Mods we need

Obviously FO4 (with or without SS-C) isn’t everybody’s cup of tea, but I really like the framework. Here’s a mod for it I just released (https://www.nexusmods.com/fallout4/mods/41831?). Really hope a similar framework can be created for KCD. It’d really be fun to create different factions with distinctive heraldry, weaponry and clothing/armor mashups; and, then to place them and their rivals in a splendid landscape like WH’s Bohemia to grow and fight would be a great experience.

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I wondered when Become High King of Skyrim would surface… :joy:

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My personal to do list of game play mod enhancement:

  • From the Ashes REDUX. A dynamic DIY/Build/Craft overhaul of this DLC building mod.
    A. Primary goal would be a dedicated side quest extension of the MQ. Close the loop on all those homeless Skalitz refugees reduced to begging and stealing on the streets of Rattay. It always seemed so wrong for the devs to leave once upstanding and prolific Skalitz citizens (skilled tradesmen/craftsmen the likes of the butcher, fletcher, innkeeper etc) to be left languishing on the streets of Rattay. Now Henry can provide them with some restoration of their dignity and hope of returning to the middle class. Through his insightful establishment of a new stronghold (soon to become a thriving village or town), these once well to do but displaced denizens can ALL finally have a place to once call home again.
    B. Secondary goal is to permit the player to build multiple strongholds/mansions/hideaways for Henry around the map. With the blueprint ability to upload and share your creations on Nexusmods with other players.
    C. Tertiary goal would be creating emergent, radiant sandbox game play that lets the player dynamically customize one or all home/HQ bases they build for Henry (funds for this which will change as his status/rank socioeconomic rise in the world changes with MQ progression). Again with the ability to upload and share player stronghold designs on Nexusmods.

The sandbox aspect in #B & #C goals would enable the player’s ability to finally:

1.Build ALL the allowable buildings in the existing DLC if desired. Allows dynamic changes to existing structures the player already built via modular updates. This modular build design would be similar to the Skyrim HF version of the Build Your Own Home mod on Nexus.
2. Dynamically destroy/remove/upgrade any existing buildings. Don’t like the stable? Want to put a barracks instead? Tear it down and make way for new garrison etc.
3. Perform a dynamic overhaul of the Ashes DLC build dynamic. Add a Fallout like settlement build/crafting system & economy. Add trading NPC driven caravan feature to connect to the stronghold(s) to local towns and villages. Add random world events like NPC robber spawns. Which could ambush the trade caravans, especially if they’re with weak security escort. Now you can finally make proper stronghold(s) from a strong trade economy. You can harvest and trade natural resources of the area (like timber) for iron at surrounding towns and villages.
4. Use the dynamic economy in #3 to fund and support the armory/weaponsmith/stables. BECAUSE THERE IS ONGOING HOSTILE CUMAN/FOREIGN ARMY ACTIVITY IN THE AREA FFS. Henry’s new stronghold needs to be better fortified FFS.
5. Add immersive & emergent game play events. Like random spawning of Cumin and bandit attacks on your strongholds. Because the vanilla ones NEVER ATTACKED YOUR STRONGHOLD IN THE GAME FFS. So what was the purpose of a garrison in the first place? Use the dynamic economy in #3 & 4 to rectify the need to kit out/maintain your garrison’s armor, horses, & weaponry.
6.Add emergent game play locations like a tournament area. Where both Henry and/or the garrison NPCs could joust at certain times of the day/week.
7.Add non vanilla DLC buildings like a church (the focal social & spiritual point of medieval life), an official bath house, several guild house chapters which would be an extension of the main Rattay guild houses (i.e. a hunter, tailor, blacksmith and other craftsmen etc), library/official town hall (where scholars would congregate with clergy and local town politicians), a motely thieves/criminal guild hideaway (on the outskirts of the town where Henry could conduct his more squirrelly business dealings when desired)

  • Global weather overhaul mod which adds snow/blizzards and winter weather. Dynamically change seasons if this is a possibility. Why isn’t there any snow in the game to date?
  • Global player interaction to environment exposure mod. Similar to modder Chesko’s Frostfall & Campfire for Skyrim. Henry’s extended exposure to too much cold temperatures, wetness should kill him. Without sufficient rest, proper eating frequency and/or taking some herbal remedy/medication from the alchemist/witch doctor, Henry’s health should deteriorate and make him more disease susceptible. This debilitating condition should adversely affect his stats, especially his combat skills. Without treatment, this condition should continue to weaken and/or eventually be lethal.
  • Critter lore friendly/regional mod. A critter spawn mod (to include FISHES in rivers and other aquatic life) similar to Skyrim’s Real Life Skyrim and Animallica mods (the non exotic animal version). Wolves heard howling in the forest, yet none ever encountered to date? That the most dread, rabid mammals in the forest are Monty Python-esque bunny wabbits. Really??
  • Hunting mod equivalent to Skyrim’s Hunterborn. Which introduces an entire survival system for camping & hunting. To include crafting of FUNCTIONAL fishing poles for FISHING by Henry. Adds much needed features like using archery & other combat skills for skinning animals. Using their death list items like hides, organs, teeth/claws etc for crafting primitive tools, basic jewelry, clothing, fundamental armor/weaponry (good if Herny’s living as a rogue or outlaw), cooking recipes etc. Also adds the ability to use existing camp sites if not occupied by random NPC spawns. Why are there so many unused and vacant campsites in the game (save the one time Henry & Hans used one in the MQ)? These need to have random friendly/hostile NPC spawns. Or could be randomly vacant, which would expedite Henry’s ability to quickly make camp.
  • A menu UI overhaul to include an RP character customization option at the start game screen. Instead of being limited to starting the same vanilla game RP role (as Henry the blacksmith’s son), this option takes you to a character customization screen. Where player can change Henry’s starting skill stats (i.e. the 1 perk he’s limited to having at game start). Henry begins the game with a Skill of ONE in swordsmanship. Even though the game’s MQ insists he’s the clumsy villein n00b son of the town blacksmith. Plus ability to change more than the 2 stats you get to set (during that in game dialogue with his mother at the start). Let the player distribute 3-4 stats points max in whatever skills they want at the start. Using this option to re-customize Henry’s character, would give the player the choice of by-passing the Skalitz tutorial. And ability to start the game beginning with Henry’s horseback ride to Talmberg.
  • Restoration of Rovna Side quest. Why can’t this destroyed and pillaged village by Cumans be restored by Henry? Especially given his heritage and all the money he acquires with game progression? Another radiant aspect of this mod could be adding random bandit raids to attack Rovna after it’s restoration. From bandit spawns in the ruins of Skalitz. And random raids from Cumans in the countryside as well.
  • **Overhaul mod for Skalitz mining area. Because WTH did the NPCs disappear to? Were they digitally raptured years after the sack of Skalitz? ** This area remains completely deserted after the Cuman’s sacked Skalitz to date. Why was this most lucrative, tactical and stratigic resource mining area abandoned in the MQ? With never an attempt to reclaim the area’s resources by Radzig or better yet Henry on a major side quest?
  • Extension of Woman’s Lot DLC. This has to be the best DLC WHS added to the game to date. It engaging for being a decent length and meaninful depth of content. Need a proper Player/Henry romance NPC interaction mod to supplement the vanilla game play of this DLC. Something on scope of Skyrim’s OSA/OSEX mod suite, which would permit Henry to have a range of romantic interactions with any NPC he encounters. This can range from flirtatious to explicit adult themed encounters which OSA/OSEX provides. Now the bath maid bathing sequence can be as prudishly vanilla (fade to black with vivid player imagination) to explicit as the player so choses.

Not so finally:

A socioeconomic based Game of Thrones style of mod. Medieval Europe at this time was a hot bed of political intrigue. Medieval denizens belonged to 1 of 3 feudal castes: The Nobility, Clergy, or Peasantry. A forth caste to introduce conflict in this triad was the Guilds (which allowed the common peasantry to raise their socioeconomic status to middle class tradesmen). Mod like this would add a layer of NPC faction intrigue, espionage, and conflict for existing NPC structures like towns. Which could have local NPCs, an entire town, and/or town guild factions that could be openly pro King Sigismund in the war. But secretly (or openly) pro resistance in shadowy back room councils for Wenceslaus. Or try to remain neutral like Sir Davish’s Talberg at the start of the Cuman invasion. This is in addition to the historic competitive nature of medieval guilds to poltically and economically support/compete with their counterpart chapters in other in other towns.

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I posted it already in another thread, but this here is the right place. So again my idea to make an autumn verion of the beta forest.

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that looks amazing. can only imagine what a winter version would look like.

It would be enough to at least return just the forest from the beta version, this would be a good achievement.


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My Ideas for hunting:

Animals can actually hear/smell you and dont just run when you get too close.
Wind will influence how quickly they hear/smell you.
Animals dont just appear at the hunting spots as much as they currently do. But hunting spots will still be hot spots.
Deer will actually run like fuck and not just bash around aimlessly like they currently do.

Bears and wolves:
They WILL kill you if they can.
They will steal your kills if they are around.
Bear dens will be located in hard to get to spots.
Wolves travel.
If you leave your horse untended in the woods there will be a chance it will die. For good. So keep calling it!

Any additions?

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third person gay sex scenes 'nuff said!

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I have addition.
Need some time for skinning and butchering big animals as deer or boar, 1-2 hour. Woodwards may catch you on it (he know and patrolls best hunting plases ). Or even guards if poachering is quite offеen in this forest.
For avoid it poacher may carry his prey in hidden places and skinning there (caves etc).

And maybe it will become the part of big sandbox mod about Robin Hood )

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Braveheart Mod^^

Making a complete new HUD thing would be an awesome improvement. The HUD in this game can not be worse. I don’t know who is the person responsable but he should be fired at once (if not already).

And of course 3rd person view is a MUST. Every good game of this kind gives the oportunity to play in diferent camera views…, so everybody is stupid? or maybe somebody forgot that A LOT OF people prefer 3rd person view?

Agree with the HUD, but disagree with the 3rd person. 3rd person can be done by mods, but should not be a part of the original game. While improved HUD should.

There is a mod to play using 3rd person view, but it is not very playable. It has important problems, and it seems that only devs can solve them. I don’t mind if it is a mod or it is by devs, but the thing is that today this game it is not still playable in 3rd person view. It is a very important option for a lot of players, and it is missing in this game. A great game should please as many players desires as possible.

If there are big technical problems to complete a decent 3rd person view option (that is what it seems), at least devs should make easy for moders to make that possible, even if there are still some other minor problems. And that seems to be not happening. For example, I don’t understand why 3rd person camera is focusing the boots and not the head. That simple detail (I suppose very easy to fix) is making 3rd person view mod hard to play.

More realism.

Morning mass
Realistic food eating, time it takes to eat and cook.
Time to skin animals
Time it takes to change your armor
World time speed of 1, potions and other timed effects cleaned up to match the new time speed.
I currently play on a speed of 3 to compensate for eating, and other timed actions, the game plays and feels alot less rushed and realistic in real time.
Herbs sell for nothing? Should not be able to get rich picking flowers.
Learning to read costs more.
More activities, fishing, cooking, better hunting, farming for groschen like the weeding activity in womens lot (pick weeds then time skip)
A clear and immersive place in the main quest to deviate and do side quests.
Idk anything immersive would tickle my pickle.

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The realism in honor, but in all these time passing mechanisms, an apple must fill the saturation better and faster. I dont feel like spending 1 hr for a few pieces. The whole game needs a lot adjustments for all these realism mods. But after what I have already read from different people, there will not be many mod creators because it is a pain in the ass to get the tools to run. The published documentation is also for some people a big joke, some of them uninstalled the tools again and a certain part of them the game too. But in future there will surely some Tutorial vidz for configuration too

Here are some My ideas for a mod

Maybe just make more variants of the Zoul Armplate and Helmet since those are realistic.

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Killing children is screwed up but you could make them like Main NPCs so you can’t hurt them. But Rabbits is fine.

up%20yours A mod where Henrys reaction every time he’s blessed, or greeted by strangers lol

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I agree, i didn’t even bother installing the tool kit, i read you need 16gb ram to save and any modification to the base game, do we even know how people would download said mods yet. The tools really are a joke.