Where? It only references NPCs probabilities and windows to 0 with no reference to player masterstries. I'm not trying to be rude, I just don't see where it says it
Is it just me or does this mod make some enemies way too passive? Some of them are just standing around moving there weapon into different zones but barely attack me.
This mod doesn't actually remove master strikes as a mechanic from the game. They just set the probability to 0. If there was some ability to force a master strike then they would have
Yeah I've noticed as well that NPCs longsword fighters tends to rely a lot on using master-strikes. Maybe the problem lays on the fact that the game by default sets NPCs longsword fighters to prioritize and give big emphasis to them to use master strikes against Henry, rather than a higher chance to use regular blocking or perfect block & parry alternative instead, in a more balanced fashion. Seems like if you set the NPCs master strike chance to 0.0 (disable) this left the NPCs longsword fighters clueless sometimes, because they try to trigger master strikes VS Henry (even though they have 0 chance to do it) they still rely on this with no alternative because they seem to prioritize master strikes as counter attacks rather than perfect blocks or regular blocks.
I've been messing with other combat parameters trying to raise NPC dodge, NPC regular blocking and NPC perfect blocks to compensate this, which also makes the combat more dynamic and encourages the use of combos too.
You can try increasing the trick attack values in the params to make them more aggressive, although too much will cause them to never defend.
These are the only possible related masterstrike values i see in the params CombatMasterStrikePowTo CombatMasterStrikeProb0 CombatMasterStrikeProb1 CombatAutoMasterGuardOffset CombatAutoZoneAdaptMSWeight
Of those, CombatMasterStrikePowTo is the most unknown to me. The prob values can go above 1. They are something like 3.5 in the default parameters. Negative weights may be possible a well
You can try increasing the trick attack values in the params to make them more aggressive, although too much will cause them to never defend.
Good idea, that's another alternative to fine tune and compensate the lack of master strikes.
To my understanding, I think CombatMasterStrikePowTo sets the probability-window to perform a master strike (the time window that Henry/Player or the NPCs have to react to launch a master-strike). I assume lower values makes master strikes very hard to do, leaving no time for reaction.
Not sure if this affects only NPCs, only Henry/Player, or both though. I think does applies for both. I Can't find much information online about the CombatMasterStrikePowTo parameter. I think Pow refers to = "probability of Window?" I don't know.
Its the trick parameters. I don't know their default values though. If their idea of master AI is just sitting there and master striking then its pretty bad
There is a combat mod for KCD 1 that removes Master Strike and all slow motion effects altogether and it was the best thing ever. Master Strike is an auto win button and without the slow motions the combat was way more dynamic.
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Edit other people are saying that it doesn't. I have no other mods installed. Am I bugging?
<rpg_param rpg_param_key="MaxSpecialPerfectBlockSlotModifier" rpg_param_value="0"/>
<rpg_param rpg_param_key="CombatMasterStrikePowTo" rpg_param_value="0" />
<rpg_param rpg_param_key="CombatMasterStrikeProb0" rpg_param_value="0" />
<rpg_param rpg_param_key="CombatMasterStrikeProb1" rpg_param_value="0" />
<rpg_param rpg_param_key="CombatAutoZoneAdaptMSWeight" rpg_param_value="0" />
<rpg_param rpg_param_key="MaxSpecialPerfectBlockSlotModifier" rpg_param_value="0"/>
(I tried only with the mod alone, then added the other mods)
Some of them are just standing around moving there weapon into different zones but barely attack me.
It feels like they dont block at all and just try to masterstrike me. But the cant so they just eat all damage and die
I've been messing with other combat parameters trying to raise NPC dodge, NPC regular blocking and NPC perfect blocks to compensate this, which also makes the combat more dynamic and encourages the use of combos too.
These are the only possible related masterstrike values i see in the params
CombatMasterStrikePowTo
CombatMasterStrikeProb0
CombatMasterStrikeProb1
CombatAutoMasterGuardOffset
CombatAutoZoneAdaptMSWeight
Of those, CombatMasterStrikePowTo is the most unknown to me. The prob values can go above 1. They are something like 3.5 in the default parameters. Negative weights may be possible a well
Good idea, that's another alternative to fine tune and compensate the lack of master strikes.
To my understanding, I think CombatMasterStrikePowTo sets the probability-window to perform a master strike (the time window that Henry/Player or the NPCs have to react to launch a master-strike). I assume lower values makes master strikes very hard to do, leaving no time for reaction.
Not sure if this affects only NPCs, only Henry/Player, or both though. I think does applies for both. I Can't find much information online about the CombatMasterStrikePowTo parameter. I think Pow refers to = "probability of Window?" I don't know.
What's the value/parameter to tweak NPCs aggressiveness?
Thanks!