Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

Realish Enemies
129 Comments
PedalPen 22 Sep @ 10:14am 
cheers
Actalo  [author] 20 Sep @ 10:17am 
I've already made a mod for that, called Super Ziburg Bros, under my Miscellaneous Mods.
https://www.nexusmods.com/kingdomcomedeliverance2/mods/2233
PedalPen 20 Sep @ 9:24am 
yea because im doing posleys quest now and its 2v10 and he dies in litterally one hit and you cant back him up because they swarm you to the point you cant get to him without being hit by like 2 other guys doesnt help that that the cumans will block every single attack so you get stuck fighting one guy while posleys being butcherd sucks having to turn the mod off but the companions werent made to deal with the advanced ai
Actalo  [author] 19 Sep @ 1:39pm 
I may in the future create a mod that greatly buffs (named) allies.
PedalPen 19 Sep @ 1:07pm 
i figured out the problem was if you fail the check your reinforcements will run away when i told him id shoot him in the belly and they didnt run i got it first try. So basically dont 3v10 the army and its doable. Allies should get some buffs tho because they can absolutely not hold their own againts a group
Actalo  [author] 19 Sep @ 7:46am 
It's really not that hard.
PedalPen 19 Sep @ 6:02am 
how are you supposed to rescue the dry devil with this mod. Enemies swarm and immeditly kill your two friends then they swarm you 8 to 1 did you actually playtest this because it seems impossible
Actalo  [author] 18 Sep @ 8:49am 
Every parameter edit has its default value listed to the right. There is no "enemy attack as group" parameter you can edit to remove that feature. There's around a dozen different parameters than affect enemy attack dynamics - individually as well as group. Anything involving attack intervals, per attacker, movement, aggression, etc.
Note 18 Sep @ 8:39am 
Which value is it that makes the enemies attack more often in groups? And do you know what the default value was? I'm just trying to personally edit it for myself.
Note 18 Sep @ 3:58am 
Fair
Actalo  [author] 17 Sep @ 6:27pm 
There's no way to reliably balance group attack dynamics to everyone's taste. I've done my best to lower it to the point where it's on the edge of challenging vs main character. Where you say it's too much, I get some comments saying it's too little.
Note 17 Sep @ 5:25pm 
Is there a way to dial back the grouped enemy aggression? I like all the other changes and I get its supposed to be realistic, but the game just isn't balanced for this, sending you into fights against very large groups alone.
AASTAGEIST2 13 Sep @ 10:05pm 
Great mod, super challenging, using this with your other mods and it makes facing enemies a much bigger threat. Overall a must-add to any playthrough.
Actalo  [author] 11 Sep @ 10:56pm 
Combat Level. Totally different and only applies to NPCs. NPCs with max combat level receive 35% reduced damage. It's why high level enemies seem spongier.
Knight Dragon 11 Sep @ 10:46pm 
Wait, as i read in new update for mod, vanilla combat skill did lowered incoming damage??
Actalo  [author] 11 Sep @ 10:17am 
Yeah, that quest is wonky with Enemies, especially if Henry has high "Badassness" (lowers enemy morale). Thankfully, it still completes, therefore I haven't had to try and balance for it.
Tanyami ღ 11 Sep @ 1:44am 
So I just played through the Semine wedding and the last two or three opponents in the swordfighting tournament just completely ran for it after a bit of back and forth fighting, they just started screaming and jumped the barrier. It counted as a win and nothing else strange happened, I found it absolutely hilarious and I was glad it saved me some time, but still thought I should let you know
The mods I was using are Realish Enemies, Realish Speed and Realish Tournaments
Actalo  [author] 4 Sep @ 2:27pm 
I'm not sure how to assign poisoned weapons to NPCs. I'd have to look into weapon_preset options.
Knight Dragon 4 Sep @ 11:07am 
Also antidote potion exists on purpose lol
Knight Dragon 4 Sep @ 11:06am 
Have you considered adding a chance that enemy would use poisoned weapon? It would add great immersion, because i personally started to use poison on my mace just recently while it is already 27 lvl Henry, and i feel it as lost opportunity for the immersion. Even in KCD1 the only time an enemy uses a poision is Black Peter after his defeat in tournament to Henry. It also was a part of quest with some blacksmith whose son defeated Black Peter
Actalo  [author] 28 Aug @ 8:09am 
So, enemy movement in my mod is actually "1", as in, it doesn't slow or speed them up. For aggression, it's higher, yes - because this mod greatly changes morale for enemies, meaning they're likely to flee if the tables are turned. In addition, this mod is designed to work with my Wounds mod, which allows Henry to cripple enemies, preventing many of their default abilities.

I think you should move down to Better Combat mod: in my opinion, it's a mod designed for more casual gamers who want a bit of a challenge, but still want to feel like the 'main character'.
Reixkiller 28 Aug @ 7:11am 
@Actalo
Only way I found to play this, is playing as i knight, killing them all by saddle, and get on ground when only 1 or 2 are still standing. Otherwise, use of Dollmaker Poison to slow them down. I must admit, in 1 vs 1 fight, finally gets the duel fun. But in outnumbered fight brings difficulty from "I could play this blindfolded" to "F****ing Hell how am i supposed to enjoy the game without running". And remember, for how much you want to make mods to bring more realism in the game, it's still a damn game and as such should be enjoyable. I AM, the damn hero of the movie. Wanna bring realism? Bet this mod would be perfect if movement speed were balanced together. And be sure, i wore armor, and fought in armor, you don't turn a granny, you're still quite free and fast. And i know, this ain't your fault, the slow movement has to do with developers really strange choices.
Reixkiller 28 Aug @ 7:11am 
@Actalo
Look, I don't need a master to explain me how to fight. I know that much. Rule number one in an outnumbered fight: Keep moving, don't give your back to enemies, Try to keep a position where you able to have all enemies on sight, Put obstacles between you ad enemies. And I try to do that. But you didn't keep in mind that giving group enemies that much of aggression is kinda stupid with the movement of the player that slow. I can do whatever i want, I'll never avoid them to get behind me, I move too slow. And since a full plate armor and close helmet does as much as placing i nice butter coating over your body, You get killed too easily.
Actalo  [author] 25 Aug @ 2:16pm 
@Reixkiller Worst mod ever? Hyperbole much?
Try employing tactics, or maybe don't run into the middle of a bunch of enemies, expecting them to all take turns, like you're the main character in a movie.

Personally, I always use Polearms in pitched fights vs many enemies - with the proper armor you can allow yourself to get hit to open up an enemy's guard, and strike the face or head, especially when they lean in to strike.

Always keep moving, never spend more than 1-2 hits per attacker. Try to wound an enemy, and back off, circle, draw out his comrades. When an enemy is wounded and bleeding, their morale drops precipitously, and will likely flee the fight.

Back-tracking and master-striking is stupid because you can't see behind you. The is an unwise tactic. Before engaging multiple enemies, survey the terrain and use it to your advantage, ie: put a tree, house, wagon, rock, etc, on your flank to cover it, strike, move to funnel enemies between terrain to keep your back free.
breversa 25 Aug @ 8:20am 
It does make the game much harder in hardcore mode, unless you grind your skills a lot. But even then, more than 2 enemies at the same time is a death sentence unless you have lots of space to backtrack and master strike them. But if they are plated and using the Realish Weapons mod? Best of luck...
Reixkiller 25 Aug @ 6:51am 
Worst mod ever. Makes the game completely impossible in hardcore mode. Enemies moves faster than you, No way to keep a good position. Three attacks at once. Zero possibility to attack. Makes the game absolutely impossible unless you play only with swords and spam master strike. Polearms, which should be one of best medieval weapons, are useless, no time to attack. Same with maces. Let's not waste time talking bout axes. Only chance is to use poisons or swords-like weapons. Very stupid mod. Very fun in tournament, frustrating with open world.
cloudo 21 Aug @ 12:13am 
I think you have done a great job with this mod. Without this mod KC2 is far to easy even hardcore mode. In some Situations like Scarecrow explained ( you need to fight 4-6 enemys coz your allies died ) reload helps a lot, the outcome of fight is always different....so for me that issue is not very a problem.
Actalo  [author] 15 Aug @ 10:02am 
They both edit the same parameters and are therefore incompatible.
Stoseph Jalin 15 Aug @ 7:57am 
anyone use this together with better combat? not sure if they work at the same time
Tcarbuncle 13 Aug @ 4:19pm 
I think what KCD2 lacks is a Hard mode (not hardcore). Warhorse Studio seems to have intentionally made the game easier to appeal to non-action gamers, but having only essentially easy mode Normal and Hardcore that provides the experience of getting lost without GPS is too extreme. Since getting lost is stressful and I was playing on Normal, this MOD was perfect for me. Thank you so much.
ggfirst 12 Aug @ 10:39am 
thanks for the mod. does this work with [ Better Combat ] ?
Buzztr0n 10 Aug @ 4:51pm 
In general a good approach of adjustments to the enemies. But as already mentioned by others, this mod is awful when it comes to most of the quests (that involve combat), so unfortunately not worth it for me.
Actalo  [author] 30 Jul @ 9:06am 
Henry's allies are covered by the mod, but they all have shitty gear and mediocre combat levels. I can't help the fact that Henry's allies all suck at war. Maybe I'll make a mod, eventually, to improve them individually. However, I have no plans to keep dumbing down the enemy AI - because most of the game is not a handful of scripted fights where Henry's allies can't fight.
Scarecrow the Spud King 30 Jul @ 1:23am 
This mod is great except for story missions when the enemy absolutely slaughters all of your friendly troops then you end up doing 1 v 6+ master-strike/back pedal until you win or run out of map room.

Any way to tone down the group combat or ensure the changes affect allies as well? Story missions feel like playing with a pack of lepers who immediately die in every scripted combat situation.
breversa 29 Jul @ 8:01am 
So, Realish Enemies does NOT break the Finger of God quest! Good to know! I’ll try disabling the Speed and Hunting mods and will reply in their threads.
Actalo  [author] 27 Jul @ 10:34am 
Yeah, test without those two mods. If you still have issues, you'll need to disable others, in blocks or individually, until you isolate which mod is the problem.
breversa 27 Jul @ 2:59am 
I’m not using the Prostitutes mod (I’m playing Hardcore mode with the trait that prevents me from doing so). Are you interested in me testing without the Speed or Hunting mods?
Actalo  [author] 26 Jul @ 6:40pm 
If you're on a Beta version of KCD2, then any of the non-PTF mods could break the Beta. Speed, Hunting, and Prostitutes all have non-PTF components. I don't recommend playing any Beta with mods, unless those mods are specifically designed for the beta or are explicitly PTF.
breversa 26 Jul @ 6:14pm 
Sorry, I forgot to add: I’m playing the current beta version of the game. Maybe that’s why…
(I will try to isolate which mods breaks what and will let you know)
breversa 26 Jul @ 1:20pm 
Thank you, I’ll let you know when I try again. :-)
Actalo  [author] 26 Jul @ 1:07pm 
Unless you can Isolate the mod giving you issues, I can't help you troubleshoot. There's just no way for me to guess which of the Realish mods might be the problem, especially since I can't replicate your problem. Find the mod, then I can help.
breversa 26 Jul @ 12:39pm 
Huh… That’s interesting. But what then? I use only yours…
Actalo  [author] 26 Jul @ 10:44am 
I just tested all of the Workshop versions of my Realish mods, isolated, through Finger of God, and had no issues. It's not my Realish mods breaking your game.
breversa 26 Jul @ 8:53am 
Hello! One of your Realish mods (I don’t know which, I haven’t tried to single it out) breaks the Nebakov siege battle, which starts with you on the battlements:
- No allies are spawned
- The enemies glitch out after setting up the ladders, which you cannot push back
- No enemies try to attack the gate (the gate being broken open may play though)

… wich means you’re unable to achieve any goal and progress further into the story.

After disabling your mods, the game played as normal.
Actalo  [author] 16 Jul @ 8:57pm 
I'm not sure. I haven't looked at Better Combat in awhile, so I don't recall exactly all the parameters it covers; however, I do know that some of its edits overlap with mine. Therefore, they should not be used together.
TheSauceGuy 16 Jul @ 5:10pm 
That makes more sense than the classic "skill issue" lol. And yes, I didn't have much trouble with larger groups in other fights. I remember aggroing the whole town of Troskowitz early in the game to test things, and I was able to take out all of the guards. For these two bandits, I think it had something to do with the speed and synchronization of their attacks, because my stamina would drain so quickly to the point where I'd take damage despite blocking. In terms of suggestions, I'm not sure what would work best, but I could record a video and send you a link to it if you'd like to see what I'm talking about. It just felt very off compared to everything else I've experienced so far, but maybe I'm crazy.

Edit: Could Better Combat not being compatible explain some of the jankiness I was experiencing?
TheSauceGuy 16 Jul @ 5:07pm 
For whatever reason, I thought this mod was compatible with Better Combat. I remember you recommending Better Combat for your Realish Weapons and Armor mod, and I must've confused that mod with this one. Are Equal Base Armor and Reduced Skill Damage Scaling at least compatible with this mod? Also, would you recommend Better Combat over this one, even though I'm using all of your other Realish mods?
Actalo  [author] 16 Jul @ 1:05pm 
This mod is not compatible with Better Combat. They both modify the same parameters. "Skill" issue is not "Player" issue. Your skills are less that 50% of maximum, therefore you have low 'Skills'. You say you've had no issues fighting larger groups or other enemies... I'm not sure if you're just venting your frustrations over an isolated battle, or you actually have some sort of suggestion, but at this point I'm at best confused concerning your point.
TheSauceGuy 16 Jul @ 12:42pm 
I'm using this in conjunction with Better Combat, Equal Base Armor, Reduced Skill Damage Scaling, and all of your "Realish" mods. A bandit with an open-face helmet should not be able to take two stabs to the face with a poleaxe and keep swinging like it's nothing while I get hit three times with a broadsword and lose all of my stamina. There is no "skill issue" if you simply have no attack window because the enemy won't stop swinging. Keep in mind that I'm playing hardcore mode, and I'm at level 11 with polearms and level 15 with swords. Maybe I'm underlevelled, but I haven't had much difficulty outside of these two bandits, and I've fought more targets at the same time, including those with more armor than these two bandits.
Actalo  [author] 15 Jul @ 6:37pm 
Getting overwhelmed by only two enemies is a low skill issue, or low level issue, not the mod. KCD2 is heavily stat based. Enemies don't always attack at once, since there is a +0.25 delay window in attacking, per attacker. I don't deal with sync distance, animation speed, or camera lock, and I don't touch enemy stamina consumption.