Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

Realish Speed
38 Comments
Actalo  [author] 10 Jun @ 4:53pm 
Should be fixed.
Glory Mooncalled 10 Jun @ 11:05am 
Hi, the animations are broken again for the animals and for the master strikes.
Actalo  [author] 27 May @ 2:34pm 
The recent hotfix messed up my faster animations, dunno why. They must have changed something since it was working fine before. I reverted to the slower animation speed, which I just tested and it seemed alright. I'm working on a PTF version but I'm not sure it'll work. Honestly, I now realize why the guy who made Rebalanced Combat Speed gave up on animations. It takes literal hours to adjust animations, and then every patch breaks them.
Glory Mooncalled 27 May @ 12:51pm 
Since the last update 25.05 the mod breaks parry against the dogs and the wolves - it doesn't work even if the shield indicator flashes indicating the correct timing. In addition, the dogs and wolves now attack unnaturally fast and without breaks.
Actalo  [author] 24 May @ 9:41pm 
Yes
thesuperpanchito27 20 May @ 7:25pm 
¿Does this mod work with Hardcore mode?
Actalo  [author] 20 May @ 1:10pm 
If you match the mod descriptions up with their corresponding parameters, there should be enough contextual information to show their relationship better than I could explain.
breversa 20 May @ 8:56am 
I still don’t fully understand what’s the logic behind, but thanks for the details and taking the time to try and explain.

Also, great mods overall! :-)
Actalo  [author] 20 May @ 8:22am 
I'm just not skilled enough in modding to articulate how animation blending works.
Actalo  [author] 20 May @ 8:21am 
These are the game values, with some values explained.
https://warhorse.youtrack.cloud/articles/KM-A-20/RPG-Constants-Params

These are my mod values with default values on the right.

"AgiDiffToAttackSpeed" rpg_param_value="0.5" /> <!-- KCD2 0.1 -->
"SkillDiffToAttackSpeed" rpg_param_value="0.3"/> <!-- KCD2 0.05 -->

"AttackSpeedPlayerRelative" rpg_param_value="1"/> <!-- KCD2 1 -->

"MaxAttackSpeedMod" rpg_param_value="0.25" /> <!-- KCD2 0.2 -->
"MaxAttackSpeedPlayerMod" rpg_param_value="0.25" /> <!-- KCD2 0.25 -->
"MaxAttackSpeedNpcVsNpcMod" rpg_param_value="0.25" /> <!-- KCD2 0.1 -->

"TimeWarpPBFadeSpeedForPlayer" rpg_param_value="1" /> <!-- 1 is disable -->
TimeWarpPBFadeSpeedForOpp" rpg_param_value="1" /> <!-- 1 is disable KCD2 0.4 -->
"TimewarpSyncPBSpeedForOpp" rpg_param_value="1" /> <!-- 1 is disable KCD2 0.4 -->
"TimeWarpMSFadeSpeedForOpp" rpg_param_value="1" /> <!-- 1 is disable -->
breversa 19 May @ 2:48pm 
Alright then :-)

Can you please tell me:
1. How does the base game work (that’s what I feel is missing from the mod’s description)?
2. What the mod does? In particular, what is the link between parameters and animation?
Actalo  [author] 19 May @ 2:15pm 
I adjusted parameters to make this mod. The mod description explicitly states what those parameters do. There's a lot more to attack speed and animation speed than just the parameters, which can only operate within the limits of the animation. Asking a question in the form of a statement is very difficult to answer because you're asking me to confirm your statement instead of asking me what the mod does.
breversa 19 May @ 12:57pm 
Sigh. But at least I got the first part right? Because the mod description seem to take it for granted that players know the inner mechanisms of the game…
Actalo  [author] 18 May @ 8:13am 
"And this mods tweaks the way the bonus/malus is calculated."

Yes and no. It's difficult to explain in the format of your statement/question. Mod description is explicit in what the mod does.
breversa 18 May @ 1:06am 
So, let me get this straight:

If I understand correctly, the base game mechanism is that when two opponents engage, each gets a bonus/malus to attack speed (= attack animation gets sped up?) depending on their relative difference in Warfare, Weapons skill, and Agility, with that bonus/malus being capped to some value.

Is that right?

And this mods tweaks the way the bonus/malus is calculated.

Is that right again?
Actalo  [author] 17 May @ 8:55am 
This mod only increases attack speed within the set animation speed. Animation speed is tied to weapon type, which is associated with animation timing in the game files. Mods like Rebalanced Combat Speed actually speed up animations, which is why everything is faster; however, it still relies on default attack speed parameters. Those parameters handicap enemy attack speed difference from Henry and slow many of their animations to make the game easier. This mod disables all those settings, allowing fair attack speed rules between Henry and his opponents.
Lucasleepwalker 17 May @ 4:21am 
could you increase heavy weapon speed up to around the same as sword speed? (unless i completely misunderstand what this mod does)

as fighting a few opponents with swords is quite fun and fast paced, but when i go to fight people with 'heavy' weapons it becomes a bit of a slog where i usually end up getting hit for reacting too quickly rather than the enemy's skill
Actalo  [author] 16 May @ 7:41am 
All my mods are compatible.
Crytek 16 May @ 12:43am 
Does this conflict with your realish enemies mod?
Actalo  [author] 9 May @ 3:05pm 
If you have a question, feel free to ask here.
frundsberg 9 May @ 1:46am 
Hi, sent a request to discuss something.
breversa 9 May @ 1:46am 
… and plate armor’s weight was often better distributed over the body than a contemporary ceramic plate carrier, so no, armors don’t warrant additional debuffs.

Here, educate yourself: https://www.youtube.com/watch?v=qzTwBQniLSc
Actalo  [author] 8 May @ 4:34pm 
You're wrong. 15th Century knights wore roughly the same weight in armor and gear as a modern Infantryman. Many knights often fought on foot, especially English knights.
Semper Augustus 8 May @ 3:48pm 
This game really neeeds heavy armor to slow you down more so there isn't only 1 "best" armor in the game aka milinase plate. Knights fought on horseback for a reason, it was not easy to move around in plate.
Actalo  [author] 28 Apr @ 7:25pm 
Yeah a walk speed mod is doble with some kinda input framework to force the game to recognize new input keys, I think there's already a "walk" speed in the game, so you wouldn't need to try to simulate one using buff/debuff. However, that's beyond my skill as a modder.
Actalo  [author] 11 Apr @ 4:52pm 
This mod only affects attack speed within the limits of the animation. It doesn't affect animation speed, only the relative speed between combatants. Mods like Rebalanced Combat Speed and Remove Ice Skating, actually speed up animations.
Сыч 11 Apr @ 2:40am 
This mod breaks the master strike a little. Some attacks become too easy, while the basic animation of changing the character's stances simply does not keep up with the strikes, which makes them unreasonably more difficult to perform. For example, for some reason in my case, it is much easier to perform a master strike from the left part of the attack socket, while in the rest it becomes almost impossible to keep up, because the animations do not keep up. The mod itself is cool and adds hardcore, but the fact that you seem to know how to read directions and have already learned the animation patterns and everything breaks down due to speed is sad.
Actalo  [author] 7 Apr @ 8:17pm 
They both work together pretty well.
MrVainheart 7 Apr @ 7:52pm 
Would using this mod with re-balanced combat speed work? Or would it be unnecessary?
Actalo  [author] 1 Apr @ 10:06pm 
If your enemy has much higher weapon skill and agility, yeah, he's going to be way faster than you.
randommanisreal 1 Apr @ 5:34pm 
Love the concept, but getting hit mid combo by the same enemy is very annoying.
Actalo  [author] 31 Mar @ 5:53am 
So it's not this mod causing your issue.
Evgoga 26 Mar @ 1:10pm 
crash during saving after the last update. But I have many other mods.
Actalo  [author] 19 Mar @ 4:50pm 
There are mods to turn of slo-mo in riposte, which means I won't post the same mod.
Rato Branco 19 Mar @ 10:03am 
theres is a slow motion when riposting
Rato Branco 19 Mar @ 10:03am 
could you not turn off slow motion ?
Actalo  [author] 18 Mar @ 8:11pm 
Yeah, I've been testing it and it's an issue due to animation speed limit. I'm updating the mod to minimize the effect.
Rato Branco 18 Mar @ 6:24pm 
dude i loved your intention but i fought bandits on the road and their strikes were extremly slow!!