Just replace the BetterCombatLite.pak with this one.
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
Some changes (especially in rpg_param.xml) are pretty universally known, so re-use obviously does not require permission.
Please give credit where it's due (secondary credit is noted for each part).
File credits
Better Troughs and Bath Services (for finding the WashItems function) EddieShoe (https://www.nexusmods.com/kingdomcomedeliverance/mods/76)
Medieval Timekeeping (basic concept and textures) ilya1502 (https://www.nexusmods.com/kingdomcomedeliverance/mods/652)
No Drunk Sharpen Effect TheCorex (https://www.nexusmods.com/kingdomcomedeliverance/mods/105)
No GPS : No Fast Travel Kachiun97 (https://www.nexusmods.com/kingdomcomedeliverance/mods/389) & petr222222 (https://www.nexusmods.com/kingdomcomedeliverance/mods/912)
Only Interaction HUD Nic0h (https://www.nexusmods.com/kingdomcomedeliverance/mods/430) & petr222222 (https://www.nexusmods.com/kingdomcomedeliverance/mods/912)
Polearms Sold and Unlocked (shop_type2item.xml) Knoxogoshi (https://www.nexusmods.com/kingdomcomedeliverance/mods/349)
This mod is not opted-in to receive Donation Points
Changelogs
Version 1.6.2
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - Saddles have been rebalanced: "Plain" and "Hunter" saddles have had their capacity increased so none of them give an overall negative when the weight of the saddle itself is taken into account. "Noble" saddle has had its capacity slightly decreased, so in general the various saddles are more equal. There's also an overlap between the types now, so e.g. a "Hunter" saddle without bags can carry less than a "Plain" saddle with three or four bags.
Less Effective Pots : Less Alcohol Nourishment : Less Animal Meat - "Spirits" now also has its nourishment halved.
Version 1.6.1
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - mod.cfg now includes the console command to turn slow motion off completely (still requires "No Mo' Slow Mo" installed).
Better Combat Lite (optional) - Now also comes with a mod.cfg that includes the console command to turn slow motion off completely (still requires "No Mo' Slow Mo" installed).
Less Effective Pots : Less Alcohol Nourishment : Less Animal Meat - Raw meat now decays a bit slower (decay time increased by 12 hours) in order to make it slightly easier to complete hunting quests.
Version 1.6.0
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - Skill level effect on damage has been lowered even further, and max damage in Normal mode has been lowered to the same as Hardcore mode - to avoid too over the top damage output when perks and skill level etc. stack up.
Less Effective Pots : Less Alcohol Nourishment : Less Animal Meat - Animals now drop significantly less meat. Where before a hare would drop up to about 30 pieces of meat, they now drop around 3-4; the same goes for all other meat drops from animals, with a similar 7-8 times less.
Realistic Groschen Weight - Groschen now have a weight to them, so you can't carry tens of thousands around without effort. The groschen of this time weighed about 3.6 grams. We can assume that one unit of weight in-game is about 1/3 of a kilo (that seems reasonable when considering the average weight of objects in-game; and the old Roman pound, i.e. "libra" which translates to "scales" which is incidentally the symbol used for the in-game weight unit, had about this ratio to kilo). This would mean that 3.6 grams (0.0036kg) is 0.0108 in-game units, which means e.g. 1000 groschen weigh 10.8 units (3.6kg).
Unlevelled Random Encounters : More Cumans Fewer Peasants - NPCs generated in ambush encounters will no longer be scaled to the player's warfare level, now set at the same mid-tier skill and equipment no matter the player's level; avoiding having to constantly fight bandits equipped as knights throughout the forests of backwater Bohemia when you're high level - and also increasing early game difficulty. - NPCs generated in skirmish encounters will no longer be over the top in some areas of the map (such as in Skalitz and between Talmberg and Pribyslavitz) now being weighted more towards mid-tier skill and equipment. - The generated NPCs in both ambush and skirmish encounters will be much more randomly picked, so even though they're generally weighted towards mid-tier skill and equipment, there's a good chance you'll see both low and high tier enemies among them. - There's now a significantly higher chance that you'll be ambushed by Cumans rather than peasants (normal bandit chance remains the same). Cumans will generally favour assaulting rather than halting the player - and also slightly more likely to be in a group rather than solo. Peasants, on the other hand (except drunkards) will be more likely to halt (and try to extort) the player rather than directly assault.
Version 1.5.4
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - The AI master strike chance has been lowered significantly again since further play-testing revealed that setting it too high, using the new zone mirroring requirement, results in too many failed blocks, even more frequent when the AI level is higher than yours (since they will attempt MS more often, and if they're not in the correct zone they'll fail to block, which could be abused to win, e.g. by repeatedly stabbing to the face while they're not in the mirrored zone). - General rebalance of AI behaviour: No Defence raised (almost back to default again, since lower level enemies would be too strong defensively otherwise), Perfect Block slightly raised, and, as mentioned above, Master Strike lowered.
Version 1.5.3
08-10-20 ADDENDUM (Version 1.5.3b): Polearm Perfect Block Patch has been updated to use the new animations from machinegod420's mod, and the ripostes can now be performed when mirroring the sides (you can riposte stabs and high slashes from upper left/right zone). ADDENDUM2 (Version 1.5.3c): The non-riposte PBs for polearms now have the correct end zones (upper right/left). ADDENDUM3 (Version 1.5.3d): Updated the patch with the new position alignment.
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - Rebalanced both player and AI combat. - Master strike window has been widened quite a bit more for the player (closing the gap between MS and PB) but the perfect block window narrowed a tiny bit. - AI dodge probability increased, normal block and no defence decreased. - AI slightly more on the offensive. - AI will change zones a lot more frequently.
Polearm Perfect Block Patch (found in the optional files) - This is a new patch for machinegod420's Polearms Unleashed mod. It makes it so the PB riposte for polearms is only performed when zones are mirrored; exceptions are stabs (can always PB riposte stabs) and high slashes (can PB riposte when in upper right or upper left zone).
Version 1.5.0
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - 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 frequently 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!
Version 1.4.4
20-09-20 ADDENDUM: Added an alternative file which combines the removal of arrow trails with a fix for flickering smoke (using the same file).
Original changes:
Better Troughs and Bath Services - Female characters are now, by spending some extra time, able to clean themselves in troughs even though they're very dirty (mostly because baths are not available during the Woman's Lot DLC quests). - The tool-tips now more accurately reflect the new use of the troughs. - The dirt on clothing now updates instantly after using a trough rather than delayed (fixed by using the WashItems function before WashDirthAndBlood).
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - Dirt application has been slowed down even more. If you use the troughs regularly you don't have to bathe often.
Version 1.4.3
General - All localization changes have been gathered into one xml file that only edits the individual rows. This also means you just have to remove the individual lines (e.g. compass points) if you want to disable a part.
Better Combat (Lite) - All tables are now once again mod-specific (I somehow messed up the 1.3.8 packing).
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - The "Against All Odds" perk now gives 10% rather than 20% bonus. - The "Chain Strike", "Blood Rush", "Furious", "Blacksmith's Son", and "Cuman Killer" perks have had their damage increase halved. - Tool-tips for potion healing time etc. now included.
Medieval Timekeeping - Text changes in the Monastery schedule restored. Now consistent with the Roman timekeeping.
Version 1.3.8
Sensible Blood Splatter - Integrated a custom version of dDefinder's Blood Mod, with permission. This version is a lot more subtle: Blood splatter only appears when penetrating clothing or bare skin using a slashing/stabbing attack with a cutting weapon (mostly swords and axes). Unlike dDefinder's current version blunt weapons, arrows, hits that don't penetrate, and hits on armour (chainmail and above) won't cause blood splatter on the ground/surface - only the standard blood effects, if any. Credits: dDefinder's Blood Mod.
Dynamic Hoods : Better Bascinets - The player now wears common hoods up except when also wearing a helmet or a hat. Note: Clipping will occur when using some padded coifs along with hoods, and multicoloured hoods will invert their pattern when hood up - nothing I can do about those issues. Credits: ctobias' Dynamic Hoods and Scarfs & hankyspanky69boi's All Hoods Up. - Open bascinets (common and old) have had their stats buffed so they're no longer the worst helmets in the game.
Better Troughs and Bath Services - Troughs now work differently: If the player is only slightly dirty the troughs can clean very well (blood cleaned off all weapons, worn equipment cleaned 95%, other inventory items 60%) but if the player is very dirty and/or is wearing any very dirty piece of equipment (>35%) the troughs can't be used; you'll have to use the bath services. Note: Being in combat can make you more dirty than you look, so a bath may be required afterwards. Note2: For old save games, you may have to bathe and launder once for all items to have their dirt reset, otherwise some items that may appear clean can prevent you from using the troughs. - Bath services now fully clean all your inventory items, not only your worn equipment. Credits (for finding the WashItems function): EddieShoe's Trough Washing Deluxe.
No GPS : No Fast Travel - Minor map icons such as nests, camps, crosses, etc. hidden. Credits (map icon removal): petr222222's Hardcore Map Mod.
Longer View Distance for Light Sources - This no longer works in the mod.cfg for some reason, so you'll have to copy the line into your user.cfg for it to work.
Version 1.3.4
General - All Table xml files have been made mod-specific, meaning only rows that are modded are included, and thus much wider compatibility with other mods that include frequently used files like rpg_param.xml etc.
Version 1.3.3
General - Dummy pak files removed.
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - AI PB probability very slightly lowered, MS lowered, dodge and normal block raised in relation to the previous two. - Player PB timing very slightly eased, MS probability lowered. - Clinch timing eased very slightly. It has been balanced so top level players will have an easy time winning clinches against the first opponent of the tourney, they will be able to win against the second if he is down on stamina/health, and it will be very hard to win clinches against the last opponent unless he's comletely depleted.
Less Effective Pots : Less Alcohol Nourishment - Pots now give 20 nourishment but drain 20 energy. This makes more sense to me as a way to limit the effectiveness of pots than the previous lowering of the nourishment to 5.
No GPS : No Fast Travel - Dog icon removed from the map.
Polearms Sold and Unlocked - As a little extra you can now purchase the Zoul hounskull helmet, both open and closed version, from the Sasau armourer.
Polearms Sold and Unlocked (alternative) - In this version polearms are equipped in the shield slot. This means you can have them equipped along with your sidearm, as well as store and sell them. Note that you have to unequip a drawn polearm through the inventory, also when you want to use your sidearm. NPCs with polearms will now always use them in combat, though they will only have their sidearms visible out of combat.
Only Interaction HUD - Headcracker perk announcement disabled. It was triggering even when the perk didn't fire. (EDIT: This still happens, wll try to fix it for the next update)
Version 1.3.2
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - Healing slowed down a lot more for both regular health and injuries. - Food and potions will heal at a much slower rate. - Revenant perk healing is 10 times slower. - Exhaustion rate rolled back a little, but sleeping heals and regenrates energy a little bit slower too. - Dirt applied slightly slower.
Version 1.3.1
No Arrow Trail - Now works properly again.
Less Tattered NPC Attire - Now works properly again.
Less Effective Pots : Less Alcohol Nourishment - Now works properly again.
Better Combat Lite (optional) - Fixed tool-tips to show the correct values.
Version 1.3
All - Updated for version 1.9
Better Combat : More Realistic Perks ; Regeneration ; Digestion ; Carry Weight ; Selling Prices ; Dirt Application - New tweaks to regeneration and digestion: your hunger and fatigue rates are faster so you now actually have to eat and sleep somewhat regularly; and wounds will last longer. - Other minor adjustments to already present tweaks.
Version 1.2hotfix
Better Combat : More Realistic Perks : Less Carry Weight : Lower Selling Prices : Slower Dirt - Included a pak file with the old name as a dummy to ensure that you get the new values and features (lower selling prices) even though you overwrite the old version.
Version 1.2
Better Combat : More Realistic Perks : Less Carry Weight : Lower Selling Prices : Slower Dirt - Added a new feature to this part, Lower Selling Prices, that lowers the amount of grochen vendors will give you for your items. - Strength to inventory capacity decreased by 1 again (reverted to my former value) since the increase made it too arcade-y. - Very slightly eased off AI Perfect Block and Master Strike probability. - Made the Player's Master Strike timing narrower by a tiny bit. - AI attack delay per enemy slightly increased (they still attack far more often than default). - AI base attack delay lowered (they will be more aggressive, also when fighting 1 vs. 1). NOTE: Please remove any older version of the compilation you might have before extracting this. Overwriting will result in duplicates due to the name change (added 'feature').
Better Combat Lite (optional) - Combat tweaks as described above.
Version 1.1.9hotfix
Better Combat Lite (optional) - The buff.xml within "Only Interaction HUD" now once more only includes combat related changes. Sorry about any inconvenience. Keep on carrying!
Version 1.1.9
All - Updated for version 1.8.1
Better Combat : More Realistic Perks : Less Carry Weight : Slower Dirt - Minor tweaks to AI combat behaviour, most notably a slight lowering of Perfect Block probability. - Player Perfect Block timing narrowed a tiny bit less than before (made easier) and thus also the Master Strike timing. - AI clinch timing very slightly widened (they are a tiny bit easier to defeat). - Armour status effect on defense values slightly decreased (especially for Normal Mode). - Dirt applied yet a little bit slower. - Strength to inventory capacity increased by 1 (you now get 2 per point as opposed to 1 before, and 4 in Vanilla) due to the new mounting limitation.
Equal Base Armour - Player and NPC base armour value lowered slightly (still being equal).
Medieval Timekeeping - Text changes in the Monastery schedule removed due to compatibility issues with commonly used item sorting mods (can still be acquired from the "Medii Temporis - Medieval Clock" mod).
Version 1.1.6
All
- Changes have been properly documented within each file. My changes have been tagged with "BCAIC".
Better Combat Lite (optional)
- Initial release.
Version 1.1.5
Only Interaction HUD
- The use of hud.gfx has been abandoned due to it potentially causing too many issues.
- Localization changes and the use of buff.xml has been introduced instead to remove the remnants of the compass and the buff icons in the HUD.
Better Combat : More Realistic Perks : Less Carry Weight : Slower Dirt
- The tooltips for perks have been changed in the localization files to reflect the new values.
Medieval Timekeeping
- Initial release.
Version 1.0.3
Only Interaction HUD
- Fixed an issue that caused parts of the persuasion screen to be messed up.
Version 1.0.2
Only Interaction HUD
- HUD now also shows quest popups.
Version 1.0.1
Better Combat : More Realistic Perks : Less Carry Weight : Slower Dirt
- Combat tweaks and dirtying speed now also affect Hardcore mode! (Many thanks to Mad General and Ioraek for making me aware of this).
What is BCAIC?
A comprehensive compilation that contains a great number of tweaks to the game aiming primarily at immersion, but also more fun and engaging gameplay (especially combat); to some degree it promotes realism and harder difficulty. It contains my personal mods, made by me, as well as some mods that I use, often slightly tweaked to my liking, created by others (with permission, and direct contributions credited).
The compilation is divided into several parts depending on file usage and, where possible, matching content. Underneath each headline image you can see what the parts contain and what they change.
How to install the compilation
Manual: (recommended for advanced users)
Extract the "zzz_BetterCombatAndImmersionCompilation" folder from the downloaded archive to your "Mods" folder (or create one first).
Make sure the path looks like this: "[Steam Path]\KingdomComeDeliverance\Mods\zzz_BetterCombatAndImmersionCompilation\".
If placed correctly the "zzz_BetterCombatAndImmersionCompilation" folder will contain a "Data" folder, a "Localization" folder, a "mod.manifest", a "mod.cfg", and a "Mod description.txt".
If you're using a "mod_order.txt", make sure "zzz_BetterCombatAndImmersionCompilation" is at the bottom, in order for it to load last.
Vortex Mod Manager: (not recommended, especially if you want to customise the compilation)
Download and install through Vortex, and make sure the mod compilation is loaded last.
The compilation uses mod-specific tables, meaning that, rather than overwriting the entire base game tables, individual table rows are patched. This ensures compatibility with other mods that use the same tables, as long as they do not edit the same rows.
Please ensure that you're only using updated mods. Mods that haven't been updated since February 2020 still overwrite entire tables (if they edit tables at all) and if they haven't been updated since June 2019, the tables they're using are almost certainly outdated, thus missing features and causing bugs/crashes.
How to customise the compilation
The compilation of mods is, of course, subject to personal taste, and you may want to disable parts of it either because you disagree with the changes or it conflicts with some other mod you're using.
The main download includes the full compilation, but within the mod folder you can find each part in a pak file of its own. To disable a part, simply remove the corresponding pak file - or in the case of the mod.cfg, simply remove the line in question.
The text changes belonging to any of the parts can also be disabled by removing the relevant rows in the mod's localization xml files, within the language pak files - this is required for restoring the cardinal compass points for example.
If you're using the combat focused "Lite" version, you can also add the pak files of any additional parts you'd like from the full download.
Note: pak files can be opened just like zip and rar files using 7-Zip or a similar program, and you can edit the xml files directly from within.
My changes are all documented in comments next to the edited rows in the xml files <!-- BCAIC: --> For parameter changes, this will show a +/- value stating how much I've increased/decreased the relevant value. You can edit the values to your liking (note that the numbers inside the comments are just there for reference, they have no effect on the actual values).
Compatible with KC:D version 1.9.6
Works equally well with Normal and Hardcore Mode.
New game not required (everything can be toggled on/off without affecting save integrity).
Libs\Tables\rpg\buff__BCAIC.xml (NOTE: Duplicated with additional changes in the Only Interaction HUD part, see note under that part) Libs\Tables\rpg\perk_rpg_param_override__BCAIC.xml Libs\Tables\rpg\rpg_param__BCAIC.xml Libs\Tables\combat\combat_action_perfect_block__BCAIC.xml
...\Localization\text__bcaic
Combat: - Slightly shorter Perfect Block and significantly shorter Master Strike window for the Player. - AI Master Strike probability significantly lowered, Normal Block and No Block also lowered; Perfect Block and Dodge probability raised instead. - Master striking requires mirroring zones (for normal stabs, both right and left upper zone works, and for high stab you have to be in overhead zone). - AI will only Master Strike you if you attack into the mirrored zone (or the relevant zones for stabs). Focus on not doing that. - AI will change zones a lot more often, making it harder to read them and mirror/avoid attacking into their zone. - More aggressive AI (AI max attack delay as well as delay increase per attacker lowered significantly). - AI is much better at clinching. Clinch perk only gives 10% bonus rather than 40%. No more cheesing clinch to win against skilled opponents. - Headcracker perk probability halved. - Against All Odds perk gives 10% rather than 20% bonus. - Chain Strike, Blood Rush, Furious, Blacksmith's Son, and Cuman Killer perks have had their damage increase halved. - Damage increased by skill lowered significantly. No more superman 1-hit kills at higher levels. - Armour force field decreased. Less armoured areas more vulnerable. Go for the face! - Armour status effect on defence values slightly decreased (especially for Normal Mode) meaning even very battered armour will provide protection.
Skilled fighters can now focus on their combos and Perfect Block timings!
See this video for a tutorial explaining most of the game's combat mechanics and showing how BCAIC changes them. See this post for a short guide on what to do when facing multiple opponents. See this thread for a more in depth discussion of the parameters involved (values not current).
(If you only want the combat changes from this part, there's an optional "Lite" version available in the files section).
Regeneration & Digestion: - Injuries and serious wounds heal a lot slower. - Food and especially potion healing takes much longer. - Hunger and fatigue rates increased, so you'll have to eat and sleep more often. - Contemplative perk lowers exhaustion and digestion by 10% instead of completely disabling them. - Revenant perk regeneration is 10 times slower.
Carry weight: - Carry weight increase per strength level lowered to 1 from 4. - All Mule perk effects lowered by 10. - Horse saddle carry weight rebalanced, generally lowered, but also made more equal with overlaps between the types. - Heavy Duty Pony perk gives 10% bonus rather than 20%.
Others: - Vendors will give you a significantly lower amount of groschen for your items when you try to sell them. - Dirt applied slower than default.
NOTE: This part is made especially for use alongside Raok's No Mo' Slow Mo <-- Go get it!
(BCAIC's mod.cfg file includes the console command to turn off slow motion completely, but you still need to download and manually install "No Mo' Slow Mo"s pak file for it to work: Extract "NoMoSloMo.pak" from the downloaded archive into the game's main "Data" folder, not within the "Mods" folder, then add "data\NoMoSloMo.pak", without quotation marks, to the bottom of the game's pak.cfg, also found in the "Data" folder).
NOTE2: The master strike window is centred in the middle of the backwards motion of the enemy's weapon, and the PB window starts at the forward motion. If you block during the MS window while not mirroring the zone, you'll fall back to a normal block: If you want to be safe, and you're not attempting a MS, you should not block at the first perceived movement, but instead wait for the forward motion to perform a PB. See here in the tutorial video how to PB and MS.
NOTE3: Some quest paths will be a lot harder with this: e.g. honourably fighting against a numerically superior force will likely end badly for both you and your friendly NPCs; also, for the starting quest (unless you use the combat changes only) the changes to selling prices will make the funds received from selling Kunesh's tools insufficient to obtain the charcoal, so you will have to find some other way to obtain coin, for example selling some of your mother's vegetables...
Credits (for showing how to limit MS to zones and increase AI zone switching): machinegod420's Combat Overhaul
(I do not recommend mixing BCAIC and CO, since the BCAIC combat parameters are not balanced towards the drastically changed perfect blocks in CO).
- Troughs work differently: If the player is only slightly dirty the troughs can clean very well (blood cleaned off all weapons, worn equipment cleaned 95%, other inventory items 60%) but if the player is very dirty and/or is wearing any very dirty piece of equipment (>35%) the troughs can't be used; you'll have to use the bath services.
- Bath services fully clean all your inventory items, not only your worn equipment.
Note: Being in combat can make you more dirty than you look, so a bath may be required afterwards. For old save games, you may have to bathe and launder once for all items to have their dirt reset, otherwise some items that may appear clean can prevent you from using the troughs.
Note2: Female characters are, by spending some extra time, able to clean themselves in troughs even though they're very dirty (mostly because baths are not available during the Woman's Lot DLC quests).
- The player wears common hoods up except when also wearing a helmet or a hat.
- Open bascinets have had their stats buffed (common and old) so they're no longer the worst helmets in the game.
Note: Clipping will occur when using some padded coifs along with hoods, and multicoloured hoods will invert their pattern when hood up - nothing I can do about those issues.
- Pots give you 20 nourishment but drain 20 energy, both in Normal and Hardcore mode.
- Alcoholic drink nourishment halved.
- Animals drop significantly less meat. Where before e.g. a hare would drop up to about 30 pieces of meat, they now drop around 3-4.
Note: Raw animal meat will now spoil a bit slower (decay time increased 12 hours) in order to make it slightly easier to complete hunting quests with the lower amount of meat per animal.
Spoiler:
Show
zzz_BCAIC_LessTatteredNPCAttire.pak
Libs\Tables\rpg\social_class__BCAIC.xml
- All NPC classes have higher item health; NPC armour less damaged (randomly generated enemies will be better equipped), tailors no longer in tattered clothes, etc. (this was fixed for tailors and other high status civilians in the base game version 1.9, but my values are a little bit higher still).
Note: Unfortunately this only fully works upon starting a new game (randomly generated enemies will have the new values though).
- The in-game clock has been remade to reflect medieval standards of timekeeping which divided day and night into 12 hours each, between sunrise and sunset and vice-versa, with the hour lengths depending on the time of year. The eight canonical hours have been added in Latin, signifying the hours of bell ringing and when you were expected to say prayer. The monastery schedule has also been edited to use the Roman/medieval timekeeping.
Credits (basic concept and textures): ilya1502's Medii Temporis - Medieval Clock <-- This offers other versions with less information for a more immersive "illiterate peasant" experience.
- All of the HUD except for interaction elements and quest/level popups disabled.
Note1:If you want to remove this part and restore the compass etc. you have to remove the compass point rows in the mod's localization xml.
Note2: This part overrides the buff.xml file of the main part. This means it contains all the changes to buffs/perks of that part plus the changes to their visibility, and that if you tweak the buff.xml in the main part, you have to also do it in this one for it to take effect.
Credits: Nic0h's No Compass No Reticle and No Healthbar <-- Use this instead if you want to keep more parts of the HUD (buff addon is incompatible with my main part though).
- Polearm skill shown and polearms sold by blacksmiths.*
(As a little extra I've added the beautiful Zoul hounskull helmet, both open and closed version, to the Sasau armourer's shop.)
*There's an alternative version available in the miscellaneous files section in which polearms are equipped in the shield slot. This means you can have them equipped along with your sidearm, as well as store and sell them. Note that, with this version, you have to unequip a drawn polearm through the inventory, also when you want to use your sidearm. When using this version, NPCs with polearms will always use them in combat, though they will only have their sidearms visible out of combat.
ADDENDUM: This mod part has been surpassed by the excellent Polearms Unleashed mod by machinegod420. Besides the changes that I've made, it rebalances polearm damage, adds a hotkey for unequipping polearms (when in the shield slot) and, most importantly, adds perfect block as well as several combos to polearms. It can be loaded alongside this part and the compilation as a whole without any issues. I highly recommend using that if you fancy polearms!
Note: There's a patch for Polearms Unleashed, in my optional files, which makes it so polearm perfect block ripostes can only be performed when mirroring sides (rather than from any direction); e.g. if the enemy is slashing from his right, you can perfect block and follow up with an attack if you're in your upper or lower left zone (for stabs and high slashes both of the upper zones count as the correctly mirrored "side") - and vice versa if you attack an NPC with a slash from your right and the NPC is in its upper/lower left zone, the NPC might perfect block and riposte - and polearm ripostes are very fast. That change makes for a better balance for polearms when paired with BCAIC due to the increased amounts of perfect blocks for the AI, and due to the lethality and speed of the polearm ripostes when using Polearms Unleashed.
- Groschen now have a weight to them, so you can't carry tens of thousands around without effort. The groschen of this time weighed about 3.6 grams. We can assume that one unit of weight in-game is about 1/3 of a kilo (that seems reasonable when considering the average weight of objects in-game; and the old Roman pound, i.e. "libra" which translates to "scales" which is incidentally the symbol used for the in-game weight unit, had about this ratio to kilo). This would mean that 3.6 grams (0.0036kg) is 0.0108 in-game units, which means e.g. 1000 groschen weigh 10.8 units (3.6kg).
- A custom version of dDefinder's Blood Mod. This version is a lot more subtle: Blood splatter only appears when penetrating clothing or bare skin using a slashing/stabbing attack with a cutting weapon (mostly swords and axes). Unlike dDefinder's current version blunt weapons, arrows, hits that don't penetrate, and hits on armour (chainmail and above) won't cause big blood splatter on the ground/surface - only the standard blood effects, if any.
- NPCs generated in ambush encounters will no longer be scaled to the player's warfare level, now set at the same mid-tier skill and equipment no matter the player's level; avoiding having to constantly fight bandits equipped as knights throughout the forests of backwater Bohemia when you're high level - and also increasing early game difficulty.
- NPCs generated in skirmish encounters will no longer be over the top in some areas of the map (such as in Skalitz and between Talmberg and Pribyslavitz) now being weighted more towards mid-tier skill and equipment.
- The generated NPCs in both ambush and skirmish encounters will be much more randomly picked, so even though they're generally weighted towards mid-tier skill and equipment, there's a good chance you'll see both low and high tier enemies among them.
- There's now a significantly higher chance that you'll be ambushed by Cumans rather than peasants (normal bandit chance remains the same). Cumans will generally favour assaulting rather than halting the player - and also slightly more likely to be in a group rather than solo. Peasants, on the other hand (except drunkards) will be more likely to halt (and try to extort) the player rather than directly assault.
Spoiler:
Show
mod.cfg
- No automatic centering when riding.
- No depth of field in conversations.
- Longer view distance for light sources. (May cause flickering at times).
Note: "e_viewdistratiolights" doesn't work in the mod.cfg anymore so you'll have to copy it to your user.cfg. I also recommend adding "e_volumetricfog = 1" to your user.cfg if your PC can handle it, for nice lighting and outside ambience effects (to make your user.cfg work you will have to put it in the main directory and use "+exec user.cfg" in your launch options).
Note on usage: Feel free to tweak, change, re-apply, and re-publish any of my work, provided due credit is given (refer to secondary credits under each part - and you may have to ask the original creators for permission before re-use).
Thank you to all the users on Nexus and the KC:D Discord that have made this possible!
/EkErilaz
Other mods that I use/recommend:
No Mo' Slow Mo (the combat part is almost unplayable without this)