Due to being very busy with life, it's become necessary for me to cut down on my modding time, including troubleshooting support for BCAIC.
Over the past few years I've answered a ton of posts in here, so it's very likely that any question or issue you might have has already been addressed. Try flicking through the pages before posting.
A major change to how master strikes work has been implemented in the most recent version:
- Master strikes have been completely revamped: You now have to mirror the zone to perform it (though normal stabs can only be master struck from top right and top left, and high stabs only from overhead zone). The MS window for the player has consequently been widened, so it's quite easy to perform it when mirrored upon weaker opponents. Skilled opponents will also MS you occasionally if you strike into the mirror zone (or equivalent for stabs). This means that if you get master struck, it's entirely your own fault rather than some random chance. Thanks a ton to machinegod420 for showing how this could be done!
We've seen some excellent and advanced new mods recently by machinegod420, and one of them has surpassed my own meagre attempt at making polearms more useful. I highly recommend checking out his Polearms Unleashed mod.
NOTE: I have made a patch for the Polearms Unleashed mod, found in my optional files section, which restricts the polearm perfect block ripostes (follow up attack after PB) to mirrored sides (except stabs and high slashes which you can riposte from upper left/right zone). E.g. if you attack from your right, and the NPC carrying a polearm is either in its upper or lower left zone, the NPC might perfect block and riposte you - and the same for the AI, e.g. if it attacks with a stab, and you're holding your polearm in either your left or right upper zone, you can follow up a perfect block with a riposte (or fast attack).
This was done because I think the polearm riposte was too strong when it was triggered from every zone, especially with BCAIC's increased PB probability for the AI, and taking into account how fast the polearm riposte animation is.
I was finally able to win a Tourney and Duel Zoul on hardcore after many hours with this mod! It is so satisfying once you learn the combat system. At first i thought there were a lot of "unblockable" attacks and felt like enemies were cheating me - turns out i just didn't understand some key mechanics of the mod. Let me share some rookie tips i've learned so far.
1. Perfect Block: [General Rule] Time perfect blocks at the start of the forward swing or very soon after. However, some enemies do a slow/delayed Riposte that bait you into blocking too early. For the slow ripostes, take your time and finally block when he puts his body into the swing (slow right and lefts swings) or sometimes block at the wrist snap animation (mace overheads). Remember if the enemy does a Perfect Block, then their next attack is called a Riposte. Ripostes can only be perfect blocked (or Master strike as well?). If you felt you got hit by an "unblockable attack" it probably means you got hit by a Riposte and failed to Perfect block it. 2. Feinting Past their Guard: Most combos are hard to pull off because the enemy usually blocks your initial attacks. To get around this guard, what i usually do is hold an attack on their heads then feint and hit the low right. After the hit, you can chain strike follow up the upper left attack and move into your combo. 3. Play slow: Don't get too eager trying to combo without watching the effects of each of your hits. When you swing, confirm how the enemy reacts first - a hit? normal blocked? or perfect blocked? Hit will show a bit of recoil. Normal block will not lead into an attack and they just go "ooof." Perfect block will lead to a immediate riposte or a tricky slow riposte - you can tell because the enemy's weapon will stay in motion and move into an attack unlike in a normal block.
To the author, thanks so much for this mod! It really fixes many problems with the vanilla game and will still offer me many many more hours of trying to learn and master its mechanics!
There are several complaints about the clinch being too hard to pull off.
This is intentional. In Vanilla KCD, the clinch is basically an exploit at higher levels. You can beat anyone by clinching and then hitting when they're stunned. The NPCs on the other hand will never follow up on a clinch, so them winning clinches is harmless.
From this point of view, making the NPCs win clinches almost every time is a way to prevent this easy win exploit from ruining the challenge - without any real harm done to the player.
What clinch is useful for still is to finish off low-stamina/health opponents (especially if they're also low-skill). It's a finisher, not a "starter" move anymore, as explained in the tutorial video.
Love this mod! Finished my first playthrough with the entirety of this mod while in hardcore mode, and I must say that it's the only way I ever wanna play it! Reading the pinned comments, I'm still holding out hope that a version of this gets released on the sequel or maybe something similar hahaha.
Towards the middle-end of the game, I finally learned how to do proper combos when I tried the combat arena in Pribyslavitz. Spammed Run Through and False edge (the only combos I ever really needed) and it was fun hahaha. You'd think it was cheating but due to combat being harder and enemies blocking your attacks more, you have to learn how to master strike (There were even plenty of cases in the tourney where if you do a master strike in the appropriate position, you can instakill your opponents due to them being vulnerable in the face lol). You can only learn through repetition and experience hahaha. In the beginning, I only tried using feints to trick enemies and it was definitely not the way to go lmao.
A little tip if you want to make group encounters easier: Learn to use a bow and use it with Dollmaker-tipped arrows and take them out one by one hahaha
Was tired of staring contests fishing for master strikes so I installed this mod. Now enemies always perfect block me EVEN when I feint. This mod is supposed to make combos good again, well, LOL I can NEVER fking land one as there's always one of the swings that is perfect dodged or perfect blocked. My perfect blocks never get any ripostes off successfully either. I'm still at the beginning of the game (like 9 str and 6 agil), in decent armor and I either demolish the bandits/cuman or they bend me over with no chance to flee/run because they keep "re*ardedly" tackling me with no chance to espace and my horse is too stupid to allow me to get on it without it fleeing like the B he is. I feel like this mod just made the experience worse. About to uninstall.
Edit, just tried to incorporate more clinching, LOL even against puny bandits with barely a sliver of hp left, clinching NEVER works. What a broken system.
Lol if you don't wanna get tackled by your enemies when you disable lock on, equip your bow. They never tackle you when you're using a bow.
Also, clinching is massively nerfed so you don't rely on it (says so in the video), but it does work on enemies with lower health. I bet having higher strength helps with that too.
I understand this is likely not the intended use, but do you know if it is theoretically stable to use the light version and take out the combat pak so I can keep the HUD changes? I added in the No Interaction Pak from the full version since I wanted to turn off the compass and also remove map popup notifications to make Hardcore mode navigation more challenging. I tried it out for a bit (removed all paks from light except GPS, Interaction, and Blood Splatter), and it seems fine, but figured it was best to ask in case I'm setting myself up for serious issues essentially using this as a HUD mod. Anyway, thank you for the mod, it's very cool!
This seems to be the only mod that makes adjustments to the amount of meat you gain when hunting deer, boar, hare, etc... I just wanted that part so I ripped only that part out and installed it and it seems to be working correctly. So far I get around 2-3 hare meet per animal and 15 or so with deer, haven't got a boar yet. I guess my only question is will the amounts increase? It seems to be increasing as my hunting skill goes up but wanted to ask before making adjustments. Thx
To restore the compass directions, delete "zzz_BCAIC_OnlyInteractionHUD.pak"
Afterward, edit your preferred language inside the localization folder. Open the .pak file of your choice and delete the following lines from the "text__bcaic.xml" inside it:
Note: To edit the .pak file, use a zip program, extract the .xml file, edit it outside using a text program, save, and replace the original one inside the .pak file with the file you recently edited.
Hands down the best combat overhaul mod and mod compilation. Very finely tuned. Warhorse clearly took notice. Only thing missing is an armor & weapons overhaul. More Sensible Weapons and ArmorRogue Life + Playable Daggers, Medieval Poisons re-balance the equipment while staying very close to vanilla and add new traits that benefit light armor, agility weapons and night time play. Use Hoods and Scarfs UP (PTF - Dynamic - with Correct Meshes) instead of zzz_BCAIC_DynamicHoods_BetterBascinets.pak Polearms Unleashed + BCAIC patch,Polearms Unleashed Patchesinstead of zzz_BCAIC_PolearmsSoldAndUnlocked.pak AndSlow Mo Begone(Dodges too) instead of no mo slow-mo. I suggest U open slo_mo_begone.pak/Scripts/Startup/SloMoBegone.lua and change all wh_cs_timewarp...", 1); to 2 or 3. The animations the game uses are made for slow motion, they look a bit strange if U use option 1. Combining other mods and lines suggested by users, makes the 1 vs X combat more manageable without changing the mod Main changes: ONLY Exclusive Master Strike portion of Make them Reasonable (lightly armored or unarmored bandits and peasants encountered in random events no longer have the ability of Master Strike, and some special NPCs are not changed.) The following lines help resolve the games tackle mechanic problem without disabling it. Run in -devmode add them to your autoexec.cfg or user.cfg *(Default values are 1, 5, 10) More Responsive Targeting works well with these. No more lock on. WH_AI_CombatMove_TacticalRangeGain = 1.6 WH_AI_CombatMove_TacticalSurround = 3 wh_cs_AutomationAction_HuntAttackTimeLimit = -1
These lines will cause other enemies in a group to keep a bit more distance from U, lessening their attempts at encircling and tackling U. U must still control space, can still get flanked, attacked by few guys at once and even occasionally tackled, but it's a completely different experience now.
Since U do a lot of backpedaling while fighting, and BCAIC makes horse combat even more viable when facing X opponents: Bushes Collision Remover and Surface Type Rework (deep water horse) to slow down and get stuck less, Horse Armor PTF (working horse equipment version). Knight Follower Mod (+ patch, follow instructions left in a post by user damson21), slightly stronger dog with one of Dogs of Bohemia (PTF) mods To improve visibility: Helmet Vision (Widens vision by 20%), Stamina and Health Vignette only (Disables full screen blue and red color tint filter when low on stamina or hp, but keeps new vignette texture.), Increase the FoV with these lines (*Default max is 75), r_DrawNearFoV=85 cl_fov=85 pl_movement.power_sprint_targetFov=80 For PC users, even with low DPI, choosing strike direction with no HUD can be hard. Mrozak's auto hide HUD (Togglable transparent HUD) keeps the current attack direction but removes the crosshair and shield icon. To change the mod:"...\zzz_BCAIC_BetterCombat_MoreRealisticPerks_Regeneration_Digestion_CarryWeight_SellingPrices_DirtApplication.pak\Libs\Tables\rpg\rpg_param__BCAIC.xml"
If U find the AI interrupts U'r attempts too often, U can lower the AI's PB and Dodge chance by decreasing the rpg_param_value. All CombatAuto---Weight parameters are relative to each other, decrease one and all others become more likely. Be aware the mods balance took a long time to arrive at, U may encounter imbalances if U tweak it too much (especially with regards to the MS/PB windows). Remember that with the right perks and a high lvl, U do nearly as much stamina dmg to a normal-blocking enemy as a non-blocking one. Normal block is hardly an impediment.
The AI is not aware of zone requirements. BCAIC tries to take this into account, by balancing the AI behavior (e.g. MS chance is rather low, because high skill AI will try to perform MS even when not in the right zone, falling back to no block at all, meaning, if MS chance is set too high, they will start getting progressively worse at combat when they should become better. It's a lot better for the AI to rely on PB.) If the AI chooses "Master Strike", but you didn't attack their covered sector, it does nothing. It basically acts as a second "No defense"
The odds of different defenses in vanilla / BCAIC odds / Odds of the values I pasted below: Dodge: 13% / 27.5% / 20% No defense: 5% / 3.9% / 3.9% Normal Block: 34% / 21.7% / 32.2% Perfect Block: 30% / 43% / 40% Master Strike: 18% / 3.9% / 3.9%
In BCAIC total chance for AI to interrupt chain strikes not aimed at covered sector: Dodge+Perfect Block = 70.5% The vanilla values gave the player a 39% chance of landing a hit "cleanly" (not interrupted by dodge/master strike/perfect block) and that means the chances of landing a 3-hit combo were 15.21%. BCAIC reduces that to 29.5% for the first hit, so 8.7% of landing a combo cleanly. (each of the first two strikes has to pass a 70.5% check to get a three-hit combo off; that's 29.5% of the first hit landing, 8.7% of the second hit, and 2.5% of a four-hitter going off). With only an 8.7% chance of a basic combo going off (unless you used a clinch to guarantee the first hit, then the chances go up to 29.5%) the enemy almost always breaks up the player's combo before it's completed.
The values pasted below actually equal vanilla ones in giving the player a 40% chance of landing a hit 'cleanly'.<row rpg_param_key="CombatAutoDodgeWeight" rpg_param_value="1.8"/> <!-- AI 'Dodge' priority; Default = 1,1; BCAIC: 2.475 --> <row rpg_param_key="CombatAutoNoDefenseWeight" rpg_param_value="0.35"/> <!-- AI unguarded priority; Default = 0.4; BCAIC: 0.35 --> <row rpg_param_key="CombatAutoNormalBWeight" rpg_param_value="2.9"/> <!-- AI 'Block' priority; Default = 2.8; BCAIC: 1.95 --> <row rpg_param_key="CombatAutoPBWeight" rpg_param_value="3.6"/> <!-- AI 'Perfect Block' priority; Default = 2.5; BCAIC: 3.875 --> <row rpg_param_key="CombatAutoSPBWeight" rpg_param_value="0.35"/> <!-- AI 'Master Strike' priority; Default = 1.5; BCAIC: 0.35 --> For player PB and MS: rpg_param__BCAIC.xml ANDperk_rpg_param_override__BCAIC.xml <row rpg_param_key="MaxPerfectBlockSlotModifier" rpg_param_value="0.782"/> <!-- BCAIC: -0.068 --> <row rpg_param_key="MaxSpecialPerfectBlockSlotModifier" rpg_param_value="0.341"/> <!-- BCAIC: -0.259 --> To change the Clinch: Increase these values * The 3 lines added in main already reduce the AI running into you to chain clinch you. <row rpg_param_key="CombatAutoClinchReactionDelayMaxMax" rpg_param_value="0.2875"/> <!-- BCAIC: -0.7125 --> <row rpg_param_key="CombatAutoClinchReactionDelayMaxMin" rpg_param_value="0.14375"/> <!-- BCAIC: -0.35625 --> Perkaholic (PTF) adds 2 perks (one conditional), under different skills that increase clinch chance by 15% each (BCAIC edits Clinch perk so that it gives 10% bonus instead of 40%). Makes for a better progression to a strong clinch at high lvl. You can increase the advantage you get from Clinch Master in buff.xml: <row buff_ai_tag_id="" buff_class_id="4" buff_desc="" buff_exclusivity_id="1" buff_id="8dc445d5-cb2b-43eb-92fb-fe929806a86e" buff_lifetime_id="1" buff_name="perk_clinch_master" buff_ui_name="" buff_ui_order="" buff_ui_type_id="4" buff_ui_visibility_id="0" duration="-1" icon_id="0" implementation="Cpp:Constant" is_persistent="True" params="cli+0.1" slot_buff_ui_name="" slot_icon_id="" visual_effect="" /> <!-- BCAIC: -0.3 --> To change Carry Weight as a function of strength: Remove or edit this line: <row rpg_param_key="StrengthToInventoryCapacity" rpg_param_value="1" /> <!-- BCAIC: -3 --> This version of Sim Camping still has access to global stash. And mercenary in knight mod has inventory.
I was interested in trying to change the AI to not be so crazy in group fights, those lines don't seem to work for me, they show up but it seems like the values stay at default as they show up in green text. Is there anything else you need to do other than add those lines?
U need to run the game in devmode. -For Steam, right click on Kingdom Come: Deliverance in your Steam library, and go to properties. Within the properties menu, there's a "Launch options" button. Press it, and input the command, -devmode. Mind the "space" before the "-devmode". -For non-steam version create a shortcut of the games exe, right click it, properties and add " -devmode" to the command(Target) line. E.g.: \Kingdom Come Deliverance\bin\Win64\KingdomCome.exe" -devmode (For the AI lines, try 2, 1, -1 first to really see the change)
The above two lines weren't in the Pak files so added them, but I understand you're saying these are lines that can be adjusted and that they're at default values anyway...
This deserves to be stickied. Great changes. By the way, do you know what lines to change to make perfect blocks easier for the player? The game says that it takes a perfect block to block a riposte but the AI often avoids my counters with dodges and whatnot. Therefore I'm wondering if the mod makes it too hard to hit the PB. That or something else weird is happening in the game. Also I might like to lower the AI's chance to PB since it feels impossible to get damage in without arrows or horseback in 1v x > 1.
Are you sure that WH_AI_CombatMove_TacticalRangeGain works? If I open my kcd.log file, it says: [Warning] Unknown command: WH_AI_CombatMove_TacticalRangeGain
Vultix93, Positive the line works, are u using Cheat? *All mods are compatible* Except equippable_item.xml in the BCAIC's main pack needs manual merging with MoreSensible equipment.xml. It's just the saddle bag carry weight and only 15 items, u can do it manually. Also delete zzz_BCAIC_RealisticGroschenWeight.pak, it conflicts cause MoreSensible also edits groschen so open pickable_item__MoreSensible.xml, find: <row entity_script="" item_id="5ef63059-322e-4e1b-abe8-926e100c770e" material="" model="props/tavern_things haler" owner_fading_coef="0.02" price="1" visibility_coef="1" weight="0"/> And edit the weight to 0.00108. Save and update archive. It should work now Both MoreSensible and PolearmPerfectBlock edit polearms, and the values in more sensible are sligthly lower, so u can delete:...PolearmUtility.pak/Libs/Tables/Item/melee_weapon__PPB.xml and weapon__PPB.xml Other mods have unique id's so nothing else should conflict.
Keep the load order like this and all mods should work: MoreSensible BCAIC PlayableDaggers PolearmPerfectBlock Perkaholic HoodsUp HorseArmor To test if they work spawn these items using cheat and look at the stats: cheat_add_item id:46798a36-0e40-4822-ec6e-bf682955b0b4 Cuman Harnes, vanila stats are 1/1/1 they should be 5/1/1 if MoreSensible works. cheat_add_money amount:2000 to test the groschen weight. cheat_add_item id:40a5de5a-d3a5-c4c3-f5f1-71ab661d55b4 Horse armor, the icon should be updated to the chainmail one. If HoodsUP works u start the playthrough with your hood up. PlayableDaggers starts u off with a off hand knife in the prologue chest.
U need to find the lines that mention the same item id and copy the weight values from:...zzz_BCAIC_BetterCombat_MoreRealisticPerks_Regeneration_Digestion_CarryWeight_SellingPrices_DirtApplication.pak/Libs/Tables/item/equippable_item__BCAIC.xml Over to:...MoreSensible.pak/libs/Table/item/equippable_item__MoreSensible.xml Save and update moresensible archive, u can delete equippable_item__BCAIC.xml
Okay thank you. And just out of curiosity, what happens if the weight values aren't the same? Would it not just choose the weight of the item based on the load order?
@kurcodlak, I'm also experiencing the "[Warning] Unknown command: WH_AI_CombatMove_TacticalRangeGain " line in my log file. Do you know how I might fix this? Thanks.
Edit: I'm also a bit confused about the clinch numbers. You say to increase them, but do you have a suggestion as to how much to increase them by? The amounts listed there are what's listed in the rpg_param_BCAIC.xml file already.
Thank you for the good lessons. But for player MS, what's the difference between <rpg_param__BCAIC.xml> and <perk_rpg_param_override__BCAIC.xml>? I wish the player's MS window were slightly higher. Should I change both values of those?
The problem is that the command on the first line won't work, it's not the command itself so try leaving the first line blank / write some random text on the first line.
Hmm bro you surely took your time to write this. Great job, but instead of writing all these maybe you should make a modpack of your own called kurcodlak's experience or whatever, just paste your Mods folder and user.cfg file there with any other files with clear to understand instructions on how to change certain aspects. Create a buymeacoffee page as well as a discord channel and rest assured you would have people donate you for your delicate work.
Grok did the same with GAMMA modpack and god knows how much people donated to him. Making all this effort for a simple nexus post just feels kinda like a waste to me don't be offended. Sure I'm glad you did and it was helpful but if you're good at something never do it for free.
@esin12 For the clinch, u just want to make it possible to pull off. <row rpg_param_key="CombatAutoClinchReactionDelayMaxMax" rpg_param_value="0.5"/> or 0.4 <row rpg_param_key="CombatAutoClinchReactionDelayMaxMin" rpg_param_value="0.25"/> and 0.2 @ke770 In vanilla, the 'PB' and 'MS" windows increases as u level your Defence skill. BCAIC changes it so its always the same window. 'PB" as the enemy weapon is about to hit and 'MS' on the back swing of the enemies attack. "<perk_rpg_param_override__BCAIC.xml>" overrides the windows increase from leveling the Defence skill. @DabogsWarrior The audio bug is present in the original mod as well. Don't know what causes it. The original mod on the nexus doesnt't work. (breaks the equipment) @MetalCh3 Really just took time to read through the posts and compile it. Almost all of it should be in quotes. Didn't do anything other than paste the custom AI defense params I've been playing with. Guys that made the Architect and Diseases mods deserve donations, those are DLC quality. I really just wanted to compile all the answers to things people kept asking about in one post, it expanded as i played.
Might just make a collection as with the site changes to comment length I can no longer edit the original post. But other than a few more mods that's pretty much the whole list. Doesn't take a lot to get them all working. Other than the compatches what i posted in the compatabillity comment above is all. And not a lot of tweaking needs to be done. In the meantime I can drop the mod_order.txt and the param with the changes i added if anyone's interested in doing it on their own.
@kurcodlak I know it's a bit silly, but since you know a lot more about the game, I wanted to ask you something. When I set "-devmode" in Steam, the map practically freezes, turns black, starts loading, and never finishes. Why is that? Also, thank you so much for your settings. Although I didn't understand how to set them, I feel it was very helpful. <33
https://streamable.com/yj0tbx, https://streamable.com/kfs9oj Here's a short and terrible video representation of modded combat. This is with BCAICs original AI Defenses odds Not using hard lock at all. And switching targets by moving the mouse and attacking, no scrolling. It's a max lvl, all stats, all perks Henry in silver armor and with a herods sword.
Everytime I try to use even the lite version of this mod and even if i remove everything but the bettercombatlite.pak I still lose the markers on my compass in game N,NE,E,SE,S,SW,W,NW, can anyone help?
Please add an option to reset the weight changes. This mod breaks my game and makes me barely able to carry enough weight to wear a full set of armor at 20 strength. My horse which I bought specifically to carry things now struggles to carry my gear too... and if I uninstall the game then everything else messes up and my skills/stats levels become irreversibly broken.
I agree, this is the worst thing that could be thought of for this game. and he inserted it into the main mod file.. --- I didn't understand what you mean by "uninstall the game"...But
Extract the file "rpg_param__BCAIC.xml " from the main mod file using WinRAR. Open this file using the Notepad++ program. Delete the line: <row rpg_param_key="StrengthToInventoryCapacity" rpg_param_value="1"/>. Or increase the figure if you want to be a 100lvl mule.
I truly feel "immersed" when the fistfight in skalitz takes 40 minutes and I eat 50 knees to the face with no chance to win in the "clinch"
literally went up 3 levels in unarmed, still fighting when I'm writing this btw and since the dude has a face mask hits never take away his HP, only strategy would be to tire him out and take out his HP that way but whenever the guy gets winded it always ends in him clinching me, giving me the knee, and getting rested while kneeing me wasting another 2 minutes everytime. he also parries once every 2 hits, wasting my time even more. it went into night, and my henry is now hungry. took a lot of hits, chamomille brew is what keeps me going. I've memorized every unarmed pattern foes make now. 7 hours ingame probably. very immersive.
Kinda reminds me how I modded Skyrim with Skyre, enemies and weapons were all scaled to huge numbers but were balanced, but fists were not scaled and in brawl sequences it could take minutes taking anyone down and their health never went down.
Fistfights are impossible with this mod. If you ever want to try it I recommend just uninstalling this mod. if you want to grind unarmed which is completely useless go ahead and waste your life away.
for swordfights, this mod only shines in 1v1 duels. When outnumbered they will just run into you, clinch lock you and finish you. you always need to backpedal. Not getting master striked is the only good thing about the mod. But that also applies to you, if you want to perform one, good luck bc enemy may show getting ready to strike left handside but when he strikes he can suddenly change direction and hit from completely random direction. In that way performing master strikes is not always a reliable method, when outnumbered, just forget it and run.
1313 comments
Over the past few years I've answered a ton of posts in here, so it's very likely that any question or issue you might have has already been addressed. Try flicking through the pages before posting.
- Master strikes have been completely revamped: You now have to mirror the zone to perform it (though normal stabs can only be master struck from top right and top left, and high stabs only from overhead zone). The MS window for the player has consequently been widened, so it's quite easy to perform it when mirrored upon weaker opponents. Skilled opponents will also MS you occasionally if you strike into the mirror zone (or equivalent for stabs). This means that if you get master struck, it's entirely your own fault rather than some random chance. Thanks a ton to machinegod420 for showing how this could be done!
NOTE: I have made a patch for the Polearms Unleashed mod, found in my optional files section, which restricts the polearm perfect block ripostes (follow up attack after PB) to mirrored sides (except stabs and high slashes which you can riposte from upper left/right zone). E.g. if you attack from your right, and the NPC carrying a polearm is either in its upper or lower left zone, the NPC might perfect block and riposte you - and the same for the AI, e.g. if it attacks with a stab, and you're holding your polearm in either your left or right upper zone, you can follow up a perfect block with a riposte (or fast attack).
This was done because I think the polearm riposte was too strong when it was triggered from every zone, especially with BCAIC's increased PB probability for the AI, and taking into account how fast the polearm riposte animation is.
1. Perfect Block: [General Rule] Time perfect blocks at the start of the forward swing or very soon after. However, some enemies do a slow/delayed Riposte that bait you into blocking too early. For the slow ripostes, take your time and finally block when he puts his body into the swing (slow right and lefts swings) or sometimes block at the wrist snap animation (mace overheads). Remember if the enemy does a Perfect Block, then their next attack is called a Riposte. Ripostes can only be perfect blocked (or Master strike as well?). If you felt you got hit by an "unblockable attack" it probably means you got hit by a Riposte and failed to Perfect block it.
2. Feinting Past their Guard: Most combos are hard to pull off because the enemy usually blocks your initial attacks. To get around this guard, what i usually do is hold an attack on their heads then feint and hit the low right. After the hit, you can chain strike follow up the upper left attack and move into your combo.
3. Play slow: Don't get too eager trying to combo without watching the effects of each of your hits. When you swing, confirm how the enemy reacts first - a hit? normal blocked? or perfect blocked? Hit will show a bit of recoil. Normal block will not lead into an attack and they just go "ooof." Perfect block will lead to a immediate riposte or a tricky slow riposte - you can tell because the enemy's weapon will stay in motion and move into an attack unlike in a normal block.
To the author, thanks so much for this mod! It really fixes many problems with the vanilla game and will still offer me many many more hours of trying to learn and master its mechanics!
This is intentional. In Vanilla KCD, the clinch is basically an exploit at higher levels. You can beat anyone by clinching and then hitting when they're stunned. The NPCs on the other hand will never follow up on a clinch, so them winning clinches is harmless.
From this point of view, making the NPCs win clinches almost every time is a way to prevent this easy win exploit from ruining the challenge - without any real harm done to the player.
What clinch is useful for still is to finish off low-stamina/health opponents (especially if they're also low-skill). It's a finisher, not a "starter" move anymore, as explained in the tutorial video.
Towards the middle-end of the game, I finally learned how to do proper combos when I tried the combat arena in Pribyslavitz. Spammed Run Through and False edge (the only combos I ever really needed) and it was fun hahaha. You'd think it was cheating but due to combat being harder and enemies blocking your attacks more, you have to learn how to master strike (There were even plenty of cases in the tourney where if you do a master strike in the appropriate position, you can instakill your opponents due to them being vulnerable in the face lol). You can only learn through repetition and experience hahaha. In the beginning, I only tried using feints to trick enemies and it was definitely not the way to go lmao.
A little tip if you want to make group encounters easier: Learn to use a bow and use it with Dollmaker-tipped arrows and take them out one by one hahaha
Kudos to the author for doing a wonderful work!
Edit, just tried to incorporate more clinching, LOL even against puny bandits with barely a sliver of hp left, clinching NEVER works. What a broken system.
Also, clinching is massively nerfed so you don't rely on it (says so in the video), but it does work on enemies with lower health. I bet having higher strength helps with that too.
wh_cs_AutomationAction_HuntAttackTimeLimit = -1
I just wanted that part so I ripped only that part out and installed it and it seems to be working correctly. So far I get around 2-3 hare meet per animal and 15 or so with deer, haven't got a boar yet.
I guess my only question is will the amounts increase? It seems to be increasing as my hunting skill goes up but wanted to ask before making adjustments.
Thx
To restore the compass directions, delete "zzz_BCAIC_OnlyInteractionHUD.pak"
Afterward, edit your preferred language inside the localization folder. Open the .pak file of your choice and delete the following lines from the "text__bcaic.xml" inside it:
<Row><Cell>ui_east_shortcut</Cell><Cell> </Cell><Cell> </Cell></Row>
<Row><Cell>ui_north_shortcut</Cell><Cell> </Cell><Cell> </Cell></Row>
<Row><Cell>ui_northeast_shortcut</Cell><Cell> </Cell><Cell> </Cell></Row>
<Row><Cell>ui_northwest_shortcut</Cell><Cell> </Cell><Cell> </Cell></Row>
<Row><Cell>ui_south_shortcut</Cell><Cell> </Cell><Cell> </Cell></Row>
<Row><Cell>ui_southeast_shortcut</Cell><Cell> </Cell><Cell> </Cell></Row>
<Row><Cell>ui_southwest_shortcut</Cell><Cell> </Cell><Cell> </Cell></Row>
<Row><Cell>ui_west_shortcut</Cell><Cell> </Cell><Cell> </Cell></Row>
Note: To edit the .pak file, use a zip program, extract the .xml file, edit it outside using a text program, save, and replace the original one inside the .pak file with the file you recently edited.
Use Hoods and Scarfs UP (PTF - Dynamic - with Correct Meshes) instead of zzz_BCAIC_DynamicHoods_BetterBascinets.pak
Polearms Unleashed + BCAIC patch, Polearms Unleashed Patches instead of zzz_BCAIC_PolearmsSoldAndUnlocked.pak
And Slow Mo Begone (Dodges too) instead of no mo slow-mo. I suggest U open slo_mo_begone.pak/Scripts/Startup/SloMoBegone.lua and change all wh_cs_timewarp...", 1); to 2 or 3. The animations the game uses are made for slow motion, they look a bit strange if U use option 1.
Combining other mods and lines suggested by users, makes the 1 vs X combat more manageable without changing the mod
Main changes: ONLY Exclusive Master Strike portion of Make them Reasonable (lightly armored or unarmored bandits and peasants encountered in random events no longer have the ability of Master Strike, and some special NPCs are not changed.)
The following lines help resolve the games tackle mechanic problem without disabling it. Run in -devmode add them to your autoexec.cfg or user.cfg *(Default values are 1, 5, 10) More Responsive Targeting works well with these. No more lock on.
WH_AI_CombatMove_TacticalRangeGain = 1.6
WH_AI_CombatMove_TacticalSurround = 3
wh_cs_AutomationAction_HuntAttackTimeLimit = -1
Knight Follower Mod (+ patch, follow instructions left in a post by user damson21), slightly stronger dog with one of Dogs of Bohemia (PTF) mods
To improve visibility: Helmet Vision (Widens vision by 20%), Stamina and Health Vignette only (Disables full screen blue and red color tint filter when low on stamina or hp, but keeps new vignette texture.), Increase the FoV with these lines (*Default max is 75),
r_DrawNearFoV=85
For PC users, even with low DPI, choosing strike direction with no HUD can be hard. Mrozak's auto hide HUD (Togglable transparent HUD) keeps the current attack direction but removes the crosshair and shield icon.cl_fov=85
pl_movement.power_sprint_targetFov=80
To change the mod:"...\zzz_BCAIC_BetterCombat_MoreRealisticPerks_Regeneration_Digestion_CarryWeight_SellingPrices_DirtApplication.pak\Libs\Tables\rpg\rpg_param__BCAIC.xml"
Dodge: 13% / 27.5% / 20%
No defense: 5% / 3.9% / 3.9%
Normal Block: 34% / 21.7% / 32.2%
Perfect Block: 30% / 43% / 40%
Master Strike: 18% / 3.9% / 3.9%
<row rpg_param_key="CombatAutoDodgeWeight" rpg_param_value="1.8"/>
For player PB and MS: rpg_param__BCAIC.xml AND perk_rpg_param_override__BCAIC.xml<!-- AI 'Dodge' priority; Default = 1,1; BCAIC: 2.475 -->
<row rpg_param_key="CombatAutoNoDefenseWeight" rpg_param_value="0.35"/>
<!-- AI unguarded priority; Default = 0.4; BCAIC: 0.35 -->
<row rpg_param_key="CombatAutoNormalBWeight" rpg_param_value="2.9"/>
<!-- AI 'Block' priority; Default = 2.8; BCAIC: 1.95 -->
<row rpg_param_key="CombatAutoPBWeight" rpg_param_value="3.6"/>
<!-- AI 'Perfect Block' priority; Default = 2.5; BCAIC: 3.875 -->
<row rpg_param_key="CombatAutoSPBWeight" rpg_param_value="0.35"/>
<!-- AI 'Master Strike' priority; Default = 1.5; BCAIC: 0.35 -->
<row rpg_param_key="MaxPerfectBlockSlotModifier" rpg_param_value="0.782"/>
To change the Clinch: Increase these values * The 3 lines added in main already reduce the AI running into you to chain clinch you.<!-- BCAIC: -0.068 -->
<row rpg_param_key="MaxSpecialPerfectBlockSlotModifier" rpg_param_value="0.341"/>
<!-- BCAIC: -0.259 -->
<row rpg_param_key="CombatAutoClinchReactionDelayMaxMax" rpg_param_value="0.2875"/>
Perkaholic (PTF) adds 2 perks (one conditional), under different skills that increase clinch chance by 15% each (BCAIC edits Clinch perk so that it gives 10% bonus instead of 40%). Makes for a better progression to a strong clinch at high lvl.<!-- BCAIC: -0.7125 -->
<row rpg_param_key="CombatAutoClinchReactionDelayMaxMin" rpg_param_value="0.14375"/>
<!-- BCAIC: -0.35625 -->
You can increase the advantage you get from Clinch Master in buff.xml:
<row buff_ai_tag_id="" buff_class_id="4" buff_desc="" buff_exclusivity_id="1" buff_id="8dc445d5-cb2b-43eb-92fb-fe929806a86e" buff_lifetime_id="1" buff_name="perk_clinch_master" buff_ui_name="" buff_ui_order="" buff_ui_type_id="4" buff_ui_visibility_id="0" duration="-1" icon_id="0" implementation="Cpp:Constant" is_persistent="True" params="cli+0.1" slot_buff_ui_name="" slot_icon_id="" visual_effect="" /> <!-- BCAIC: -0.3 -->
To change Carry Weight as a function of strength: Remove or edit this line:
<row rpg_param_key="StrengthToInventoryCapacity" rpg_param_value="1" /> <!-- BCAIC: -3 --> This version of Sim Camping still has access to global stash. And mercenary in knight mod has inventory.
Other mods that fit in well with BCAIC: - Diseases, - Poisonous Enemies, - Dialogue Skill Checks Removed - Less Income Pribyslavitz, - Service Prices, - Formidable Runt (PTF), - Roads Are Risky (PTF), - Better Archery-no OP (PTF), - Early Bird NPC Schedules - Angriness Begone
Extra quests: - More Bandit Camps, - Fan Side Quest - Heritage, - Radiant Quests
Useful mods: - Shooting Nests Gives XP, - Shooting Archery Targets Gives XP, - Waystones Give XP, - Instant Herb Picking with hand movement, - Instant Reputation Notifications, - Binoculars Zoom, - Yet Another Sorting Mod (PTF), - Architect
-For Steam, right click on Kingdom Come: Deliverance in your Steam library, and go to properties. Within the properties menu, there's a "Launch options" button. Press it, and input the command, -devmode. Mind the "space" before the "-devmode".
-For non-steam version create a shortcut of the games exe, right click it, properties and add " -devmode" to the command(Target) line.
E.g.: \Kingdom Come Deliverance\bin\Win64\KingdomCome.exe" -devmode
(For the AI lines, try 2, 1, -1 first to really see the change)
Thanks for these suggestions.
"<row rpg_param_key="CombatAutoClinchReactionDelayMinMax" rpg_param_value="-0.5"/><!-- BCAIC: default --><row rpg_param_key="CombatAutoClinchReactionDelayMinMin" rpg_param_value="-1"/><!-- BCAIC: default -->"
The above two lines weren't in the Pak files so added them, but I understand you're saying these are lines that can be adjusted and that they're at default values anyway...
[Warning] Unknown command: WH_AI_CombatMove_TacticalRangeGain
*All mods are compatible* Except equippable_item.xml in the BCAIC's main pack needs manual merging with MoreSensible equipment.xml. It's just the saddle bag carry weight and only 15 items, u can do it manually.
Also delete zzz_BCAIC_RealisticGroschenWeight.pak, it conflicts cause MoreSensible also edits groschen so open pickable_item__MoreSensible.xml, find:
<row entity_script="" item_id="5ef63059-322e-4e1b-abe8-926e100c770e" material="" model="props/tavern_things haler" owner_fading_coef="0.02" price="1" visibility_coef="1" weight="0"/>
And edit the weight to 0.00108. Save and update archive. It should work now
Both MoreSensible and PolearmPerfectBlock edit polearms, and the values in more sensible are sligthly lower, so u can delete:...PolearmUtility.pak/Libs/Tables/Item/melee_weapon__PPB.xml and weapon__PPB.xml
Other mods have unique id's so nothing else should conflict.
Keep the load order like this and all mods should work:
MoreSensible
BCAIC
PlayableDaggers
PolearmPerfectBlock
Perkaholic
HoodsUp
HorseArmor
To test if they work spawn these items using cheat and look at the stats:
cheat_add_item id:46798a36-0e40-4822-ec6e-bf682955b0b4 Cuman Harnes, vanila stats are 1/1/1 they should be 5/1/1 if MoreSensible works. cheat_add_money amount:2000 to test the groschen weight.
cheat_add_item id:40a5de5a-d3a5-c4c3-f5f1-71ab661d55b4 Horse armor, the icon should be updated to the chainmail one.
If HoodsUP works u start the playthrough with your hood up. PlayableDaggers starts u off with a off hand knife in the prologue chest.
Over to:...MoreSensible.pak/libs/Table/item/equippable_item__MoreSensible.xml
Save and update moresensible archive, u can delete equippable_item__BCAIC.xml
So just to make sure, is what uxt7 asked about merging the way to do it? I can't quite find any clear explanations online.
Never mind, I see kurcodlak's reply. For some reason I missed it before. Thanks for all this!Edit: I'm also a bit confused about the clinch numbers. You say to increase them, but do you have a suggestion as to how much to increase them by? The amounts listed there are what's listed in the rpg_param_BCAIC.xml file already.
In notepad:
1. go to File -> Save As
2. Encoding should be "UTF-8" (NOT "UTF-8 with BOM").
Edit: I realized I can add it through the console and it works. I just have to remember to do that whenever I start up the game.
But for player MS, what's the difference between <rpg_param__BCAIC.xml> and <perk_rpg_param_override__BCAIC.xml>?
I wish the player's MS window were slightly higher. Should I change both values of those?
Sorry, I didn't see that you replied.
The problem is that the command on the first line won't work, it's not the command itself so try leaving the first line blank / write some random text on the first line.
Grok did the same with GAMMA modpack and god knows how much people donated to him. Making all this effort for a simple nexus post just feels kinda like a waste to me don't be offended. Sure I'm glad you did and it was helpful but if you're good at something never do it for free.
For the clinch, u just want to make it possible to pull off.
<row rpg_param_key="CombatAutoClinchReactionDelayMaxMax" rpg_param_value="0.5"/> or 0.4
<row rpg_param_key="CombatAutoClinchReactionDelayMaxMin" rpg_param_value="0.25"/> and 0.2
@ke770
In vanilla, the 'PB' and 'MS" windows increases as u level your Defence skill. BCAIC changes it so its always the same window. 'PB" as the enemy weapon is about to hit and 'MS' on the back swing of the enemies attack. "<perk_rpg_param_override__BCAIC.xml>" overrides the windows increase from leveling the Defence skill.
@DabogsWarrior
The audio bug is present in the original mod as well. Don't know what causes it. The original mod on the nexus doesnt't work. (breaks the equipment)
@MetalCh3
Really just took time to read through the posts and compile it. Almost all of it should be in quotes. Didn't do anything other than paste the custom AI defense params I've been playing with. Guys that made the Architect and Diseases mods deserve donations, those are DLC quality. I really just wanted to compile all the answers to things people kept asking about in one post, it expanded as i played.
Might just make a collection as with the site changes to comment length I can no longer edit the original post. But other than a few more mods that's pretty much the whole list. Doesn't take a lot to get them all working. Other than the compatches what i posted in the compatabillity comment above is all. And not a lot of tweaking needs to be done.
In the meantime I can drop the mod_order.txt and the param with the changes i added if anyone's interested in doing it on their own.
I know it's a bit silly, but since you know a lot more about the game, I wanted to ask you something. When I set "-devmode" in Steam, the map practically freezes, turns black, starts loading, and never finishes. Why is that? Also, thank you so much for your settings. Although I didn't understand how to set them, I feel it was very helpful. <33
Here's a short and terrible video representation of modded combat. This is with BCAICs original AI Defenses odds
Not using hard lock at all. And switching targets by moving the mouse and attacking, no scrolling. It's a max lvl, all stats, all perks Henry in silver armor and with a herods sword.
Can you upload a file with your changes(dodge/block/PB/Ms) to Google Drive?
If you still haven't figured it out, there is an invisible character in front that's why the console says:
[]WH_AI_CombatMove_TacticalRangeGain
Copy this, and it should work:
WH_AI_CombatMove_TacticalRangeGain = 1.6
But you'd better use this mod: Mrozak's auto hide HUD. He will give much more..
---
I didn't understand what you mean by "uninstall the game"...But
Extract the file "rpg_param__BCAIC.xml " from the main mod file using WinRAR.
Open this file using the Notepad++ program.
Delete the line: <row rpg_param_key="StrengthToInventoryCapacity" rpg_param_value="1"/>.
Or increase the figure if you want to be a 100lvl mule.
literally went up 3 levels in unarmed, still fighting when I'm writing this btw and since the dude has a face mask hits never take away his HP, only strategy would be to tire him out and take out his HP that way but whenever the guy gets winded it always ends in him clinching me, giving me the knee, and getting rested while kneeing me wasting another 2 minutes everytime. he also parries once every 2 hits, wasting my time even more. it went into night, and my henry is now hungry. took a lot of hits, chamomille brew is what keeps me going. I've memorized every unarmed pattern foes make now. 7 hours ingame probably. very immersive.
Kinda reminds me how I modded Skyrim with Skyre, enemies and weapons were all scaled to huge numbers but were balanced, but fists were not scaled and in brawl sequences it could take minutes taking anyone down and their health never went down.
Fistfights are impossible with this mod. If you ever want to try it I recommend just uninstalling this mod. if you want to grind unarmed which is completely useless go ahead and waste your life away.
for swordfights, this mod only shines in 1v1 duels. When outnumbered they will just run into you, clinch lock you and finish you. you always need to backpedal. Not getting master striked is the only good thing about the mod. But that also applies to you, if you want to perform one, good luck bc enemy may show getting ready to strike left handside but when he strikes he can suddenly change direction and hit from completely random direction. In that way performing master strikes is not always a reliable method, when outnumbered, just forget it and run.