Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Realish Stealth
   
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File Size
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110.223 KB
13 May @ 10:15pm
21 Jun @ 12:09pm
4 Change Notes ( view )

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Realish Stealth

In 1 collection by Actalo
Realish Collection
14 items
Description
Increase the challenge of Stealth with more reactive NPCs and less forgiving mechanics.

NPC Reactivity:
- NPCs are more alert to sounds and smells.
- NPCs react more to theft, lock-picking, and unlocked doors (supposed to be locked).
- NPCs react more to combat, gunshots, projectile impacts, and other weapon-related events.
- NPC reaction to unconscious NPCs or NPC corpses is much stronger.
- NPCs will grow nervous quicker, and the nervousness will spread.
- Calls for alarm and dog alarms will result in more attention.
- Missing NPCs will garner more attention.

NPC Perception:
- NPCs have more realistic Field of View range.
- NPCs can see farther and detect Henry sooner.
- Henry conspicuousness and visibility slightly increased.
- NPC perception increased, indoors and outdoors, for day and night.
- Weather has less effect on NPC perception.
- Stealth skill has less negative effect on NPC perception.
- Lock-picking makes more base noise.

v1.1 Clothing Overhaul:
- All clothing and armor base visibility increased by 0.25, to a maximum of 0.95.
- All clothing and armor base noise increased by 0.25, to a maximum of 0.95 .

Many Stealth and Thievery Perks have been attenuated, removing the more superfluous and 'cheaty' buffs. Added localization to perks who's properties were overhauled; descriptions of perks that were just lowered in value, remain unchanged.

Stealth Perks:
- v1.2 Fleeting Shadow I: when wanted, noise and conspicuousness -50%,
- v1.2 Fleeting Shadow II: when wanted, movement speed +20%.
- One Way or the Other: enemy debuff -2.
- Weasel Boy: outdoor noise -15%.
- Rodent: indoor noise -15%.
- Surprise Attack: enemy debuff -15%.
- Natural Camouflage: visibility -25% when dirty.
- Ambusher: 'sneak attack' 10% more damage.

Thievery Perks:
- Stamping Ground: Stealth +1 in urban area.
- v1.2 Lawbreaker: when wanted, stamina consumption is 20% less (for everything).
- Back Alley Skirmisher: weapon Attack +5% (base damage).

Compatiblity: All files are PTF and affect rpg_param, ScriptParam, Crime, angriness_enum, soul_archetype, armor noise and visibility in item.
17 Comments
TheGreatNealinski 7 hours ago 
I am going to try this in hopes of a solid Thief simulation-like experience.
Actalo  [author] 8 Aug @ 11:52am 
Game mechanics are often perfectly balanced to maintain playability, and mods may upset that balance resulting in unexpected outcomes. However, this mod will not cause NPCs to see through walls, unless NPCs already have the ability - nor will it allow them to spot corpses from long distances, unless the corpses are placed in an open area within line-of-sight. The only thing that separates night from day vision - is parameter variance, and this mod lowers their affect. That said, it does not give NPCs 'night vision'. As far as scripted sequences, a la Maleshov: climbing the wall in the open, in line-of-sight to enemies, yeah, you're going to be seen. It's not a bug.
GrinTea 8 Aug @ 2:40am 
With this mod, NPCs can sometimes see through walls, spot corpses from a mile away in complete darkness, and then run towards them for half an hour before raising the alarm — which gets really frustrating. There was also a particularly annoying bug during the main stealth quest in Maleshov castle, where you'd get detected immediately upon climbing the wall.

The idea behind the mod is great. I generally appreciate the author’s mods, but I had to disable this one in order to complete the game because of the bugs.
Basileus 6 Aug @ 1:32am 
@2049035427 tutorial is perfectly doable with the mod, if I did it, everyone can :)
2049035427 28 Jul @ 2:17pm 
If I had enabled this mod in the tutorial, Henry would have been easily spotted by enemies, and I would not even be able to complete the tutorial
Actalo  [author] 19 Jul @ 1:29pm 
It's always a good idea to read the mod's description before installing, and then asses when in your play-through it should be installed - especially with regards to the tutorial sections, which again, rely heavily on default values for the scripted sequences. However, I've tested all my mods during the tutorial, and while difficult, it's not impossible.
MrVainheart 19 Jul @ 12:46pm 
Ok, I retested it and got through with no more issues Chalk it up as user error, maybe I was hesitating to much or something. Guess I was more like a "deer in the headlights" thinking if I sit perfectly still, the NPC will start to ''Un-notice me'' or something Which I remember it working like that in the past. Forgive me, I'm not saying the mod is "bad" just thought something was off.
Actalo  [author] 19 Jul @ 12:14pm 
The mod is working as in intended, which is why you keep being spotted. The tutorial is a series of scripted sequences that skirt the boundaries of NPC perception, allowing for the player to learn stealth. Now what do you think happens when you install a mod that increases NPC perception?
MrVainheart 19 Jul @ 12:02pm 
Not sure the mod is working correctly. Started a new game and keep getting spotted from the npc's a mile away, being spotted behind bushes while not moving, staying in the dark as best I can. IN THE TUTORIAL Area. Turned the mod off and had no issue what so ever.
wolfe374171 20 Jun @ 10:40pm 
Yeah, I figured as much. Never hurts to ask though :) Maybe I should email the guy at warhorse who was in charge of balancing these things and tell him to lay off the drugs. Seriously, some of the stats on these items make me wonder what they were thinking.