What mods do you use?

I personally don’t like using gamechanging mods. I usually just go with visually enhancing mods. With that said, in KCD I only use 2 mods; 1. unlimited saving and 2. bow crosshair.

So I’m interested in hearing what mods you guys use, mainly for inspiration as far as modding goes.

Bow Reticle
Robin hood (7k)
colored arrows (red)
Faster arrows plus
Capon’s hunting bow ( 100 edition)
easy see herbs
cheat
Pebbles is the best horse
ProBane
Chain barding
richer merchants(20k)
Battle Zone
rep fixer simple

None I use ps4

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A sortied Inventory
Bushes Collision Remover
Unlimited Saving
Battlezone High
Deep Water Horse
Faster Arrows
Instant Herb Picking
No reticle
No Vignettes
No Arrow Trails
NoMoSloMo
Realistic Bow Draw
Through Struggle and Strife Core Combat Overhaul
VCLightArmorFix

I used the Ultimate Realism Overhaul until Hardcore mode came out, but I’m thinking about starting over and not playing hardcore mode and switching back to URO.

Better Tereza :joy:

I don’t like mods while main story. After epilogue only using colored arrow feathers fighting random hold ups across the whole map while new DLC.

Considering naked mod :rofl:

I play without the mods. Since the 1.6.2 patch mods seem to really affect the game in a bad way.

Not true… Blood and Iron has received and update and runs on 1.6.2 just fine and it basically overhauls the game. Save anywhere works perfectly, Instead Herb Picking still works and is a huge time saver… basically every mod I listed still works perfectly.

If you enjoy visually enhancing mod here is my user.cfg file and it will greatly enhances the visuals…

r_overrideRefreshRate=75
r_fullscreen=1

r_TexturesStreamingMaxRequestedMB = 3000 – Disk Read Speed
sys_budget_sysmem = 8192 – 8 GB Ram
r_TexturesStreamingMipBias = -3
r_TexturesStreamingResidencyThrottle = 0.8
sys_PakStreamCache = 1
sys_preload = 1
r_ShadersAsyncCompiling = 3
sys_float_exceptions = 0
ca_MemoryDefragEnabled = 0
e_MergedMeshesOutdoorOnly = 1
e_StreamCgfPoolSize=512
sys_MaxFPS=60

r_ssdo=1
r_ssdoAmountAmbient=1.4
r_ssdoAmountDirect=2
r_ssdoAmountReflection=4
r_ssdoHalfRes=2
r_ssdoRadius=0.04
r_ssdoRadiusMin=0.07
r_ssdoRadiusMax=0.1
e_svoTI_SSAOAmount=1.545
e_svoTI_SpecularAmplifier = 0.82
e_svoTI_TemporalFilteringBase = 1
e_svoTI_MinReflectance = 0.19
e_svoTI_DiffuseAmplifier = 1.12
e_svoTI_DistantSsaoAmount = 1
e_VolumetricFog = 1
e_ShadowsClouds = 1
r_BatchType = 1
e_shadowsmaxtexres = 4096
e_ShadowsPoolSize=8192
r_ShadowCastingLightsMaxCount=16
e_ShadowsCastViewDistRatiolights=0.6
e_ViewDistMin=10
sys_spec_twtoggle = 2
– vegetation settings
e_ViewDistRatioVegetation=50

– merged meshes
e_MergedMeshesLodRatio = 1
e_MergedMeshesInstanceDist = 1

– LOD settings
e_LodFaceAreaTargetSize = 0.003

– max time delta (our Timer.cpp change will apply this even to scaled framtime)
p_max_world_step = 0.25
t_MaxStep = 0.25

– tries to mitigate issues with the aggressive occlusion culling
e_CoverageBufferAABBExpand = -0.1

– we can’t solve a sync file access in game right now
sys_PakLogInvalidFileAccess = 0
sys_PakMessageInvalidFileAccess = 0

wh_sys_version = “1.6.2”

sys_flash_address_space = 65536

– Sound and music

– Our implementation of ATL for FMOD Studio
s_AudioSystemImplementationName = CryAudioImplFmod
wh_sequence_fmod_event_name = “event:/music/music”
wh_snd_audio_xmls_dir = “/libs/gameaudio/”
–wh_sequence_music_path = “Music/kcd/”
–wh_sequence_main_widsh_file = “kcd.widsh”
– Fallback is:
– s_AudioSystemImplementationName = CryAudioImplFmodEx

– WARHORSE

– Sets the sample character as the default model that automatically loads in Character Editor
ca_CharEditModel=“Objects/characters/humans/skeleton/male.cdf”

– HDR
r_HDREyeAdaptationMode = 1
r_HDREyeAdaptationSpeed = 3

– SVOTI
e_svoTI_MinVoxelOpacity = 0.01
e_svoTI_VegetationMaxOpacity = 1
e_svoTI_TemporalFilteringBase = 0.5 --Might introduce ghosting, but it seems that it was fixed in svoti
e_svoMaxAreaMeshSizeKB = 20000 --Fixes problem with some places not generating voxels

–detail shadows
e_ShadowsPerObject = 0

–near fog culling
r_fogDepthTest = -0.001

–Uberlods
wh_r_UberlodRatio = 3
wh_r_UberlodMode = 0

–CPU
r_MultiGPU = 0 – since i dont use sli i have this option off
r_MultiThreaded = 1
sys_job_system_max_worker = 8
sys_job_system_enable = 1
ai_NavigationSystemMT = 1
sys_main_CPU = 1 – Specifies the physical CPU index main will run on
sys_physics_CPU = 2 – Specifies the physical CPU index physics will run on
sys_streaming_CPU = 3 – Specifies the physical CPU file IO thread run on
e_ParticlesThread = 4 – Enable particle threading
ca_thread0Affinity = 5 – Affinity of first Animation Thread.
r_WaterUpdateThread = 6 – Enables water updating on separate thread (when MT supported).
e_StatObjMergeUseThread = 7 – Use a thread to perform sub-objects meshes merging
sys_TaskThread1_CPU = 8 – Specifies the physical CPU index taskthread1 will run on

r_Sharpening = 0.9
r_ChromaticAberration = 3.7
r_HDRGrainAmount = 0.44

e_AutoPrecacheCameraJumpDist = 1

e_AutoPrecacheTerrainAndProcVeget = 1
e_AutoPrecacheTexturesAndShaders = 1

e_LodRatio = 200
e_TerrainAo = 1
q_ShaderWater = 3
r_AntialiasingMode = 4

r_DeferredShadingFilterGBuffer = 1
–PUDDLE DISTANCE
r_RainMaxViewDist_Deferred=10000

wh_cs_playermaxopponentdistancetolock = 8
wh_cs_playermaxopponentdistancetounlock = 8
wh_cs_playerunlocktimeout = 0
wh_cs_playerverticalunlockdelay = 0
wh_cs_playerhorizontalunlockdelay = 0
wh_cs_playerlockopponentanglebias = 2
wh_cs_playermaxopponentangletolock = 0.8
wh_cs_playermaxopponentangletounlock = 0.8
wh_cs_playerinputcombatunlockdelay = 0
wh_cs_playerinputcursorunlockdistance = 0.05
wh_cs_playerinputlockingtolerance = 20
wh_cs_playerinputlockareawidth = 0.6
wh_cs_playerinputmouseunlockxthreshold = 60
wh_cs_playerinputmouseunlockmintime = 0
wh_cs_playerinputmouseunlockreturntime = 1.5
wh_cs_playerinputmouseunlockminoppangle = 20

wh_horse_jumpheight = 5
wh_horse_JumpGravityMult = 0.2
wh_horse_JumpOnSlopeNormalZLimit = 0.2

wh_horse_cameracentering = 0
wh_horse_cameracenteringpitchoffset = 0
wh_horse_cameracenteringtime = 0
wh_horse_cameracenteringtimeincombat = 0

I use all the pretty horses because those horses are much more beautiful as vanilla

Unlimited Saving is the only mod needed.

Sure if you don’t mind being completely overpowered with a crap ton of extra cash mid-way through the game. That is even on HC mode.

Fair enough. I respect those who prefer to play the game as it was intended. I personally prefer being able to save whenever because it makes for a much more enjoyable experience for me (yes yes, I know, schnapps & bed). Also, as for my other mod (bow crosshair) I find it weird that the only time you DON’T have a crosshair in the middle of the screen is when you whip out your bow.

Only played 112 hours thus far and am still dirt poor 7.7k and can handle my own during fights and have lost some fights. Although 3 good smacks to the head works very well. Not my problem people use exploits to game the game and then gripe about it.

I never used one exploit in the game. I didn’t just make up the balancing issue in this game. There are multiple threads on the issue here, on reddit, and on steam forums. Basically all you have to do is follow the bandit killing quest given to you by Cpt. Bernard at the beginning of the game and your weapon skills will go up extremely fast and you will have tons of loot that you can use and sell. That combined with a little hunting and alchemy and you will be rich. About half way through the game, if you are doing the side quests, you will be killing bandits in one hit while using some of the best weapons and armor in the game. Also I wouldn’t say 7.7k is dirt poor.

That said, I still think this is one of the best games ever made, but I do think mods make it even better.