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Actalo

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  1. Actalo
    Actalo
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    FAQ'ish
    Realish Weapons & Armor modifies:
    - Armor: RWA is incompatible with any mod that changes armor defense values.
    - Weapons: RWA is incompatible with any mod that changes weapon damage values.
    - Head Damage: RWA is incompatible with any mod that changes NPC body part damage values.
    - Face Protection: RWA is incompatible with any mod that changes face protection values.

    - This mod is save game compatible and safe to remove or re-add at any time. It does not add or remove any item from the game, it only forces the game to read its changes to values rather than the base game's.

    - This overhaul only scales default game items. It does not scale any item added by a mod. If there is a mod you like that introduces new items to the game, it will not modified by this overhaul. If you want modded items to be consistent with this overhaul, you'll need to ask the mod author to make a version that has item values scaling with this mod, or some approximation thereof. All weapon and armor scaling details have been listed in the mod Description or Articles.
  2. Actalo
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    RWA v3.0 New Projectile Rules:

    Projectile rules are based on how RWA scales armor differently than default KCD2. RWA scales armor based on real-world functionality, thus, all armors are effective at absorbing or deflecting Slash damage, but less so Stab, and even less so Smash. These new rules will incentivize the use of different projectiles for different situations, rather than using one projectile type as catch-all.

    - Smash/Stab ratio for Plate in RWA is roughly 2/3, compared to 1/4 in KCD2.
    - Damage scaling for Smash/Stab/Slash: -15/0/+15

    Slash: 'Broadhead' will always scale higher (+15), doing more damage to unarmored targets but significantly less to armored targets.
    - Wounding arrows/bolts.
    - Black Arrows.

    Stab: 'Needle Bodkin' will be the median damage (0), and not specialized against any target.
    - Long-range arrows.
    - Sharpshooter bolts.
    - Fine Bolts.
    - Non-specialized arrows/bolts.

    Smash: 'Bodkin' will always scale lower (-15), doing less damage to unarmored targets but significantly more to armored targets.
    - Piercing arrows/bolts.

    Hybrid: will scale multiple damage types. Multiple damage types do not scale well with high armor values.
    - Hunting arrows/bolts have highest combined damage of any arrow/bolt so very effective vs unarmored; however, ineffective vs armored.
    - Ball ammunition, very effective vs unarmored, light or medium armor, and moderately effective vs Plate.

    Outlier:
    - Scattershot deals massive Slash damage, effective vs unarmored and some light armor; however, rather ineffective against general armor.
  3. Grubbs008
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    Updated to the latest version from the previous one, and my game started crashing. I've never cashed with an error report in almost 200 hours before. This and your Realish Enemies from 1.5 to 1.51 was updated.
    1. Actalo
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      The files I modify for RWA or RE are PTF, and won't crash your game unless I messed up an table xml, which would cause a crash during the game's start, not during gameplay.
    2. Grubbs008
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      Odd, cause I downloaded the older versions that i had before, and replaced them. And the game has'nt crashed since. So I guess I'm locked to that version of the 2 mods on my save. I'm guessing if i started a new save, with those it would likely be fine.
    3. Actalo
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      You're not locked into anything. Both mods can be installed or uninstalled at any time because they don't add to or take away anything from the game. I am currently using both RE v1.51 and RWA v3.24 with no crashing.

      RE v1.5 introduced Storm rules to overhaul factions, and overhauled weapon_class.xml through PTF format. v1.51 removed weapon_class.xml from the mod, but again, it was PTF, so only a 'file simulation'. More than likely, you have a mod conflict you need to troubleshoot. My mods generally have compatibility information, many other mods do not.
    4. Grubbs008
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      I'm only using your realish mods, and the save mod. So clearly something went wrong somewhere else. Ill just keep it where it is i guess, it's not been crashing since i reverted the two file versions.
  4. Xeskengo
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    Hi, is it intended that the update version has its files unpacked under data ? just wanted to tell it to you , i think you forgot to delete it , there is a normal pak file and one which is still normal
    1. Actalo
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      Not intentional, but it doesn't affect the function of the mod.
  5. itizNomad
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    This is dumb question but I saw a comment mentioning the Brunswick and Warhorse armor sets. You mentioned that you only modified base items—does that mean these sets aren't affected by the mod? They still show high defense values in-game, but I just want to confirm.
    1. Actalo
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      Older comments aren't always reliable sources of information. Always check the Changelog or Sticky comments. Brunswick and Warhorse are part of Rewards and so should be covered by the mod. If Slash defense is a greater number than Stab, then it's working.
    2. itizNomad
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      Thank you, Brunswick Armor threw me off because it has 150 defense (very high for when you start out) so I was like it does not seem right. Thank you for clarification tho!
    3. Wiwra
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      Brunswick set is best set from all base armors in 1st map and at least half way into second map. That is why I turned this DLC off for my second playtrought, it kinda kills progression and struggle.
  6. TMB23
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    I know this was discussed previously, but i would like to point out once again the IMO a little bit illogical balance of Reforged Radzyk's Kobyla Longsword vs Reforged Henry's sword:

    After i got the sword from Ishtvan Toth i reforged it to increase its stats. I was able to craft it within 4th quality tier (Martin's). The stats of thesword within RWA were 90/90/16. In the endgame i chose to keep the sword for myself, but for some unknown reason its stats decreased to 80/80/14 although its still within 4th quality tier. This seems very odd to me because it's basically the same sword, the only thing changed is its name, but this doesn't justify the decrease in stats of the sword in any way. Could it be changed so that stats of the sword after main story (in case you keep it) will be equal to its version while the main story is not finished?
    1. Actalo
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      There's no way to reforge Radzig's sword to Tier 4 without a mod. At Tier 3, Radzig's sword is 77/77 damage, making it the best overall Longsword in my mod. If you complete the game and receive Henry's sword, you can reforge it to 80/80. That's how my mod works. There's no reason, ever, to reforge Radzig's sword until after the Main Story ends.
    2. TMB23
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      I can assure you its possible to reforge Radzig's sword to Tier 4 without a mod, i did it my own playthrough when i had 0 mods installed. Maybe it was impossible previously, i started playing after 1.3 came out, but i can definitely tell you its possible now without any mods. And its stats with RWA enabled are 90/90/16. i can attach screenshots as proof if you want.
    3. TMB23
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      https://ibb.co/nHQDZZN
      https://ibb.co/nqJVCZrg

      These are screenshots from a random moment in my own playthrough. In the 1st screenshot i am in the middle of Lion's Den main quest, so the main story isn't finished. In the 2nd screenshot in the exact same moment i have Reforged Radzyk's sword within Tier 4 and its stats are 90/90/16 (RWA enabled). Once again i can tell 100% its possible now to reforge Radzyk's sword at Tier 4 without any mods.
    4. Actalo
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      I understand. I just tested it. Prior to 1.3, T3 was max for Radzig's sword, so my mod was designed around this fact. It's a simple fix. Thanks for pointing out the change.
    5. TMB23
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      Great! Thank you for a swift fix.
    6. r4y30n
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      For those of us fools who forged a tier 3 before the patch, is there any way to fix it? I found the console command to add Radzig’s Sword to inventory but it won’t work if you have a reforged one already. Also tried the remove all command but that just transfers everything to stash. 
    7. Actalo
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      I've made a mod called Radzig Sword No Quest, as part of Misc Mods. It will fix your issues.
  7. gloomyreaper
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    hey, so overall do projectiles do more or less damage against less armored and more armored enemies?
    shooting an enemy without a helmet is going to to kill him or not?
    1. Actalo
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      First question: I don't know. I haven't looked at default KCD2 damage values in awhile.
      Second question: depends on the projectile.
    2. gloomyreaper
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      nice, I can tell that a damage seems much better now.

      Shooting with hunting elm bow with wounding arrow into non-plate head kills an enemy (not always though, but the vast majority)
      seems that player no longer receives damage if having stamina.

      love the mod,
  8. Xeskengo
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    Enjoying the mod so far , i came across one thing i realized some arrow types especially the ones supposed to be superior have the same amount of damage as some of the lesser ones . Is this intended ? it somehow breaks immersion that an upgraded hunting arrow has the same damage output as the normal hunting arrow ?
    1. Actalo
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      While I appreciate you taking the time to comment on my mod, I wish you would have read the Sticky post going in-depth on how Projectiles in RWA differ from default KCD2. There's also detailed information on Projectile damage values in Articles, as well as an overview in the mod's Description.
    2. Xeskengo
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      okay missed that out , thank you for pointing that out 
  9. TMB23
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    Thank you for this mod! So far this is the best way i found to make Henry more like a usual human, not a mythical god of war, killing full plate
    armor enemies with 1-2 strikes!

    However, could you please clarify a bit:

    1) I got the best armor in the game for all parts of the body, helm visor down. After this i commited a crime and got engaged in fight with 7
    guards. I use your "Realish enemies" (thx for a quick bug fix btw), so they attack much more frequently that in vanilla. Surprisingly for me, they basically could not do ANY damage to me. After i have eaten about 15-20 strikes from all sides, i was still at 100% HP (i was managing my stamina so it never got below 0%). After this, i got 2 archers firing at me around 10 arrows each, and again they did 0 damage to me, armor just deflected all arrows. The only time i got damaged for about 5% of my HP (with stamina above 0%) is when i got hit by polearm (i guess this is because you made polearm the strongest weapon type as it was in medieval times). Still, is it intentional that the best armor in the game literally makes you near invincible to any damage unless you lose all your stamina?

    2) Could you please elaborate a bit on what is the purpose of blunt weapons within the mod? As far as i understood, longsword is still very viable against no armor/light armor targets, and polearm is best when dealing with heavy armored targets. I guess maces still can do something vs heavy armor, but they are considerably slower than swords and have far more limited range compared to longsword and especially polearms. So what is the primary purpose of this weapon type within the mod?

    Thanks in advance!
    1. Actalo
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      With RWA, Maces, Hammers, and Clubs are more like sidearms. They're useful when your primary weapon, a Polearm, breaks, because you can also use a shield with them. Thus, a shield making it easier to deflect arrows and hits from multiple opponents, However, when it comes to damage, I went with realism: meaning 1h Blunt weapons are not as effective as 2h Blunt Polearms, when overcoming armor. Nor are they as effective against lightly armored enemies, due to their 'unwieldy' balance. 1h Blunt are a backup weapon for Polearm.

      Concerning armor. Yeah, it's intentional. Realistically, weapons won't slash, smash, or stab through high quality plate, at all. As long as you keep your stamina up, and don't take too many hits all at once, you're basically a walking tank. However, your armor will eventually break with prolonged and sustained hits, and you will take more damage.
    2. TMB23
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      Thank you very much for the explanation, it is clear now.
  10. FileFinder
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    Hi,
    I use most of your mods. I recognize your creativity and skill and I sincerely respect that.
    So I'm turning to you: I believe you have the talent to create a mod that I would really like to see realized.
    The idea is this:
    Bandit patrols that would roam the wilderness - they wouldn't just stand in fixed locations, but would actually move around, like city guards do in settlements. They would have their own paths and territories, which would make the world seem more alive and dangerous.
    Also mercenaries - not always friendly, maybe even hostile, depending on the circumstances. And more Kumans who would also patrol, but as stronger and better equipped fighters.
    In short, a more hardcore and dynamic open world experience.
    Let me know what you think!
    Best regards
    1. Actalo
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      Might be doable. First, the best way to do it would be to use the Mod Tools and create similar "spawns" to the "dummy_wanderer" or trade wagons, then creating NPC pathing. There'd have to be specific routes made to avoid breaking quests and keeping them out of villages. Unfortunately, that's beyond my skill.

      There's also modifying the spawn points for bandits, but I don't know if it'll allow them to "patrol" without programmed pathing. I think someone already made something similar on Nexus called "Relentless Ambush Overhaul". The Steam Workshop link is still active, too: Relentless Ambush Overhaul.

      The other way, is to replace some "dummy_wanderer", or trade wagons, with bandits, using the game's own framework. However, this could easily cause all sorts of quest-breaking issues with random encounters, bandits killing whole villages, etc. So, I dunno.
  11. MP200771
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    Actalo, Thank you for your productive and well made mods.

    While some or one mentally ill /sick people create a weird, sick fantasy mods and flood this nexus-kcd 2 with it, you are still one of my favourites modder in KCD 2.

    Thank you.
    1. Actalo
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      While I appreciate the compliment, it shouldn't come at the expense of another modder. I believe modders should feel free to mod the game however they choose (within local law). Mod selectivity should only be on the user side.
  12. dispenseri
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    Crossbows being weaker than bows feels bad man
    1. Actalo
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      Bows range in Power 100-225.
      Crossbows range in Power 100-350.
    2. dispenseri
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      Yeah I suppose that's for the heavy ones. In the early game most crossbows I've come across have been weaker than bows.
    3. Synmachus
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      But that's true to reality. Bows have more ballistic potential than crossbows, except maybe the heavier ones. Even then, war bows are beastly weapons, only limited by the archer's strength.