Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Realish Hunting
   
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File Size
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20.203 MB
25 Apr @ 8:55pm
21 Jun @ 1:19pm
9 Change Notes ( view )

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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. 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 domestic and wild animals have been overhauled, decreasing the overall number of wild game, while increasing the pack size of predators. Domestic sheep and cattle herds have been increased, some significantly (where appropriate). There remain some default spawns to allow for variety.

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.

Hares
- Minimum Crossbow or Bow Power: 100
Roe Deer, Wolves, Wild Dogs
- Minimum Crossbow or Bow Power: 150
Boar, Red Deer
- Minimum Crossbow or Bow Power: 175

Spawn Overhaul Overview:
- Hares are now found in groups of 3-5.
- Doe are now found in groups of 2-3.
- Bucks are now lone animals.
- Boars are found in groups of 2-3.
- Ewe herds can now reach 30 animals.
- Rams are now 1 per ewe herd.
- Cow herds can now reach 30 animals.
- Bulls are now 1 per cow herd.

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

Wolf Changes:
- Wolf "decision to attack" radius increased.
- Wolves now roam in packs of 6-10.

Compatibility: Mod tables are PTF with the exception of AnimalSpawner, object_mission0 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.
17 Comments
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...
Actalo  [author] 14 May @ 12:13pm 
No. But you can easily remove the all the files you don't want.
- Manually download the mod through Nexus.
- Or copy the Mod folder from Workshop content, place it in your Mods folder,
C:\...\Steam\steamapps\common\KingdomComeDeliverance2\Mods
- Unsubscribe.
- Open up the PAK file, delete the inventory preset (harvests) in the item folder. In fact, you can delete any file in the mod without affecting the PAK's integrity so, it'll still work.
Willie Stroker 14 May @ 11:54am 
Would it be possible for you to make this modular? So a seperate version that only affects animal behaviour, and one that only affects what you harvest from them, etc?