It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
It's no secret that Kingdom Come: Deliverance, the sprawling medieval RPG that's giving lovers of open-world gameplay many a sleepless night, is amenable to modding. To illustrate that point, Terrorfox1234 of Nexus Mods put together a comprehensive list of some of the most useful or interesting ones. Take it away, Terrorfox1234!

Kingdom Come: Deliverance has already seen a wealth of mods uploaded to Nexus Mods. Considering the fact the Warhorse Studios hasn't released any official modding tools, the sheer amount of mods uploaded so far is quite impressive!

So, once again, we wanted to put together a list for all of you containing some of the most useful and interesting releases so far.
(Do note that none of these are considered "essential")

Mod Merger - This tool, simply put, detects conflicts in your mods and resolves them. This will be necessary if you are looking to use 2 mods that edit different aspects of the same file(s). (There is also PIKE which aims to be a merging utility and mod manager)

Optimized Graphics Presets - This mod is a selection of config files aimed at improving performance. It's hit or miss, but I wanted to include it as some people have experienced a noticeable gain in FPS.

Freezes and Stuttering Fix - This mod eliminates micro-freezes and stuttering by preventing KCD from hitting 100% load on any CPU core… or some such magic. I don't claim to fully understand it but the overwhelmingly positive response seems to speak for itself.

Anti Alcoholism - Remove the alcoholism debuff. There is a bug in-game which results in being unable to cure alcoholism (although, one might argue for realism there). This mod provides a workaround.

Unlimited Saving - This mod simply removes the Saviour Schnapps use requirement for saving.

Autowalker - Make your way across the countryside without having to hold "W". Use hotkeys to speed up or slow down your pace. Works on horseback as well. Nice.

Easy To See Herbs - A subtle visual overhaul for herbs to make them easier to spot without necessarily making them overly bright or colorful.

Colored Arrow Feathers - Tired of losing your arrows in the underbrush? This mod can help!

Inventory Sorter / A Sorted Inventory - These mods aim to make inventory navigation and item searching easier by applying naming conventions to items. Choose whichever one suits your preference.

More Perks / Perkaholic / KCD Uncut - The first makes additions/changes/fixes to all the vanilla perks/skill lines. The second adds perks to the Agility, Unarmed, and Bow skills. The third restores skill lines for Shields and Hellebardes.

Now that we've reached the end of this list; there are a few types of mods that I didn't touch on that I'd like to make note of.

I generally stayed away from mods that add/alter/remove gameplay mechanics, item stats, or character stats. There's a ton of mods that do similar things or offer highly subjective takes on what the best approach to balancing realism and fun is. I also didn't touch any User Interface (UI/HUD) mods. Again, there a lot of mods in this category that have crossover in functionality or do the exact same thing in different ways.

Given the volume, variety, and subjectivity of those types of mods; I thought it better to simply link to the categories on Nexus Mods and let you dig through yourselves.

We hope this list is of some use to you and don't hesitate to let us know if we missed anything in the comments!

Happy modding!
Post edited March 03, 2018 by maladr0Id
avatar
micktiegs_8: The devs even had the nerve to say 'this game wasn't meant for current GPUs'... seriously?
avatar
Ancient-Red-Dragon: You make it sound like it's a bad thing. But IMO it's not; it's a great thing. That's like the antithesis of the Witcher 3 devs' insidious action of vastly downgrading that game's graphics in order to accommodate crappy console hardware. Good on the KCD devs for not downgrading anything for crappy hardware, even if crappy hardware encompasses the entire current generation of GPUs.
I'm saying it's a poor excuse for what could be poor engine utilization. If you'd care to see what I said, small adjustments made in a file can boost performance immensely. That IS a bad thing.

If in fact, the game runs poorly because it's optimized but the hardware just can't take it, THEN that's not a bad thing at all (which is what you're trying to tell me).

edit: sorry, not adjustments - directions. Telling the game to utilize CPU cores better, telling the game you have so much more VRAM that it says, telling the game how much system RAM it can use, telling the game not to trash textures instantly etc.. This is poor optimization, not incapable user hardware.
Post edited March 04, 2018 by micktiegs_8
i had my eye on this game and had it wishlisted, i do love an immersive game. i will bookmark this list in case i want to mod it later, im a filthy casual after all lol but i do agree its weird so many mods are out when its only been a few weeks and alot of the mods are for things that a dev should have put in like inventory sorting, ability to see your arrows against background, optimization, and the save system... i understand why they did it like that but why alienate your player base by not having options to change save settings.... and so on.


it does seem to me that they put it out there fast and are letting the community fix things for them, will they later take these mods and make them paid add ons? just saying
avatar
Tinu.310: Everyone can do what he/she like, but dont say you would never use mods that change the game mechanics and then make a list of mods that indeed change gamemechanics. Thats truly shamefull, its like telling someone you would not take drugs and then make a list about the best drugs you ever tried. Thats all I am talking about not the mods self, they are good but not needed, and because this is a forum I should be allowed to clear out why i think this. Peace to the hand.
I never claimed that I "would never use mods that change the game mechanics."
I believe what I said was "I *generally* stayed away from mods that..."
"Generally" means "mostly but not entirely" here.

Either way, we're only talking about mods. It's not really life or death, yeah? Comparing this to telling someone to take a bunch of drugs is a tad extreme, I think. One has real-world implications, and the other is modifications for a video game.

I do hope you at least found some of this list useful! If not, feel free to suggest some alternatives or mods that I may have missed!
Post edited March 05, 2018 by TerrorFox1234
avatar
Tinu.310: Everyone can do what he/she like, but dont say you would never use mods that change the game mechanics and then make a list of mods that indeed change gamemechanics. Thats truly shamefull, its like telling someone you would not take drugs and then make a list about the best drugs you ever tried. Thats all I am talking about not the mods self, they are good but not needed, and because this is a forum I should be allowed to clear out why i think this. Peace to the hand.
avatar
TerrorFox1234: I never claimed that I "would never use mods that change the game mechanics."
I believe what I said was "I *generally* stayed away from mods that..."
"Generally" means "mostly but not entirely" here.

Either way, we're only talking about mods. It's not really life or death, yeah? Comparing this to telling someone to take a bunch of drugs is a tad extreme, I think. One has real-world implications, and the other is modifications for a video game.

I do hope you at least found some of this list useful! If not, feel free to suggest some alternatives or mods that I may have missed!
Thanks for the list. Some here I didn't know about, but I kind of feel like I'm cheating with a few of these. That's the joy of modding though. Make it how you want it!
avatar
micktiegs_8: This tiny change alone does wonders and further adds to the 'shitty optimization' argument:

sys_main_CPU = 0
sys_physics_CPU = 2
sys_streaming_CPU = 4

r_MotionBlur = 0
r_DepthOfFieldMode = 0
r_Sharpening = 0

r_TexturesStreamPoolSize = 10240
e_ShadowsPoolSize = 4096

This is all I Have in my .cfg file at the moment and it's unbelievable just how much performance has improved. The devs even had the nerve to say 'this game wasn't meant for current GPUs'... seriously? Anyway, that's my mod for now.

edit: removed vysnc and maxfps configs as the game seems to have weird stutters. Just using adaptive vsync in Nvidia control panel fixes it for the most part, however this game seems to think 60fps is sometimes 62fps.
So I've been getting some unenjoyable freezes / stuttering now as well (the WORST is when it occurs during a lockpick). It's a bit annoying to have the game lock for 2 seconds or so.

Are those settings above in a user.cfg file that you put in the game's directory? Or did you edit the system.cfg down to that?

Do the middle codes turn motion blur, depth of field, etc off?

I tried the -heapsize thing (I added it to the command line in the game's desktop shortcut) and that didn't seem to help. The CPU limit didn't seem to help too much either though I'm willing to revisit that.
avatar
micktiegs_8: This tiny change alone does wonders and further adds to the 'shitty optimization' argument:

sys_main_CPU = 0
sys_physics_CPU = 2
sys_streaming_CPU = 4

r_MotionBlur = 0
r_DepthOfFieldMode = 0
r_Sharpening = 0

r_TexturesStreamPoolSize = 10240
e_ShadowsPoolSize = 4096

This is all I Have in my .cfg file at the moment and it's unbelievable just how much performance has improved. The devs even had the nerve to say 'this game wasn't meant for current GPUs'... seriously? Anyway, that's my mod for now.

edit: removed vysnc and maxfps configs as the game seems to have weird stutters. Just using adaptive vsync in Nvidia control panel fixes it for the most part, however this game seems to think 60fps is sometimes 62fps.
avatar
Ixamyakxim: So I've been getting some unenjoyable freezes / stuttering now as well (the WORST is when it occurs during a lockpick). It's a bit annoying to have the game lock for 2 seconds or so.

Are those settings above in a user.cfg file that you put in the game's directory? Or did you edit the system.cfg down to that?

Do the middle codes turn motion blur, depth of field, etc off?

I tried the -heapsize thing (I added it to the command line in the game's desktop shortcut) and that didn't seem to help. The CPU limit didn't seem to help too much either though I'm willing to revisit that.
Firstly, yes those settings are in a file named user.cfg, which needs to be created.

I don't notice any depth of field, so it seems yes it turns it off. Even during the conversations it doesn't seem to be on.
Those fixes are all from someone on Steam, who has the same GPU and an older CPU but he explains some finer points.
https://steamcommunity.com/app/379430/discussions/0/1700542968203108335/
He also provides in game commands like removing ssao and antialiasing.

If you have small freezes, use the BES stutter fix on nexus mods. The one listed here does the trick definitely, so maybe run me through how you're applying it?

I just started using the 'optimized graphics presets' as well, and it helps even more.

As for -heapsize; it does nothing for this game. Steam support even tells you the games/engines that the command works with, which this game and its engine aren't listed. If you have MSI afterburner's OSD or similar, let me know the RAM it's using and what you have. Try the steam link above first though, as he explains what numbers to use regarding your RAM.

I'm happy to help, as I'm pretty sure I've found the magic settings. I'm currently using the ultra optimized graphics preset with the user.cfg settings up there, and it almost never goes under 50fps in towns alone.

edit:
Okay I don't know what happened but after returning to the game after a few hours it's decided to fuck up on me. Performance has tanked to less than half of what it was doing, and I haven't changed a thing lol. Fuck this game, I don't know what its problem is.

edit AGAIN:
I replaced all the mod files by just copying back over them and it's working now... I can't even.
Post edited March 05, 2018 by micktiegs_8
Everybody should play as he wish, mods included, it's a singleplayer after all.

But what i read until now i think i will wait a month ot two until i start playing.
avatar
Ancient-Red-Dragon: even if crappy hardware encompasses the entire current generation of GPUs.
i'm not sure to understand here..
basically, you mean every/any GPU available yet is crappy, to you ? which would mean there is no decent GPU yet available to anyone to purchase or own ?

then what would be a decent GPU according to your standards ? (remember: it can''t be something that already exists or is available)
avatar
RoseLegion: Thanks for the mod spotlight GOG and cheers to the Devs for not running a game that tries to box out modding (as more and more titles seem to do of late).
avatar
HeathGCF: It's no coincidence that most of my favourite RPG's also have very active modding communities, some of them still going strong even a decade or more after games were initially released.

That there are already a plethora of mods for KC:D, and of such a wide variety, really bodes well for the future as far as I'm concerned. There's nothing I like better than playing through a game a few times, then returning a year or two later and enjoying a completely fresh experience thanks to the amazing efforts of modders.
Yeah I hear you for sure :)
It's a great way to increase replay value, and honestly a thriving mod scene is healthy for any game.
No game (or anything else for that matter) will suite everyone and mods allow people to make custom tweaks which will improve their play exprience without the requirement that the Devs or everyone else who wants to play the game, do it that exact particular way.
avatar
Ancient-Red-Dragon: even if crappy hardware encompasses the entire current generation of GPUs.
avatar
Djaron: i'm not sure to understand here..
basically, you mean every/any GPU available yet is crappy, to you ? which would mean there is no decent GPU yet available to anyone to purchase or own ?

then what would be a decent GPU according to your standards ? (remember: it can''t be something that already exists or is available)
I am (clearly) not him, but I wonder if quantum computing would count, it's only in the very early stages so a first few prototypes exisit but it's not on the market.
Post edited March 05, 2018 by RoseLegion
avatar
micktiegs_8:
Seems to be running a bit better with no VSYNC (and then just "forcing" VSYNC in my Nvidia control panel) and using your CPU commands.

I'm going to PM you my GPU info and maybe you can tell me those RAM settings? I didn't use the one's you had in the cfg you posted here just in case they wouldn't work. Mind letting me know what they do as well?

Thanks! And man, can this be a frustrating game. If I didn't feel as much potential as I do... there were more than a few times I wanted to jump on here and post some angry rants LOL.
KC:D is waiting patiently in my GOG library and I was planning to download it once 1.3 is available. However, I've since read the developers are planning a 1.4 version that'll apparently work on resolving many of the reported optimisation problems.

So, looks like I'll be waiting for that instead, as I'd prefer to enjoy the game rather than be frustrated with annoying problems and issues that detract from the experience.

At some point in the future, hopefully, I'll actually get to play this game...
The mod works great; too bad you can't mod an actual proper ending to the game, as the devs themselves said they might include it in a stinking DLC or continue it in another game! Refunded as I don't care for a heavily bugged game with cheesy cliffhanger tactics for a sixty-fv<kin'-dollar game!

Assuming the refund goes through, I'll definitely re-purchase once the ending comes out either with a DLC or new game, and even then at a heavy discount as the game is a gorgeous piece of art/game that needs to be in my collection...Just not now as the bugs are too numerous for me!
deleted
afaic, i think that putting a "save on quit" savegame mechanism could be enough. It would imho adress the problem regarding people (me included) who can only play short game sessions (or at least not long enough to accomodate with the game's pacing and any auto save... )

Also, they decided to design and balance the game about non-abundant savegames; it was their choice... and people who would mod this behavior out of the game will play it differently but then can't complain or evaluate/judge the game based on such change they would bring themselves.

It is true that it forces you to be more thoughtful of the consequences of your actions and be more careful. If you remove that from the game, it just change KC:D into one of the many others (fantasy) medieval rpg games already around. Then why take something that is "different" just to turn it into something like everything else around ?

Also, the save on quit could be enough because it could be used at leisure by simply backuping the user file it would generate.

I understand that everyone want to have some choice (and in fact, they have: many games already propose this kind of thing; and this one is already modded), but game makers too have the right to choose how they want to deliver their game experience; what we only needs is a middle ground, instead.

but remember, if you purposefully change a part of the game to behave completely differently from initially intended, at least please don't then start talking about the aspect you just changed to suit your needs to criticize how the game now reacts or feel, because... well... you made the game this way all by yourself then, right ?
Would sound like playing on easiest difficulty (a perfectly legitimate right and choice, no debate here) but then complaining that the game is not challenging enough and unbalanced or lacks depth and has too short lifespan for its price (which then would be maybe "slightly" hypocrite... but hey, there always are bigger hypocrites, like publishers who now sell cheatcodes/easy mode as DLC or inapp purchases microtransactions, so...)
avatar
Djaron: afaic, i think that putting a "save on quit" savegame mechanism could be enough. It would imho adress the problem regarding people (me included) who can only play short game sessions (or at least not long enough to accomodate with the game's pacing and any auto save... )
Some of my worst moments in gaming have come from frustration due to a lack of a save and wanting to quit for the night. So far I've been sticking with this one with the default save mechanism (I decided I'd tough it out for the moment because it feels like the sort of thing that plays into actual gameplay).

I wouldn't mind a Save on Quit, just so I can end my night when I want to, but beyond that so far, I'm going to try my best to "iron man" the game with the existing save. I just feels right for the type of game - makes things a bit interesting. If I ever start to get too frustrated I might give it up and mod, but so far so good - I've been getting timely autosaves and have had to make decisions regarding sleeping. "Interesting" has outweighted "frustrating" so far LOL ;)