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Actalo

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Actalo

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  1. 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.
    - Hunting arrows/bolts, very effective vs unarmored, 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 light armor.
  3. 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 
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. Xeskengo
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    Hey really great mod , could you maybe increase the armor defense values up to three times ? I think platet knights should last longer than just with 3 hits from a polearm ..
    1. Actalo
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      3 hits with RWA, really? That's just factually incorrect.
    2. Xeskengo
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      I tried this mod in a training fight with master tomcat and i only have to get few hits on him to stop the training …, i dont know , also we were using training swords .. 
    3. Actalo
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      Head damage is scaled up 2.75x and face protection is only 0.075.
    4. Xeskengo
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      oh okay, could you maybe tell me if this mod covers mods that add existing items into the game but with different colours such as custom clothing and armour
    5. Actalo
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      Depends.

      RWA is PTF so it can override any defense values as long as those defense values are tied to a base-game item ID, and it's given load order priority (loads last). However, mods that add "new" items, have new IDs, in which case, RWA cannot override their IDs, and the armor values will be mod default. 
    6. Xeskengo
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      Okay thanks for the quick answer , so have you tried any other armour mods for your own playthrough , i am asking so i can make a bigger picture of what i can download or not 
    7. Actalo
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      The only two armor mods I've used are Mail Chausses and Knights Hospitaler. Hostpitaler I use just for the mail horse barding. RWA covers Mail Chausses, but I don't have any mod that covers the Hospitaler horse barding - I have a customized version I made for personal use.
    8. Xeskengo
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      Could you maybe tell me how i can change the head damage and face damage because i just hit one guy with a plate helmet and he lost all his health which is not really realistic in my opinion , so maybe i can change that in one of the parameters if you tell me how ...
    9. Actalo
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      body_part in items and the rpg_param in rpg.

      FYI, criticizing someone's mod is not a good way to solicit help in changing it.
    10. Xeskengo
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      i sincerely appologise , i never meant to criticize your mod , i like it , i just wanted to make some changes for myself , i hope i didnt disrespect you :), also if i may request something because you said to help changing it. i was a really great fan o the realistic plate knight combat mod but the author seems to be gone, if you maybe could make a separate mod i mean optional file where the armor values are realisticaly high and the weapons are balanced like in the mod weapons balance overhaul that would be great. i m saying this because many people search for alternatives right now and it would be awesome to have such mods again. but without changes to face protection and head damage and so on, just armor plus weapon rebalance would be nice . I would do it myself but i m new at creating mods and dont know all the stuff and tools.
    11. Actalo
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      You can just delete the body_part and rpg_param files and it'll reset to default. If you only want weapons and armor, just keep the item file. As far as trying to recreate the plate mod? Well, I'd rather not. You can still use that mod, its item file is all you need.
    12. Xeskengo
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      Thank you :)
  9. lijiayuan
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    I notice that you said

    • Version 3.2

      • - Due to Kuttenberg Enemy Damage Buff, all armor values increased by 16.3%.

    Could you please tell me where did you find the damage buff in the game files?
    Thanks!
    1. Actalo
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      I'm not sure if it's just a flat damage increase in Kuttenberg or WH increased all the combat_level="x" parameters, for many Kuttenberg enemy NPCs, in the "soul" files. However, there are too many entries to look through. My best guess is they did increase the enemy combat level, which is in effect a damage increase, since I believe this also increases the skill/stats scaling of damage.
    2. lijiayuan
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      Understand,thank you very much!
  10. luigiwinner24
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    I believe there are some inconsistencies with the bows... Yew, followed by Ash bows are supposed to be the most powerful bows, and as far as types go, I believe village comes before hunting, and then longbow, and yet the Ash hunting bow has less power than the Elm hunting bow, and then the ash village bow has base 200 power while the hazel longbow has only 125 (at tier 2, so I'm assuming base is even lower). I realise the vanilla values are also completely messed up and I assume that's unintentional, but these power values make no sense at all. A longbow should always be more powerful than a homemade village bow, and ash bows should surely be more powerful (and significantly more expensive) than dogwood and elm bows
    1. Actalo
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      I agree. ... But.
      Bows are scaled according to their in-game descriptions, not their names. The game uses names like "longbow" for small game bows.  Same with composition, wood seems to matter little in power, description, or name. And frankly, I'm not willing to go into Localization and try to rename all the bows, or rewrite their descriptions, to make more sense.
    2. luigiwinner24
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      Ah gotcha, its a shame this was overlooked in the base game considering the first game had it all in an order that made sense iirc
  11. budmao
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    I don't think the new DLC armor 'Miser's cuirass' is changed yet? Same for realish economy. It has low armor values in comparison and a value of 4,5k.
    1. Actalo
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      "Miser's Cuirass" at its listed defense values, doesn't seem to be in the item_dlc file so I can't mod what I can't find. I'll look into it later. As far as Realish Economy, I haven't decided whether to expand it to DLC.
  12. Wiwra
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    Does Lite version which doesnt touch armor is still compatible with DLC? 
    1. Actalo
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      The Lite version will not cover any items from DLCs or Rewards. However, there should be no issues with compatibility.