reward Zamur's bridle and Karachin's chanfron(@ui_item_info_category_U) from horse racing, shooting quest from lovarri camp. and they are sorted in to miscellanieous and can't be used. hope someday you can fix them. thanks again!
Switching Doom 17 Sep @ 10:50am 
okay thank you for answering :rome:
Actalo  [author] 17 Sep @ 10:07am 
My Enemies mod will likely conflict.
Switching Doom 17 Sep @ 9:58am 
Do your mods work with this, or do they conflict? :RoyalBodyguard:

https://www.nexusmods.com/kingdomcomedeliverance2/mods/1014?tab=posts&BH=0
Actalo  [author] 17 Sep @ 9:53am 
Attack values and Defense is based on blade design. Heavier blades have higher smash, slash, durability, but less defense and stab. I won't scale weapons based upon cost or groschen value. I haven't spent a lot of time with the new weapons, but when I do, maybe I'll look again at some of the longswords. However, it may be awhile.
Heliphas 17 Sep @ 7:26am 
Lingua Belli, for example, is far worst than a Broad Longsword. Kilic has way less defense than a noble sable, and so on.
The new weapons require more materials to farm and are available much later in the gameplay, but they aren't clearly superior in this mod. I understand that they aren't OP weapons; that would compromise the mod's realism. However, I think that given that they're Henry's Forge masterpieces, they should have better stats, especially in defense and durability.
Actalo  [author] 17 Sep @ 6:37am 
Be more specific.
Heliphas 17 Sep @ 4:58am 
Hi! Aren't the damage values ​​of the new DLC's weapons too low compared to the old ones? Especially considering the cost of materials.
Actalo  [author] 14 Sep @ 5:41pm 
Definitely not compatible.
Makaron Penne 14 Sep @ 1:51pm 
Also would this be compatible with mods that scale damage? Like the maces overhaul mod? Or would they clash each other. I don't know shit about modding sorry
Actalo  [author] 14 Sep @ 11:53am 
That's actually a pretty complicated question because you asking about weapon and armor interactions, and damage type scaling. I recommend looking at the Sticky, in the Post section of the Nexus version of the mod - it explains better than I could here. There's also Articles, which has details on all the armor vs weapon scaling. And, you can scroll through the older Posts for pretty in-depth discussions on KCD2's damage mechanics. Again, use the link for the Nexus version.
Armilio 14 Sep @ 11:32am 
Same question as Makaron: at the end of the day what is the end result on balance? does it nerf swords? i see that increase plate armor smash defense, but you recommend polearms against plate armor, why? Looking at the number it seams also that RWA makes the range weapons relatively better compared to vanilla.
Makaron Penne 14 Sep @ 10:40am 
So this scales down weapon damage to make it more realistic? Looking for a mod that nerfs swords
Actalo  [author] 13 Sep @ 2:59pm 
Forge DLC added.
Netrunner 13 Sep @ 2:19pm 
no bother was just wondering
Actalo  [author] 13 Sep @ 7:04am 
Eventually, yes. Be patient.
Netrunner 13 Sep @ 5:44am 
are you updating?, the new weapons added are way to OP
Actalo  [author] 12 Sep @ 7:17pm 
This mod is PTF, and only overrides exactly what it needs to, nothing else. Therefore, it's not going to affect projectile permanence, nor trajectory. Keep in mind, though, if you use a ranged weapon this mod severely reduces in damage, its projectiles won't fly very far, nor will they penetrate objects.
DoBrO 12 Sep @ 6:07pm 
@Actalo But after installing your mod, the crossbow stopped killing, flying far and the bolts disappear. If I turn off the mod from the crossbows, everything is fine!
Actalo  [author] 12 Sep @ 5:09pm 
@DoBrO: This mod has no effect on projectile trajectory, nor projectile permanence. Those are base game issues, they have nothing to do with my mod. One-shotting an NPC, via headshot, with crossbow, is entirely dependent on the crossbow and the bolt.
Hit by a Parked Car 12 Sep @ 4:54pm 
AHA, right, my dumb ass forgot about the first person visor overlay when using the DLC armor. It's more of a miracle that I wasn't being oneshot by pommel strike combos, then.
DoBrO 12 Sep @ 4:53pm 
very realistic crossbow bolts disappear after hitting a tree
DoBrO 12 Sep @ 4:48pm 
Why does the crossbow shoot a maximum of 50 meters? Do you think this is real? If you throw a stone, the flight range will be greater than that of crossbow bolts with this mod!
DoBrO 12 Sep @ 4:29pm 
very realistic crossbow kills a naked man in the head with 2-3 shots....
Actalo  [author] 12 Sep @ 9:56am 
In the Posts, you'll find a a Sticky, which has information on how damage types interact with armor. Likewise, if you scroll through the posts, you'll find many discussions about damage and armor interaction. I've had this conversation at least 10 times, and I don't wish to have it again.
Olleus 12 Sep @ 9:44am 
I did. There's a lot of tables of numbers, but no explanation of how those numbers are used or what formulas they go into. I didn't see anything that answered my questions about split-damage-type weapons beyond vague statements like "stabbing damage is good against mail and fabric."
Actalo  [author] 12 Sep @ 8:22am 
I recommend you use the link above to view this mod's Nexus version. There, you' ll find a lot more documentation and explanation of how damage types interact with armor.
Olleus 12 Sep @ 6:43am 
@Actalo: Reading your discussion with Knight Dragon below, it seems like you have a good understanding of how weapon damage works in this game. Is there a guide that explains the calculations somewhere? I'm especially curious about weapons that do multiple damage types (eg, Knight's Axe): is the effective attack power the sum of the components? Or does only the one that dominates against the armour your attacking count? Or does it depend on the attack animation?

The game is completely silent on these issues and I could only find vague speculations on Google and Reddit.
Switching Doom 12 Sep @ 6:06am 
1.4 update?
Actalo  [author] 10 Sep @ 11:27pm 
Depends. RWA is just slightly higher than Default KCD2, in head damage. However, in face damage, where the face is exposed, well, there they differ a lot.
KCD2: Face Pro 25%
RWA: Face Pro 7.5%
Hit by a Parked Car 10 Sep @ 6:30pm 
Is it this mod that's causing me to take 80% of my total health in a single pommel strike?
Knight Dragon 2 Sep @ 12:42am 
No offense at all, this mod has great idea. Only if i knew how to slightly update it for myself
Knight Dragon 2 Sep @ 12:40am 
I just wanted poleaxe to be the best, because i love it more... :steamsad: Knightly weapon for noble Henry. I'm planning to play only with polearms as my main weapon in next walkthrough when forge DLC releases:guessilldie:
Actalo  [author] 1 Sep @ 12:21pm 
I have no intention to ever change the mod based upon your 'recommendations'. This is my mod, based upon my opinion of how weapons should be scaled. The mod is called 'Realish' not "Realistic", so stop trying to school me with your own opinions on realism.
Actalo  [author] 1 Sep @ 12:15pm 
The Voulge was the precursor to the Halberd, and uses a straight, heavy edge concentrating the impact on a smaller area, therefore, more Blunt due to it being able to 'bite' into armor (armor penetration for lack of a better term). Poleaxe has a curved edge, lessening it's ability to 'bite' and increasing Slash or cutting.
Knight Dragon 1 Sep @ 11:35am 
Voulge as big axe on big stick should exchange blunt damage with poleaxe and have more slash damage keeping less stab, because it reminds more of sword's strike area. Poleaxe's smaller strike area also should have more reason in having have more blunt damage than voulge's, because it's elemental that less area = more force into one point. Isn't that logically fair for realism?
Knight Dragon 1 Sep @ 11:28am 
Then why it's still unfair for poleaxe to have more blunt damage than voulge in your opinion?
Actalo  [author] 1 Sep @ 10:04am 
The spear does blunt damage due to the game not having hit-box damage for Stab, when mounted. Its Smash values are a work-around, not a mistake. The 'stabbing mace' does Blunt because it can't deal Stab damage on swing attacks. These are KCD2 issues, not mod issues.