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Realish NPCs 1.51 — Kingdom Come: Deliverance 2

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campersinc
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Realish NPCs 1.51 — Kingdom Come: Deliverance 2

Post by campersinc »

NPCs have a 0-1 scale of Alert, 0 being Unaware, and 1 being Alert. This mod scales up NPC reaction to events in a more realistic manner and allows for those event to have a longer lasting impact on NPC behavior. Timing windows (grace) for suspicious and/or aggressive behavior have been reduced, allowing for quicker escalation to crime. Crimes and violence will increase NPC Nervousness and Alertness for longer periods of time, and the NPC memory of events has been greatly extended.

General NPC Features:
- Dead NPCs respawn time is now 14 days (normal), and 21 days (public enemy).
- NPCs always pray aloud.
- Fewer drunk NPCs.
- NPCs now more challenging dice players (see Discussions for breakdown).

NPC Reactivity Features:
- NPCs are more alert to sounds and smells.
- NPCs react more to theft, lock-picking, and unlocked doors (supposed to be locked).
- NPCs react more to combat, gunshots, projectile impacts, and other weapon-related events.
- NPC reaction to unconscious NPCs or NPC corpses is much stronger.
- NPCs will react more to rocks thrown in their direction.
- NPCs will grow nervous quicker, and the nervousness will spread.

Reputation Features:
- NPC Factions are less tolerant of Henry, and faction relationship 'tiers' have higher thresholds.
- Reputation has less effect on buy/sell prices.
- Reputation propagation between areas/factions, reduced.
- Reputation threshold for skill-check difficulty, increased.

In KCD2, punishment severity is based upon Fine amount. Every crime adds to the Fine total. Fines often scale with social status of victim.

Crime Overhaul:
- Petty theft is 50Gr minimum.
- Petty assault is 50Gr minimum.
- Poaching, killing animals, or stealing horses is 100Gr minimum (scales with type).
- Murder is 1500Gr minimum.
- 0-100Gr sends Henry to Pillory.
- 101-1000Gr gets Henry publicly Whipped.
- 1001Gr or more gets Henry a Brand.
- Second 1001Gr fine, while branded, gets Hanging.

Criminality Response:
- NPCs won't tolerate trespassing. Henry has 10 seconds before escalation.
- NPCs won't forget crimes easily, from 3 days to 28 days dependent on crime.
- Calls for alarm and dog alarms will result in more attention.
- Missing NPCs will garner more attention.
- NPCs replace locks much sooner.
- Impacting multiple NPCs with horse may result in crime.

Compatibility: This mod is PTF and only affects NPC values in rpg_param, scriptparam, crime, angriness_enum.

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

Changelog
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Last edited by campersinc on May 25th, 2026, 04:49, edited 4 times in total.
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mdesanta777
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Post by mdesanta777 »

This bugs out the intro sequence where you meet Captain Thomas. I chose "soldier" and "help with bandits", but it failed and the game bugged out. Probably to something to do with reputation.
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campersinc
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Post by campersinc »

While Realish NPCs can cause you to fail the skill-check, it's not what causes the scene to bug out. If you pick the wrong skill-check, it's supposed to fail, more dialogue, and then go into a cutscene. There is a mod that bugs it out, but I don't know for sure which one. However, it's NOT one of my Realish mods.
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mdesanta777
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Post by mdesanta777 »

Ah, thanks. I guess I'll enable all the mods after that part.