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Realish Weapons and Armor 4.34 — Kingdom Come: Deliverance 2

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campersinc
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Realish Weapons and Armor 4.34 — Kingdom Come: Deliverance 2

Post by campersinc »

This is an overhaul of all weapon damage scaling, damage to protected and unprotected body-parts, as well as a complete rework of armor defense value scaling.

RWA scales armor based on real-world functionality, thus, all armors are effective at absorbing or deflecting Slash damage, but less so Stab, and even less so Smash. Specific damage types such as Slash, Stab, or Smash are not exclusive to any weapon or projectile type and are applied based upon the visual model of the weapon, or purpose of the projectile. Crossbows and Bows now do comparable damage. Bullets are now hybrid Stab/Smash damage rather than exclusively Smash, making metal armor slightly more effective at deflecting lead projectiles.

Weapon weights are based upon median museum examples, then compared to approximate equivalent in-game models. Weapon durability is determined by weapon robustness and haft reinforcement. Shields will often break during prolonged combat. Minimum Strength and Agility requirements for the use of all weapons have been lowered to more consistent levels.

Armor Types: (As determined by the in-game model and description)
- Plate: Rigid tempered steel.
- Composite: Plate combined with Laminar or Brigandine.
- Laminar: Steel or iron, riveted to layers of leather.
- Mail: Riveted rings of steel or iron.
- Fabric: Layered linen and/or wool.
- Brigandine: Steel or iron plates, riveted in fabric.

Damage Types and Defense Mitigation:
- Stab: Plate, Composite are strong, Brigandine, Laminar moderate, Mail, Fabric weak.
- Slash: Plate, Brigandine, Mail, Composite strong, Laminar moderate, Fabric weak.
- Smash: Plate, Composite 'strongest', Brigandine, Laminar moderate, Fabric, Mail weak.

Damage Multiplier by Body-Part:
- Head: 2.75x (open face helms provide only 7.5% damage mitigation to face)
- Torso: 1x
- Limb: 0.5x

Damage Type Scaling by Weapon Skill:
- At level 30, Stab +12.5%.
- At level 30, Slash +25%.
- At level 30, Smash +12.5%.

Defense Rating System: (positive correlate window for Perfect Block and Master-Strike)
- 50-100 Defense: Maces, Axes, Clubs, Hammers, and Picks.
- 100-150 Defense: Arming Swords, Hunting Swords, Falchions, and Sabres.
- 150-200 Defense: Longswords.
- 200-250 Defense: Polearms.

Examples of Melee Weapons In Tier 4 (Martin) Damage Values:
- Arming Swords range in damage 55-60 Slash, with equal or lesser Stab and minimal Smash.
- Hunting Swords range in damage 55-60 Slash, with lesser Stab and minimal Smash.
- Sabers and Falchions range in damage 60-65 Slash with lesser Stab and minimal Smash.
- Longswords range in damage 70-80 Slash with equal or lesser Stab and minimal Smash.
- Work Axes range in damage 45-50 Slash with lesser Smash and minimal Stab.
- War Axes range in damage 50-55 Slash with lesser Stab and Smash.
- Clubs range in damage 50-55 Smash with minimal Stab and Slash.
- Hammers and Picks range in damage 55-60 Smash with lesser Stab and Slash.
- Maces range in damage 60-65 Smash with minimal Stab and Slash.
- Polearms range from 80-95 Stab, Slash, or Smash as primary and secondary damage.

Examples of Projectile Weapons:
- Bows range in Power 100-225.
- Crossbows range in Power 100-350.
- Firearms range in Power 500-650.

Examples of Projectiles
- Arrows range in damage 30-140 Stab, Slash, or Smash.
- Bolts range in damage 30-140 Stab, Slash, or Smash.
- Lead Ball damage is 120 Stab and 120 Smash.
- Scattershot damage is 175 Slash.

Shields:
- Durability: 15-20.
- Defense Bonus: 50-75.

Weapon Durability (For full effect, use Realish Techniques)
- Heavy Weapons & Polearms range 50-100.
- Swords range 100-125.
- Longswords range 125-150.
- Parrying, or Perfect Block, is necessary to prevent damage to weapon.

Armor Scaling where Status _ Stab : Slash : Smash

HEAD
Visor Helm: 20 _ 140-150 : 150 : 90-100
High Helm: 17 _ 130-139 : 140 : 80-85
Mid Helm: 15 _ 120-125 : 130 : 70-75
Low Helm: 10-12 _ 90-100 : 100-110 : 40-45
Mail Hood: 10 _ 30-35 : 75-100 : 20-25
Fabric Hood: 10 _ 15 : 40-45 : 20
Fabric Coif: 8-12 _ 10-12 : 25-35 : 15-17
Mail Collar: 10 _ 25-30 : 50-75 : 20
Fabric Collar: 10 _ 15 : 35 : 15

TORSO
Plate Cuirass: 20 _ 145-150 : 150 : 95-100
Composite Cuirass: 17 _ 140-145 : 150 : 90-94
Breastplate High: 17 _ 120 : 130 : 75
Brigandine High: 15 _ 115 : 125 : 50
Breastplate Mid: 15 _ 105 : 120 : 50
Brigandine Low: 10 _ 85 : 100 : 40
Breastplate Low: 10 _ 90-100 : 100-110 : 40
Mail Shirt: 10-12 _ 20-35 : 100 : 10
Fabric Caftans: 10-12 _ 10-20 : 40-60 : 15-25
Fabric Gambeson: 8-12 _ 10-15 : 30-50 : 15-25

LIMBS
Plate Arms/Legs: 17 _ 130-140 : 140 : 80-90
Composite Arms/Legs: 15 _ 110-120 : 130 : 60-75
Laminar Arms/Legs: 12 _ 75-85 : 100 : 35-50
Fabric Legs: 8-10 _ 10-15 : 20-40 : 10-15
Plate Hands: 15 _ 90-100 : 125 : 40-50
Composite Hands: 12 _ 75 : 100 : 25-35
Laminar Hands: 10 _ 50 : 75 : 20
Leather Hands: 10 _ 25 : 50 : 12

Values reflect in-game T3 max, actual values are 16.3% higher in files.

Compatibility: Mod tables are PTF so it should be compatible with any mod that doesn't modify weapons, armor, face damage, or body part damage.

Installation: Unzip and place mod folder in C:\ ... \KingdomComeDeliverance2\Mods.

Changelog
► Show Spoiler
Last edited by campersinc on May 25th, 2026, 19:22, edited 18 times in total.
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Post by campersinc »

Notes:

Modded Items:
- This overhaul only scales default game items. It does not scale any item added by a mod. If there is a mod you like that introduces new items to the game, it will not modified by this overhaul. If you want modded items to be consistent with this overhaul, you'll need to ask the mod author to make a version that has item values scaling with this mod, or some approximation thereof. All weapon and armor scaling details have been listed in the mod Description or Articles.

Armor, Health, & Stamina
- Spamming attacks to deplete stamina will not be effective if weapon cannot overcome armor.
- Armor now has dramatically more effect in protecting health, even when stamina is depleted.
- Weapons that cannot overcome armor, will do very little damage to health.
- Weapon choice REALLY matters.

How weapons interact with armor:
- High single damage-type weapons are designed to counter their corresponding armor defense (damage-type).
- Some melee weapons (axes) have very high overall combined damage (from 2 or more damage-types) but low single damage; this makes them less effective vs armor than single damage weapons (which tend to scale higher in one damage type). Therefore, 1h axes are more effective vs unarmored, and armor with lower individual defense values.
- Swords generally have lower overall damage, but higher single damage.
- With RWA, maces have moderate Smash damage, are one-handed and lack the leverage (kinetic) multiplier of polearms. Thus, maces are best suited vs light-medium armor.
- Polearms have highest single and combined damage, and thus effective vs any armor.
- All weapons are effective vs unprotected face.

Weapon vs Armor Type: all armors are effective at absorbing or deflecting Slash damage, but less so Stab, and even less so Smash.
- Plate Armor: Sword (Master-Strike), Polearm, Smash Projectile, Ball.
- Composite: Sword (MS), Polearm, Smash Projectile, Ball.
- Brigandine: Sword (MS), Polearm, Any Blunt, Smash Projectile, Ball.
- Laminar: Sword (stab), Polearms, Any Blunt, Axe, Stab or Smash Projectile, Ball.
- Mail: Sword (stab), Polearm, Axe, Any Blunt, Stab Projectile, Ball.
- Fabric: All weapons.

As opposed to KCD2, which has projectiles do ONLY Stab damage, with RWA, projectiles are not restricted in the manner, and do a variety of damage types according to their purpose.

Damage scaling for Projectiles where Smash:Stab:Slash
-20 : 0 : +20

Smash: (-20) These are anti-armor projectiles.
- Piercing arrows/bolts. (85-100)
Stab: (0) These are general purpose, non-specialized projectiles.
- Tourney, Crude, Common, etc. (30-100)
- Long-range arrows. (105-120)
- Sharpshooter bolts. (105-120)
- Fine Bolts. (125)
Slash: (+20) These are designed for unarmored or light armor.
- Wounding arrows/bolts. (125-140)
- Black Arrows. (145)
- Scattershot. (175 Slash)
Hybrid: These have two or more damage types.
- Hunting arrows/bolts (130-145 combined, ineffective vs even light armor).
- Ball ammunition (120 Stab + 120 Smash).
Last edited by campersinc on May 25th, 2026, 19:23, edited 4 times in total.
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Post by Faceless_Sentinel »

Im sorry for the off-topic, but since you mod KCD2 so much, may be you can turn Musa into something funny like alien from another planet or something. May be that way his voice lines won't be so annoying.
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Post by Rand »

Faceless_Sentinel wrote: October 27th, 2025, 20:06
Im sorry for the off-topic, but since you mod KCD2 so much, may be you can turn Musa into something funny like alien from another planet or something. May be that way his voice lines won't be so annoying.
Floating poo emoji.
Bonus if it's clearly just a flat jpg in 3D space.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
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Post by campersinc »

I have no interest in making cursed, meme, or joke mods. There's already a ****-ton on Workshop and Nexus, and they're just as ridiculous now, as they were upon release.

To rework Musa requires skill with Skald (KCD2's dialogue editor) and also understanding in how dialogue lines work with the animations. I'm not entirely sure how the lip sync works and animations duration combined with editing wav files and/or creating new voice-lines. If I could, I'd make Musa (Moses) a Christian Makurian (Nubia) who joined Sigismund to fight against his people's centuries-long enemy, the Ottomans. I think it would be a lot more period-appropriate, and provide better motivation and depth to his character.
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Post by Valter »

campersinc wrote: October 27th, 2025, 20:50
I have no interest in making cursed, meme, or joke mods. There's already a ****-ton on Workshop and Nexus, and they're just as ridiculous now, as they were upon release.

To rework Musa requires skill with Skald (KCD2's dialogue editor) and also understanding in how dialogue lines work with the animations. I'm not entirely sure how the lip sync works and animations duration combined with editing wav files and/or creating new voice-lines. If I could, I'd make Musa (Moses) a Christian Makurian (Nubia) who joined Sigismund to fight against his people's centuries-long enemy, the Ottomans. I think it would be a lot more period-appropriate, and provide better motivation and depth to his character.
There's already a Musa overhaul that attempts something similar, though I cannot attest to its quality.
viewtopic.php?p=245188-musa-complete-ov ... iverance-2
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Post by campersinc »

Valter wrote: October 27th, 2025, 20:54
There's already a Musa overhaul that attempts something similar, though I cannot attest to its quality.
viewtopic.php?p=245188-musa-complete-ov ... iverance-2
I've used it. It's pretty good.
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Post by Kamina Tribal »

Hello there. I'm not sure if my previous commend had reached you before your mods were taken off of Nexus, but there is still a pair of boots "BootsKnee06_m01_B" that's still been given modded values. Whenever you got a chance to look at after you've uploaded everything to this site. Cheerio.
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Post by campersinc »

It's a unique item most players won't get or find. I'll deal with it later, thank you.
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Kamina Tribal
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Post by Kamina Tribal »

This "GambesonLong03_m07_B4" (Long pourpoint - black) has lower defenses despite being in the same classification as the "GambesonLong03_m02_B4" (Long pourpoint)
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Post by Kamina Tribal »

I didn't even realize you'd made updates to your mods recently. For some reason I the "Sort by updated date" on the website is completely broke and does not show how recent each one was updated to a new version :\

Thank you again though, some of these updates are very neat
Last edited by Kamina Tribal on June 8th, 2026, 15:10, edited 1 time in total.