Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

Realish Enemies
99 Comments
ggfirst 1 hour ago 
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.
TheSauceGuy 15 Jul @ 5:16pm 
A video might paint a clearer picture of what I'm talking about.
TheSauceGuy 15 Jul @ 5:15pm 
I am aware of how positioning works, but it feels clunky with the way you have it set up, at least in certain situations. I was moving backward the entire time, but I wasn't fast enough because the enemies just slide forward, and my attacks stop my backward movement. I couldn't even get many swings in because of how much they were spam attacking and performing combos/master strikes. They would drain my stamina in seconds while seemingly having infinite stamina themselves. I stabbed them in the face with a pole axe, and they shrugged it off. Meanwhile, when I get hit, I slow down and can no longer position myself well without putting away my weapon and running, which is incredibly bad for gameplay. The camera lock is also abysmal, as it further traps you when someone magically slides behind you because your attacks force you to move forward. For whatever reason, it was these bandits that were particularly difficult, but that could be because of how in sync they were.
Actalo  [author] 15 Jul @ 1:51pm 
Dodging is also part of positioning, you can dodge in the direction where enemies cannot sync to attack at once, allowing Henry to strike and move.
breversa 15 Jul @ 1:28pm 
Indeed, it’s not overly difficult, but I find it more tedious and less fun.

It feels like the packpedalling + masterstrike of KCD1, which was efficient, but… boring. :-/
Actalo  [author] 15 Jul @ 1:05pm 
Fighting multiple enemies is all about positioning. You need to be aware of enemy positions at all times and move in a manner to prevent them from encircling you. The mod does increase the difficulty of fighting multiple opponents; however, it is not so difficult once you starting recognizing enemy patterns.
TheSauceGuy 15 Jul @ 11:45am 
I should also mention that they are spamming combos at the same time.
TheSauceGuy 15 Jul @ 11:43am 
I'm fighting two armored bandits (in Kuttenberg region) with one-handed swords, and I can't do anything if they attack at the same time. They seemingly have infinite stamina and just spam the attacks quickly enough that I cannot attack back or block without taking damage. It's also incredibly annoying switching targets, even with the unlocked camera mod, as enemies will sometimes disengage in combat to run completely behind me. The only thing I can do to prevent this is to break combat and run backwards, which feels very unnatural. Sometimes, they'll also get way too close to me despite me backing up, which leads to them attacking from essentially inside my character. In these situations, I feel better off using a one-handed sword with no shield, which should not be the case. I can use Mutt to distract, but that negates the entire point of these mods.
Maddy 27 Jun @ 11:28pm 
Thanks
Actalo  [author] 27 Jun @ 10:43pm 
Reverted
Maddy 27 Jun @ 9:02pm 
This Mod recently Updated and When I have it installed now Henry is invisible and Has 0 Carryweight but when I remove it its all fine again?
Actalo  [author] 7 Jun @ 9:58am 
I may tone down the "group attack" pace. However, it's hard to pin-point the best speed for gameplay, while still trying to maintain some semblance of realism.
breversa 7 Jun @ 9:26am 
I think it’s fine.
Not everyone is the most hrdcore player permanently looking for the hardest challenge. I for one enjoy your mod, even though getting swarmed by several enemies at the same time makes me revert to good ol’ KC:D1 strategy of backpedaling while preparing a masterstrike, then repeat until all enemies are dead.

If anything, I’d appreciate toning down the group attacks while keeping the rest.
Manifesto 7 Jun @ 7:18am 
For me still too easy and i didint used my "tree points" só i dont have any boost
RedBeard 6 Jun @ 7:41am 
@Actalo don't mind them. Your mod is awesome and makes the difficulty of the game just right ^^
Actalo  [author] 5 Jun @ 10:51pm 
One guy says too hard, other says too easy. Which is it?
Deд 21 May @ 8:34am 
KCD 1 simulator - constant spam
Manifesto 19 May @ 3:30pm 
I feel that this mod plus 1.3 patch doesnt make the enemies harder than i wanted :(
do you have any suggestion so i can fix that? thanks
Actalo  [author] 17 May @ 8:01pm 
Yes it works, but you got another mod overriding mine.
kingxjosh1 17 May @ 3:44pm 
Just wanted to check, is this mod still full working? I ask because I notice my Henry still has natural base armor with no clothes on. Thanks.
ozer 17 May @ 11:31am 
@Actalo thanks sir <3
Actalo  [author] 17 May @ 10:36am 
These all affect zone change frequency. Adapt is NPC behavior based upon what Henry does, Trick is to counter feints, Change is NPC behavior independent of Henry.

"CombatAutoOppZoneAdaptDelayMinMin" rpg_param_value="0.1" /> KCD2: 0.1
"CombatAutoOppZoneAdaptDelayMaxMin" rpg_param_value="0.5" /> KCD2: 1
"CombatAutoOppZoneAdaptDelayMinMax" rpg_param_value="0.5" /> KCD2: 0.5
"CombatAutoOppZoneAdaptDelayMaxMax" rpg_param_value="1" /> KCD2: 2

"CombatAutoTrickReactionMinDelay" rpg_param_value="0.1" /> <!-- KCD2: 0.1 -->
"CombatAutoTrickReactionMaxDelay" rpg_param_value="3" /> <!-- KCD2: 8 -->

"CombatAutoZoneChangeDelayMinMin" rpg_param_value="1" /> <!-- KCD2: 2 -->
"CombatAutoZoneChangeDelayMinMax" rpg_param_value="3" /> <!-- KCD2: 6 -->
"CombatAutoZoneChangeDelayMaxMin" rpg_param_value="2" /> <!-- KCD2: 5 -->
"CombatAutoZoneChangeDelayMaxMax" rpg_param_value="5" /> <!-- KCD2: 10 -->
ozer 17 May @ 10:11am 
@Actalo yeah, reasonable enough. for personal use i want to tigthen it a bit. can you tell which line(s) directly impacts it? thanks in advance!
Actalo  [author] 17 May @ 8:45am 
@ozer That's a tricky parameter because the tighter the range, the weirder and more unnatural the behavior gets.You want to have enemies hold position sometimes, and quickly alternate others, which is why I keep the minimum really low, but also keep the maximum higher than other combat mods. I feel like this is more natural and dynamic behavior. If I update the mod again I may look into slightly increasing the frequency, but the change will be mostly subtle.
ozer 17 May @ 7:44am 
Can you make this "Enemies change stance and weapon position often" more prominent? Because its still so easy to master strike every attack of enemy.
Lucasleepwalker 17 May @ 4:29am 
@Suliski i have found the the limit of people you can fight in one go with all realish mods (if they are all armoured) is about 4, pay less attention to your eyes, and use the sound of a swing beginning to swing your camera around and perfect block
Actalo  [author] 16 May @ 7:16pm 
I think what WH did was increase the damage scaling from enemy stats and skills, so that enemies with higher stats and skills, scale damage much higher than originally. Concerning enemy flanking, I don't have any plans to adjust parameters as of right now.
Suliski 16 May @ 6:15pm 
I love the mod but it seems almost impossible to win against multiple enemies now(I'm using speed and armor & sword realish mods as well).

What really makes it hard is how they always position themselves and flank me when there are multiple enemies. So if there is a way to remove that but keep the buff to their actual fighting abilities, I think it will be well balanced.

It's also worth mentioning that Warhorse made Kuttenberg enemies stronger after 1.3 patch, so maybe that's also a reason why it fells too hard with this mod now.
Actalo  [author] 15 May @ 5:40pm 
This mod overrides almost all NPC combat parameters, so even if 1.3 made changes to default parameters, it wouldn't affect this mod. And, I believe the 1.3 patch changed soul properties (enemy stat/skill damage scaling) in Kuttenberg region, rather than rpg_param.
Manifesto 15 May @ 12:32pm 
Ahoy! Is this mod making combat more difficult plus new 1.3 patch? Peace
Semper Augustus 8 May @ 4:04pm 
Would anyone recommend this over "better combat"? I haven't noticed any increase in difficulty from that mod.