Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

Factions Authority
39 Comments
OVA-Bigvadrouiller  [author] 6 Aug @ 7:05am 
I hope it's not again a small update that break my mod at least.. Im currently pretty busy so Im lazy and slow xD It's completely random in every villages of Kuttenberg map
nimrod 6 Aug @ 6:51am 
i saw a ruthard soldier once, now i want his shield but i cant find him anywhere. :c where do the ruthard soldiers patrol?
JesusFacepalm 28 Jul @ 9:44pm 
Awesome. So glad to know it works. Is there any benefit to using nexus instead of the workshop? I'm more familiar with Nexus and am sort of new to using workshop for combining individual mods. I'm assuming your other Factions mod is also up to date and still working? Anyway thanks.
OVA-Bigvadrouiller  [author] 25 Jul @ 5:47pm 
Im pretty slow unfortunatly but it's still works of course. (I just hope in the next update I won't have to make a small fix xD)
JesusFacepalm 25 Jul @ 2:35pm 
Is this currently working, or is it out of date?
rares 4 Jul @ 3:11am 
It would be great if I could add controlling soldiers, hiring them to help you and conquering castles or beating bandits.:steamhappy:
GG-Kry 6 Jun @ 8:25am 
It would be nice if they added that you could buy mercenaries to help you. Or that you wouldn't notice it in the main story because then there would suddenly be more enemies, like in the Battle of Nebakov.
bev9807 27 May @ 11:47am 
lips not moving is this because of the mod or something else. never happened until the mod. cheers
Sorr🤖 19 May @ 10:56am 
also updated on nexus?
OVA-Bigvadrouiller  [author] 18 May @ 11:23am 
Updated !
Tunnel Camper 9 May @ 8:48pm 
Fantasic mod, when i am ready for hardcore realism playthrough i will be adding this one. thank you!
Skalitz eBoy 21 Apr @ 5:10pm 
Recently, I also added “realish NPCs” on Nexus that could make this factions mod more stable too!
Skalitz eBoy 21 Apr @ 10:02am 
After the hardcore update, this mod become pretty stable
LexiPixel 21 Apr @ 8:45am 
I have an issue from a day or so ago where the guards are spawning inside one another, and caravans wont move anymore. I removed this mod, but they are still like that. So I have two questions:

1: With the mod removed, will the guards go back to vanilla after a certain amount of ingame time passes?

2: If I download the newest version, will that fix the bugs Im experiencing?
brickhead 21 Apr @ 7:06am 
forgot to say thanks for updating these so i can use them on my hardcore run
OVA-Bigvadrouiller  [author] 21 Apr @ 6:43am 
Brickhhead Oops my bad, I go fix the description (It's not very effective when I update I have to rewrite the whole description each time)
brickhead 21 Apr @ 6:23am 
you messed up your mod descriptions for this and your other mod btw
OVA-Bigvadrouiller  [author] 21 Apr @ 5:14am 
Updated !
OVA-Bigvadrouiller  [author] 6 Apr @ 2:45am 
Sorry for this, As I said it's can be instable sometimes, Im currently trying to see if there's can be a solution for the static NPC but it's an other level looks like. I don't know why Warhorse put two specific spawners of massive NPC but I hope that maybe with modding tools it's can be fixed. Of course I allow anyone who can propose à solution.
Skalitz eBoy 5 Apr @ 4:20pm 
your mod has a big problem. Not only those guards spawned by this mod, but also other NPSc keep standing there to let me hit them and don't fight back at all.
Sanderson 31 Mar @ 12:59pm 
it's working as it should for me! I actually only downloaded this mod to get the Ruthard wuffenrock + shield
dtrain77scots 29 Mar @ 7:29pm 
WILL THE FACTION ENGAGE EACH OTHER
Brion an Locha 29 Mar @ 3:59pm 
terrible mod dude.
Haogury 24 Mar @ 11:06pm 
i want hire mercenary
OVA-Bigvadrouiller  [author] 24 Mar @ 11:36am 
Oh it's completely normal this. It's written in the description !

Basicaly this feature is only enabled when you got a bad reputation, and I managed to make it always be enabled. So then there's all factions coats of arms equipped on extra guards. (I would really loved to improve it but it's a high level of modding)

Thank you everyone for the support ^^
ninjasaace 24 Mar @ 10:35am 
Any way to get this to work with the realistic faction overhaul mod as i now have more guards (thank you absolute love this and there in more places due to your other mod) but i have a mix of coat of arms of then men in towns and i think its due to the other mod aforementioned so any advice would be nice
pulu 23 Mar @ 3:37am 
没效果了吗?为啥库腾堡城外和城内都没有巡逻的卫兵和骑士?
Is it ineffective? Why are there no patrolling guards or knights outside or inside the city of Gutenberg?
꧁NooB꧂ 21 Mar @ 1:46pm 
Is there anything in the works for increasing Bandit activity around the region, PS this mod is awesome thank you.
Fedor von Bockenheim 20 Mar @ 7:47am 
Could you add a lot of Guards to the Wildernes?
JzToso 20 Mar @ 3:48am 
is this to use mid game ? i am approaching to the end of the main story btw. it would be suck if i need to redo the whole thing tho i must say it looks sick
OVA-Bigvadrouiller  [author] 19 Mar @ 6:51am 
Blueline, I didn't tested this but extraguards are not linked to a location, just only the region. So I guess that you will have a bad reputation if you kill them in the place where you are (:
OVA-Bigvadrouiller  [author] 19 Mar @ 6:50am 
No worries I understand. But as I said this mod just give a feeling where factions are mobilised on both maps. Because normaly this feature is enabled when you do a lot of crimes.
Proffesor Snoop 19 Mar @ 5:25am 
Actually I tried it out and unsubbed. The main reason - on the wineyard up north from Kuttenberg there are soldiers from 3 different fractions patrolling which does not make sense at all. And in numbers as if wineyard is some sort of military post..
BlueLine 18 Mar @ 8:49am 
Might be a dumb question but here we go: If certain factions are on the roadway further from the city than which they reside, if you encounter and provoke and ultimate kill some of these factions, do you lose reputation from surrounding cities or towns?
OVA-Bigvadrouiller  [author] 17 Mar @ 9:58am 
It's completely normal, as I said it's can be instable. Extraguards are just simply additional guards whitout life.
Krosshair 17 Mar @ 2:32am 
Exactly this is why i removed it @skalitz eBoy
Skalitz eBoy 15 Mar @ 11:59pm 
A small problem is those guards don’t interact naturally. They stand and look at each other and say nothing…
ThreeMillionStars 14 Mar @ 6:44pm 
great mod
Skalitz eBoy 14 Mar @ 6:19pm 
Yes