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machinegod

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machinegod420

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41 comments

  1. Niirti
    Niirti
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    It does not seem to work. Where should it be in the load order?
  2. bnubis
    bnubis
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    Is it possible to disable Unarmed Masterstrikes, but keep the Sword Masterstrikes?
    1. raidero
      raidero
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      Most likely not, since there's no separation of them in the data.
  3. hubbabubba213
    hubbabubba213
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    This also removes the players masterstike too, might wanna state that 

    Edit other people are saying that it doesn't. I have no other mods installed. Am I bugging?
    1. machinegod420
      machinegod420
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      It does
    2. hubbabubba213
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      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
    3. machinegod420
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      <rpg_param rpg_param_key="MaxSpecialPerfectBlockSlotModifier" rpg_param_value="0"/>
    4. hubbabubba213
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      I meant in the mod description, not in the xml
    5. raidero
      raidero
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      window implies player stuff. NPC's dont use windows, since they dont have reactions.
  4. TheHappyChemical1
    TheHappyChemical1
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    Since KCD updated to v1.2 this mod just crashes the game for me.
  5. VOIDxPT
    VOIDxPT
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    How about just unarmed MS
  6. Puzo99
    Puzo99
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    Спасибо, это то что нужно !
  7. TyrtanoX
    TyrtanoX
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    I can still masterstrike an opponent with this mod installed. Any ideas what is wrong? All other mods working fine.
    1. Gregor75
      Gregor75
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      +1
    2. Haeithilion
      Haeithilion
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      This is just supposed to remove them for NPC
    3. machinegod420
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      you have another mod that overwrites masterstrike windows
    4. deleted33680395
      deleted33680395
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      If you add these parameters to the mod .xml file you completely disable master strikes for NPCs and the player/Henry:

      <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"/>
    5. machinegod420
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      This mod does all of those things
    6. deleted33680395
      deleted33680395
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      Very true I just checked. Then definitely is something wrong with some other mod conflicting in your load order TyrtanoX.
    7. Gregor75
      Gregor75
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      It works for me now.   Thanks!!
      (I tried only with the mod alone, then added the other mods)
  8. anoniminitiy
    anoniminitiy
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    Could you make an optional file where the master strike is still on but does minimal damage because of finishers?
  9. Bernerch
    Bernerch
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    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.
    1. machinegod420
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      It theoretically should not but I can't reliably verify does it affect enemies with polearms or heavy weapons?
    2. Bernerch
      Bernerch
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      I have seen this behavior the most with longsword fighters. In groups its not that noticable, but at tournaments in Kuttenberg, they are very passive.

      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
    3. machinegod420
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      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
    4. deleted33680395
      deleted33680395
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      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.
    5. machinegod420
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      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
    6. deleted33680395
      deleted33680395
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      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.
    7. machinegod420
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      It's not ideal actually. If they always attack and never defend you can combo them to death.
    8. deleted33680395
      deleted33680395
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      That's very true, may be better to just increase slightly the value each time then test few battles ingame. Have you tested this before machinegod420?

      What's the value/parameter to tweak NPCs aggressiveness?
    9. machinegod420
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      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
  10. DrFlexo
    DrFlexo
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    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. 

    Thanks!
    1. inferno2201
      inferno2201
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      +1
    2. anoniminitiy
      anoniminitiy
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      I believe there is a mod for KCD 2 that removes SlowMo effects  https://www.nexusmods.com/kingdomcomedeliverance2/mods/583?tab=description