Xylozi Posted February 19, 2018 Share Posted February 19, 2018 From browsing mod pages, I've seen a lot of requests from users towards modders for merging various tweaks made in the rpg_param.xml file. Since this file controls quite a lot of different things and therefore will be a very common conflict, t's probably better if users learn to make these edits themselves. This short guide will cover the process so anybody can make edits and create their own mod. Setup 1. To get the vanilla rpg_param.xml file, you need to extract it from the Tables.pak file. This is found in the Kingdom Come Deliverance/Data/ folder. 2. Within the Tables.pak file itself, navigate to Libs/Tables/rpg/ and extract the file. 3. In any directory, create a folder called Libs, and then within another called Tables, and within that rpg. You should end up with this folder structure: <directory>\Libs\Tables\rpg\ 4. Place your extracted rpg_param.xml file here. You can now start editing the file. Edits Open the file in a text editor, I recommend Notepad++ to ensure the encoding remains correct. Each parameter within this file is defined in a row, with the rpg_param_key attribute defining which game setting to edit, and the rpg_param_value attribute setting the actual value. So, for example, if you wanted to change the Skill Cap from 20 to 30, you'd need to add a new row. To do this, add a line similar to the example below, ensuring it is within the <rows> tags. <row rpg_param_key="SkillCap" rpg_param_value="30" /> You can add as many new rows as you like, although you shouldn't repeat settings. Packaging Now you've made your changes to the rpg_param.xml file, you need to create your own .pak file so the game can load your edits First, you need to create an empty .tbl file so the game will load your custom .xml, otherwise it will default to reading the vanilla .tbl file and ignoring your changes. To do this, just make a new text file with nothing in and save it as rpg_param.tbl. This will create a 0 kb file. This file should be in the same directory as the rpg_parama.xml file. Now return to the directory you created the Libs folder in. With a program such as 7zip or WinRar, create a new .zip file with the Libs folder at the top. (i.e. right-click on the Libs folder -> 7zip -> Add to archive). Once the zip file has been created, manually rename it to .pak, which is functionally identical, but allows the file to be read by the game. You should now have a .pak file called <modname>.pak, with Libs/Tables/rpg/ folders within and both the rpg_param.xml and rpg_param.tbl files within the rpg folder. Place your pak file into the games Data folder and launch the game, your edits will now appear ingame. Reference There are numerous parameters that are not listed in the vanilla rpg_param.xml file. The following is a list of all the parameters found within the .dll and the comments left with them. They have been loosely sorted so it's easier to find what parameters you want. SkillCap # max skill level, also effects of a general skill are maximal at this level StatCap # max stat level SkillXPLevelBase # base value (additive) to calculate XPs needed for the next level SkillXPLevelDiff # multiplicative value to calculate XPs needed AgilityXPLevelBase AgilityXPLevelDiff StrengthXPLevelBase StrengthXPLevelDiff VitalityXPLevelBase VitalityXPLevelDiff SpeechXPLevelBase SpeechXPLevelDiff StoryProgressXPLevelBase StoryProgressXPLevelDiff StatToMainLevelBase StatXPHit StatXPComboHit StatXPKill StatXPAgilityPerDodge # xp gain after a dodge StatXPSpeechPerSequence # speech xp gain after selecting an unused sequence (multiplied by speech_coef of that sequence) StatXPSpeechPersuadeSuccessMax # maximal xp gain for persuade StatXPVitalityPerDistance # vitality xp gain after sprinting AthleticXPAwardDistance StatXPVitalityPerJump # vitality xp gain for each jump StatXPVitalityPerVault # vitality xp gain for each vault over a ledge StatXPVitalityPerKill # vitality xp gain after a kill SkillXPPerfectBlock SkillXPRiposte SkillXPDrinkAlcohol SkillXPUseRepairKit PickpocketingXP # XP for each successful pickpocketing PickpocketingStealthXP # XP to stealth for each successful pickpocketing PickpocketingTreasurePriceXP # [xp/value] additional XP gain calculated by stolen items total value PickpocketingFailXPMod # XP modified on fail HorseRidingAwardDistance # award xp for travelling some distance on horse AthleticXPAwardDistance # award xp for travelling some distance HorseRidingXPPerDistance # horse riding xp gain after riding HorseRidingAwardDistance SecondaryStatXPRatio # secondary weapon stat ratio SpeechDiffToSkillCheckResult # > 0; speech diff for result = -1/1 BadassnessDiffToSkillCheckResult CharismaDiffToSkillCheckResult # > 0; scaled charisma diff for result = -1/1 SkillToDmgConstA SkillToDefense SkillToFencingBase # a1 of the geometric progression SkillToPerfectBlockPowTo # slot = relativeSkill ^ this, see GDD: #defense MinPerfectBlockSlot01 # the smallest PB slot for the lowest level StatsToDodgePowTo # slot = relativeStats ^ this, see GDD: #defense BigZoneDistanceSlotMod # temporary solution, slot mod for distance > 1 MaxPerfectBlockSlotModifier # % - modifier of PB slot window - determined as (t_hit - t_pbslot) from attack * this value MaxSpecialPerfectBlockSlotModifier # modifier of SPB slot window - determined as (t_hit - t_pbslot) from attack x this value MinStatToAttackMult # minimal relative attack multiplier (for a low stat) MaxStatToAttackMult # maximal relative attack multiplier (for a high stat) MaxStatToAttackStatDiff # stat difference for max/min relative attack multiplier BaseInventoryCapacity # base inventory capacity StrengthToInventoryCapacity # [lb/str] derives the inventory capacity from the strength stat HealthFull # maximum health ImmortalHealthMin # min health for immortal souls LowHealthThreshold # threshold for low health effects (for npcs) InjuryLowThreshold # limb is considered healthy if below this treshold InjuryHighThreshold # limb is bleeding if above this threshold InjuryRegenInterval # injuries fade-out, the time required to regen 1% of injury InjuryBleedingInterval # bleeding interval, the time required to lose 1HP AlchemyToleranceBase # base brewing tolerance on level 1 AlchemyTolerancePerLevel # Brewing tolerance gain per level AlchemyRecipeStepsTolerance # how many recipe steps might fail in order to successfully brew the recipe AlchemyTrialEndErrorPerkTolerance # Additional tolerance gained by having Train And Error perk HourglassTimeout # Alchemy - the time until all the sand goes down BundleAlchemistPerkAdd # Addition of potions created with Bundle Alchemist perk AlchemyXPPerSuccessfullBrewing # how many XP you get when successfully brew a potion HerbsInInventoryForFlowerPowerPerk # number of herbs in inventory needed for FlowerPower perk to be active (#herb) HerbsInHorseInventoryForHorsenipPerk # number of herbs in horse inventory needed for Horsenip perk to be active (#herb) HerbGatherSkillToCount # multiplied by sqrt(skill level) to modify the number of collected herbs (#herb) HerbGatherSkillToRadius # [m/xp] multiplied by skill level to calculate radius (#herb) HerbGatherXP # final XP reward for one herb gathering(#herb) HunterLootAmountAddCoef # add coef, the fixed portion (#hunter) HunterXPKill # hunter skill XP gain after a kill, multiplied by the game db coef and level HunterXPLoot # hunter skill XP gain after a loot, multiplied by the game db coef and level ReadingXpPerHour # Reading ReadingRestEffectiveness # If this value is 30, reading will regen player as sleeping on bed with comfort 30% ReadingRestUpperLimit # When sleeping, the rest can not exceed bed quality - When reading, the threshold is given by this value AvidReaderReadingSpeed # AvidReader soul ability advances reading progress on one book in inventory during sleep or skiptime - This constant determines speed of reading (reading spot is always None) ImprovedSleepMultiplier # How much better better (Rest regeneration speed) is SleepImproved than Sleep buff - This buff is used for reading when player has perk InTheFlow DefaultReadingQuality # Reading quality when doing nothing special (standing) NonSkillBookXP # XP rewarded for reading non-skill books OverreadnessFillTime # how long (in game hours) does it take to fill the oversleepness stat (max time player can read) OverreadnessEmptyTime # how long (in game hours) does it take to empty the oversleepness stat (time player have to be not reading to be able to read max time again) PicklockDmgSpeed # dmg/s - how fast is picklock durability decreasing (will be multiplied by the relative distance) PicklockFatalRelativeDist # maximal relative distance, if futher the pick lock is destroyer PickpocketingMinChargeTime # min charge time needed PickpocketingNPCDrunkTimeChanceMod # Modifies TimeChancePenalty when drunk PickpocketingNPCHurtTimeChanceMod # Modifies TimeChancePenalty when hurt PickpocketingTimeChancePenaltyBest # penalty in pickpocketing chance in best case (s) PickpocketingTimeChancePenaltyWorst # penalty in pickpocketing chance in worst case (s) PickpocketingAngleChancePenalty # penalty in (0-1) to chance pickpocketing for each angle from optimal possition exactly from behind victim (180 max) PickpocketingRobbedAngrinessChancePenalty # penalty in (0-1) to pickpocketing chance for each time victim was robbed before PickpocketingComradePerkBonus # max bonus in (0-1) to pickpocketing for comrade perk PickpocketingIndicatorSharpness # 0 - precise slow change, 1 - sharp change PickpocketingMaxSkillChargeTime PickpocketingMaxSkillChargeSpeedRatio # charge speed ratio boost with best skill PickpocketingItemUncoverTimePerWeight # time to uncover item per weight unit PickpocketingNPCSleepingTimeChanceMod # Modifies TimeChancePenalty when sleeping LockPickingToleranceMCoef # the kockpicking tolerance formula #lockpicking LockPickingToleranceNCoef # the lockpicking tolerance formula #lockpicking LockPickingToleranceACoef LockPickingToleranceKCoef LockPickingTurnBackMulCoef # multiplicative constant to derive the turnback speed of a lock #lockpicking LockPickingTurnBackDivCoef # constant used in the denominator to derive the turnback speed of a lock #lockpicking LockpickingSoundIntensityMin # minimal multiplier the lockpicking minigame will generate LockpickingRelDistanceToSoundIntensity # [inten/dist] how relative distance influences sound LockpickingFailSoundIntensity # [inten] one-shot intensity relative to the database LockpickingLockpickBreakChance # base lockpick break chance LockPickingAppropriateTolerance # the lock is considered too hard to pick, if the tolerance is smaller than this #lockpicking LockPickingCursorShakeSpeed # how fast does cursor shake during lock picking LockPickingCursorShakeRange # how much does cursor shake during lock picking (maximum/base value) LockPickingSkillToShakeRel # [xp^-1] how much does the skill decrease the cursor shake (skill * this is relative to maximum/base) LockPickingFailRelativeXPMulCoef # multiplicative constant to derive XP reward relative to the success #lockpicking LockPickingSuccessXPMulCoef # multiplicative constant to derive XP reward for a successfully opened lock #lockpicking LockPickingSuccessXPDivCoef # constant used in the denominator to derive XP reward for a successfully opened lock #lockpicking LockPickingStealthXP # xp to stealth for each successful lock-pick SharpeningMinEfficiencyHealth # health you can achieve with the worst efficiency SharpeningSuccessfulHealthDelta # change in weapon health at which the sharpening is considered successful SharpeningMinIdealAngle # [stam], [0,1] SharpeningMaxIdealAngle SharpeningMinDestructionAngle SharpeningMaxDestructionAngle SharpeningFullPositiveHealthXP SharpeningFullNegativeHealthXP RepairKitItemHealthBestLimit # With high skill/quality repairkit can repauir items until this health limit RepairKitMaxSkillCapacityCoef # Max skill coef for repair kit total capacity RepairKitCapacity # Repair kit capacity to repair RepairKitItemPerkBuffHealthThreshold # Buffs added by repair kit perks wont be functional under this item health RepairKitItemHealthDefaultLimit # Default repairkit item helth limit # when player has Well Worn perk, weight of items is lowered when they are equipped; equippedWeight=standardWeight*(10 - EquippedWeightSubWithWellWornPerk) EquippedWeightSubWithWellWornPerk Modifies TimeChancePenalty when sleeping # --- Barter --- BasketSuspiciencyThreashold # Haggle reaction 1 threshold (haggle more difficult) BasketSuspiciencyNoDealThreashold # Haggle reaction 2 threshold (transaction refused) BarterCoefWeightA # shopkeeper shop barter calculation 'a' coef BarterCoefWeightB # shopkeeper shop barter calculation 'b' coef BarterAngrynessCoefWeightA BarterAngrynessCoefWeightB BarterPriceSellRepCoef # sell reputation coef BarterPriceSellRepMultip # sell reputation multiplier BarterPriceSellRepBuying # price sell vs buy mod RepairPriceModif # Default reparing shop price modif # --- Perks ---- MaxPerkPoints # total number of perk points player will gain per stat/skill MinPerkPoints # no leftovers if the number of perk points would be <= than this MinLeftoverPerks # preferred number of leftovers MaxCloudAverageForShiningArmor # used by perk Knight in a shining armor; this is maximal current cloud average that still allows this perk to be active PerkBrutusCombatDmgRBonusFromBehind # brutus perk multiplicative base Dmg (CombatDmgRBonusFromBehind) StillBuffDuration # duration of standing still after which Still buff bonuses are activated (in worldtime seconds) PerkWaterOfLifeHealthMultiplier # potion health effect multiplier for Water of life perk PerkWaterOfLifeAlcoholMultiplier # potion alcohol effect multiplier for Water of life perk PerkTauntAttackerMoraleMultiplier # multiplier for 'combat_dodge_attacker' morale change when victim has Taunt perk PerkProperDietActivationTime # hours until ProperDiet perk bonuses are activated ThunderstormBuffRainIntensity # rain intensity threshold when Thunderstorm buff bonuses are activated PerkBloodRushDistance # distance from dying enemy when BloodRush perk bonuses are activated PerkBloodRushDuration # duration of BloodRush perk bonuses after an enemy dies nearby PerkCarriedBodyGravediggerWeightMul # carried body weight multiplier for gravedigger perk LocalHeroInfamousReputationThreshold # above this rep local hero, under infamous PerkManlyOdourDirtinessThreshold # above this dirtiness manly odour perk bonuses are activated PerkDaringDebonairWantedLevel # daring debonair wanted level threshold AdditionalAttackerCountForMaxFadingBuff # for AdditionalAttackerCountFading buff PerkLastGaspCooldown # how fast can the perk be activated again PerkBerserkDuration # how long are buffs active after the perk is triggered PerkBerserkHealthThreshold PerkChainStrikeMaxChain # maximal successive strikes StillAndHiddenHysteresis # switch the state after this timeout DuringFaderHysteresis # the in-fader state is kept for how longer # --- Movement and Stamina --- ArmorLoadToSprint # how armor load coefficient affects sprint ArmorLoadToRun # how armor load coefficient affects running speed ArmorLoadToJumpCost # how armor load coefficient affects the stamina jump cost (times base) JumpCostBase # stamina cost of one jump MaxAgilityToMovementSpeedAddition # max positive addition (for maximal vit), the same amount is subtracted on level 0 SprintCost # stamina/s - stam cost of sprint StamRegenCooldown # cooldown timer expiry StamRegenBase # base regeneration speed StamRegenRelativeDiff # maximal relative difference to the base speed on low/high stamina StamRegenBlockMod # relative stam regen speed during active block or raised weapon StamRegenMoveMod # relative stam regen speed during movement StamRegenFromVit # how our VIT stat affects stamina regeneration MinRelativeStaminaMax # short-term stamina maximum relative to long-term maximum HarmlessFallHeight # falling height below which no health or stamina damage is taken at agility 0 InjuringFallHeight # falling height above which health damage is taken at agility 0 FatalFallHeight # [%/s] falling height above which fatal health damage is taken at agility 0 FallDamageMultiplierAtMaxAgility # fall damage multiplier when agility is maxed out VigourFull # VigourTickInterval # vigour timer expiry ExhaustionSpeed # amount of energy/vigour 'lost' per world-time second (global base value) ExhaustedThreshold # player will have the 'exhausted' debuff when 'exhaust' stat is lower or equal to this value (in percents) ExhaustedPlayerEffectMinMin # the shortest interval between effects for low exhaust stat ExhaustedPlayerEffectMaxMin # the longest interval between effects for low exhaust stat ExhaustedPlayerEffectMinMax # the shortest interval between effects for high exhaust stat ExhaustedPlayerEffectMaxMax # the longest interval between effects for high exhaust stat ExtremeExhaustionFaintAveragePeriod SpeechMulOnExtremeExhaustion # Player will have this speech multiplied by this value when he has exhaust equal to 0 - Speech will not be changed when exhaust is 50 # Linear interpolation on multiplier is applied when exhaust is between 0 and 50 CharismaMulOnExtremeExhaustion # Player will have this charisma multiplied by this value when he has exhaust equal to 0 - Charisma will not be changed when exhaust is 50 # Linear interpolation on multiplier is applied when exhaust is between 0 and 50; SleepToSaveThreshold # sleeping at least this time triggers autosave SleepHealthRegenBaseSpeed # full regen after 8 world-time hours MinHealthToBeAbleToSleepOrSkiptime # player will not be able to go sleep or skiptime if his health would go under this threshold during the sleep or skiptime MinPossibleSleepTime # player will reject to lie into bed when he will not be able to sleep at least this long (due to bleeding/hunger/etc, in hours) OversleepnessFillTime # how long (in game hours) does it take to fill the oversleepness stat (max time player can sleep) OversleepnessEmptyTime # how long (in game hours) does it take to empty the oversleepness stat (time player have to be awake to be able to sleep max time again) InactiveTimeToDestroyOversleep # how long to let inactive oversleep buff survive (in game seconds) (we have this threshold so that the buff will not be destroyed right after being created in SkipTime class) MinPedalCost # maximum vigour - pedaling STA cost (pressure 0) MaxPedalCost # pedaling STA cost (pressure 1) # --- Digestion --- DigestionSpeed # amount of food 'lost' per world-time second (global base value) ShortTermNutritionDigestionSpeedMultiplier # digestion multiplier for part of the food with low nutrition value FoodTickInterval # food timer expiry MetabolismDigestSpeed # food/alcohol digested(added) in world time MetabolismDigestSpeedMultiplier # accelerate digest speed multiplier to_digest = max_poisoning MetabolismAbsorbSpeed # food/alcohol metabolised(removed) in world time FoodPoisoningMaxValue # Max amount of food poisoning FoodFull # you are full FoodOverEat # you cannot eat more CaffeineFullThreshold # [caf] you cannot use more refreshing items if above this value CaffeineFromFoodCoef # [caf/exh] how much caffeine is added from a unit refresh FoodSaltOrSmokePerkDecayModif # food decay perk modif FoodSaltOrSmokePerkDecayModif FoodWitcherPerkNutritionModif FoodHealthThreshold # Health threshold for possitive/negative food effect FoodHealSpeed # hp regen speed FoodPreserverHealthIncreaseAmount # this amount is added to food's health when food preserver is applied AlcoholismRemoveSpeed AlcoholismTickInterval # alcoholism timer expiry AlcoholismDuration # alcoholism duration in world time AlcoholPerkDrunkMoodRangeMod # mood range is expanded by this mod AlcoholPerkDrunkHangoverDurationMod # hangover duration mod AlcoholPerkBacchusHangoverEffectMod # hangover effects mod AlcoholPerkTrueSlavMaxAlcoholMod # max amount of alcohol is divided by this mod AlcoholPerkTrueSlavHangoverDurationMod AlcoholPerkCorrectResistanceModif # alcohol content modif for correct resistance AlcoholHangoverOffsetModif AlcoholMaxDrinkingSkillHangoverDurationModifier # hangover duration modifier for max=best drinking skill AlcoholDigestSpeedModfifOnEmptyStomache # digest speed on empty stomache AlcoholDigestSpeedModfifOnFullStomache # digest speed on full stomache AlcoholContentFPAntidoteThreshold # food with alcohol content above this threashold have anti food poisoning effect AlcoholismThreshold # amount of alcohol that will cause temporary alcoholism AlcoholismMaxSkillLevelThreshold # temporary alcoholism threashold with max drinikng skill AlcoholMaxSTREffect # [alcoholism/s] alcoholism removed per world-time second (default 100 / 4days) AlcoholMaxAGIEffect AlcoholMaxVITEffect AlcoholMaxSPCEffect AlcoholMaxCHAEffect AlcoholMaxCONEffect AlcoholMoodMaxExhaustPossitiveEffect # max positive exhaust effect while in mood AlcoholDrunkMaxExhaustNegativeEffect # max negative exhaust effect while drunk AlcoholBlackoutDuration # blackout unconscious duration AlcoholBaseHangoverDuration # base max duration for hangover (after blackout) in world time AlcoholMoodThreshold # [coef] threshold for alcohol mood from max alcohol poisoning AlcoholDrunkThreshold # [coef] threshold for drunkenness mood from max alcohol poisoning AlcoholPerkWrongResistanceModif # alcohol content modif for wrong resistance AlcoholPerkLooseTongueSpcChaModif # speech and charisma modif bonus/malus for loose tongue perk FoodPoisoningThreshold # starting hangover negative effects are modified by this offset FoodPoisoningMinHealthEffectSpeed # minimum loose of health per sec for food poisoning FoodPoisoningMaxHealthEffectSpeed # Maximum loose of health per sec for food poisoning FoodPoisoningMaxStatPenalty # maximum temporary penalty for affected stats while food poisoning StarvationPlayerEffectMaxMin # max negative/positive stat effect StarvationPlayerEffectMinMax # the shortest interval between effects for high hunger stat StarvationPlayerEffectMaxMax # the longest interval between effects for high hunger stat StarvationPlayerEffectMinMin # the shortest interval between effects for low hunger stat StarvationHealthLossSpeed # by design the same speed as the digestion StarvationThreshold StarvationHugeThreshold StarvationExtremeThreshold # --- Horse --- HorseRidingToHorseCourage RiderThreatToHorseMorale # [morale] morale decrease per one rider threat HorseMoraleToThrowOffRider # if the horse mor is below this, it throws off the rider RiderHorseStaminaCoef # the ratio between stamina consumption of a horse and its rider AttSkillToHorsePullDown # relative attacker skill to horse pull down AttStrengthToHorsePullDown # relative attacker stat to horse pull down RiderSkillToHorsePullDown # relative riding skill skill to horse pull down RiderAgilityToHorsePullDown # relative rider agility to horse pull down HorseMaxAttackCoef # maximal multiplicative coef a rider will gain when attacking on HorseMaxAttackSpeed HorseAttackMaxSpeed # m/s speed of the attacking rider to gain maximal attack bonus HorseRidingToHorseStamina # how the rider's horse riding skill lowers sta consumption of his horse # --- Ranged Weapon ---- RangedWpnSpeedToAttack RangedWpnCosThetaToAttackMin # cos(theta) lieary lowers the attack in the range [this,1] RangedWpnSelfHarmCoef # Special constant used in self harm equation RangedWpnOptimalDistanceToMinamal # ratio between the database attack distance and the minimal range for the AI RangedWpnMinPowerCoef # the power coef for a really weak soul (the stats are far below requirements) RangedWpnMinStrCoef # if the curr/req strength ratio goes below this, the power is minimal, GDD: 25/222 RangedWpnPowerConstA # used to convert strength requirements to the resulting power, GDD: 25/222 RangedWpnPwrToSpeed # total power to launch speed SkillToRangedWpnAIRange # how the relative skill influences the weapon range for the AI ProjectileMaxBreakProb # probability of breaking an arrow if a rock-solid material is hit MatPierceableMaxArmor # armor of a rock-solid material BowChargeDurationMin # the minimal field of view a deaf NPC will have minimum duration of bow charge animation BowChargeDurationMax # maximum duration of bow charge animation BowPowerToChargeDuration # nominal charge duration for bow with power = 1 AimSpreadMax # [s/m] attack mod deduced from impact speed AimSpreadSkillDecrease # relative decrease of MAX aim spread for each skill level ForcedFireAimSpreadMalus # spread added when the rpg forces the firing on low stamina AimZoomBase # aim zoom (=fov decrease) after reaching some skill level AimZoomBaseSkill # minimal skill level required to benefit from the zoom effect AimZoomMax # maximal aim zoom (=fov decrease) AimSkillToZoom # [deg/skill] zoom increase by each skill level above the base AimCiriticalLimitTime # time limit after when AI is notified about low stamina when aiming AimPainlessDelay # aiming without stam loss AimStamCost # after painless delay, stam loss AimSpreadMinRatio # aiming spread min relative to max - this value is used right after entering the painless zone # --- Stealth --- StealthAttackMinXp # xp gain for successful stealth kill or take-down, weakest enemy StealthAttackMaxXp # xp gain for successful stealth kill or take-down, strongest enemy StealthAttackFailXp # xp gain for failed stealth kill or take-down StealthSneakBaseXp # base xp gain when sneaking, #perception StealthSneakBaseDistance # sneaked distance that triggers stealth leveling, #perception StealthSneakXpSumCoefA # combine xps from more npcs, #perception StealthSneakXpSumCoefB StealthKillProbCoefB StealthKillProbCoefC StealthKillDamage # damage given to the victim StealthKillProbCoefA # stealth kill/knock-out probability formula StealthCooldown # after last detector npc stops seeing player StealthSneakCheckRadius # npc query radius when sneaking, #perception StealthSkillToFootstepSoundMult # how much how much are footsteps attenuated for the max skill #perception StealthSkillToRecogTime StealthSkillToViewRadiusDecr # how much is the view radius decreased by the skill level (relative) #perception RecognitionTimeKNegativeCoef # how much is the required time extended by the skill level (relative) #perception RecognitionTimeDistanceGain # perlin gain for the distance influencing the recognition time RecognitionSpeedNotVisible # must be negative, how the recognition is decreased RecognitionTimePCoef # recognition time for a character with conspicuousness = 0 RecognitionTimeKPositiveCoef # [s/vib] multiplicative coef for positive values of conspicuousness #perception StealthKnockOutUnconsciousDepthBase # the base unconsciousness depth for stealth knockout StealthToUnconsciousDepth # modifies the time victim is unconscious UnconsciousDepthFadeoutSpeedBase # [depth/s] how fast is the depth consumed VitalityToUnconsciousDepthFadeoutSpeed # relative vitality UnconsciousTimeWhenTimeIsNotRunning # if world time is not running, skiptime can not be started when player is unconscious; screen will only fade for this long instead; this is slightly modified by some rpg stats CombatHitUnconsciousDepth # depth after a combat hit CombatHitImmortalUnconsciousDepth # depth for immortal knock-out TrueRelationDistThresholdRel # distance, relative to observers maximum distance, required to see the true faction #perception MinTrueRelationDistThreshold # minimal distance required to see the true faction #perception PerceivedSuperfactionImportanceThresholdRel # superfaction items must occupy more than this for the soul to look like the superfaction #perception DefaultVisVolume # [dm3] default item size-volume that have no visibility recognition penalty BestVisVolume # [h/decigrosh] NightCoefToVis # nightCoef = 1 - daytimeCoef; #perception MinModConspicuousness # final modified conspicuousness stat minimum (the least conspicuous actor) MaxModConspicuousness # final modified conspicuousness stat maximum (the most conspicuous actor) MinLightProbeVisibility # min value for the minimal probe result MaxLightProbeValue # value for the max visibility PerceptionMinFov PerceptionMaxFov # the maximal field of view a superman NPC will have HearingToFov # [deg/hea] an increase of FOV caused by the hea stat MinViewRadius # the minimal view radius an almost blind NPC will have, also threshold for instant detection MaxViewRadius # the maximal view radius a superman NPC will have VisionToViewRadius # [m/vis] MinModVisibility # final modified visibility stat minimum (the most invisible actor) MaxModVisibility # final modified visibility stat maximum (the most visible actor) PerceptionPriorGender PerceptionPriorNotHumanRace PerceptionPriorWeapon PerceptionPriorDead # dead or unconscious, #perception PerceptionPriorThreatened PerceptionPriorTarget PerceptionPriorBoostRangedWeapon # boost for ranged weapons (multiplied by PriorWeapon!), #perception PerceptionPriorCrimeLoot # priority boost for crime #perception PerceptionPriorCrimeLockpick PerceptionPriorBoostPlayer # boost for player #perception PerceptionPriorVisPeople PerceptionPriorVisItems PerceptionPriorVisCrimes PerceptionPriorDist PerceptionMeanDist PerceptionPriorConsp PerceptionPriorFriendRelationship PerceptionPriorEnemyRelationship PerceptionPriorCha PerceptionBaseCha NightCoefToNoise MaxHearingSoundAttenuationCoef # minimal attenuation for non-zero hearing stat MaxWeatherSoundAttenuationCoef # 0 - allow weather conditions to mute the sounds, 1 - no influence MinStealthHitSoundMultiplier # intensity multiplier for max stealth level MaxStealthHitSoundMultiplier # intensity multiplier for min stealth level ItemOwnerFactionDistanceCoef1 ItemOwnerFactionDistanceCoef2 ItemOwnerFactionDistanceToSuspiciencyMin ItemOwnerFactionDistanceToSuspiciencyMax ItemOwnerRelationshipToSuspiciencyMin ItemOwnerIsShopkeeperToSuspiciency ItemOwnerFadePriceToHours # world time hours per decigrosh ItemOwnerFadeConspicuousnessToHours # [h/con] world time hours ItemOwnerNeverFadesToSuspiciency ItemOwnerFadeCoefToSuspiciencyMul ItemOwnerFadeCoefToSuspiciencyExp ItemOwnerDescFadeToSuspiciencyExp BarterDominanceSpcWeightA # barter dominance calculation 'a' coef BarterDominanceRelationshipWeightB BarterDominanceChaWeightC BarterDominanceSpcWeightD BarterDominanceChaBaseE # --- Combat --- ArmorStatusToDefenseCoef ArmorStatusToCharismaCoef ArmorDirtToCharismaCoef WeaponStatusToAttackCoef # weapon health to status multiplicative coef MaxFencingWeaponUsageMod # relative weapon status damage for max fencing StrAgiToEqwArmorLoad ArmorLoadDiffToMax MaxArmorLoad AttackStamModMin # attack strength/power stamina modifier minimum (0stam->Xattack) AttackRequiredStamRatio # actual/cost stamina ratio must be > than this value for attack to be allowed AttackSpeedNormal # normal attack speed, 0-min, 1-max AttackSpeedNormalAgi # agility required for the normal attack speed MaxAttackSpeedMod # maximal relative change in the attack speed AgiDiffToAttackSpeed # relative attak speed gain for one agi level difference SkillDiffToAttackSpeed # relative attak speed gain for one skill level difference AttackSpeedPlayerRelative # 1 - attack speed is always calculated using the player, 0 - using opponents skill MaxStatToAttackStaminaCostMult # health to armor defense multiplicative coef MinStatToAttackStaminaCostMult # min stamina cost mult for a high stat MaxStatToAttackStaminaCostStatDiff # stat difference for max/min cost multiplier StaminaDamageToInjury # [%] - note: stamina is [0-100] but injury is [0-1] HealthDamageToInjury # note: health is [0-100] but injury is [0-1] HealthDeltaAbsLimit # [hp/s] - abs max of health delta UnarmedAttackBase # attack value for attack with relative stam cost = 1 UnarmedBlockDefense # defense value for unarmed block UnarmedAttackReqStrBase # for attack with relative stam cost = 1 DmgRToHealthCoefA DmgRToHealthCoefB StaminaToHealthDamageMin # [hp/sta] stamina-health damage transfer for dmgr=0 StaminaToHealthDamageMax # [hp/sta] stamina-health damage transfer for dmgr=1 AverageArmorDefenseWeight # 0 = only body part defense, 1 = only average defense ArmorDefenseToAttackingWeaponStatus # [status/defense] how opponet's defense value damages my weapon - hit to armor WeaponDefenseToAttackingWeaponStatus # how opponet's defense value damages my weapon - hit to weapon/block GoodArmorDefense # mainly for AI, used to judge armor PoorWeaponDefense # mainly for AI, used to judge weapon GoodWeaponDefense # mainly for AI, used to judge weapon SuperWeaponDefense # like the best shield mainly for AI, used to judge weapon GoodWeaponAttack AttackEnergyModifier HeavyWeaponWeight # used to deduce 'attack weight' (lbs) MaxDamage # all stam and health damages are clamped MaxDmgR # ceil of DmgR ('damage raw') LethalDmgR # DmgR that is known to cause death StamDamage CombatDmgRBonusFromBehind # multiplicative DmgR bohus for attacks from behind FromBehindAngle # [rad] minimal angle to classify the attack as 'from behind' - 0 face, PI back HeadHitKnockOutBaseProbability # for hits dealing a hp damage WeakBlockStamCoef HealthToKnockOut # [hp] threshold for unarmed combat, health cannot reach this level EncumberedToSpeedSurfaceCoef # Coef that controls terrain/surface influence in encumbered speed mod #encumbered EncumberanceForSecondaryModifiers # when the buff will activate the secondary group SurfaceToArmorLoadTWCoef # Coef tw from terrain/surface to armor load influence calculation SurfaceToArmorLoadALWCoef # Coef alw from terrain/surface to armor load influence calculation MaxStabBuffApplyChance # chance to apply buff on stab when giving max hp damage MaxSlashBuffApplyChance # chance to apply buff on slash when giving max hp damage MaxSmashBuffApplyChance # chance to apply buff on smash when giving max hp damage MinWeaponBuffCharge MaxWeaponBuffCharge CombatAutoMaxAttackDelay CombatAutoAttackDelayIncreasePerAttacker # how many times is the period increased for each attacker CombatAutoAttackDelayIncreasePerAttackerHorse # CombatAutoAttackDelayIncreasePerAttacker if the victim is on horse CombatAutoAttackDelayIncreasePerAttackerMissile # CombatAutoAttackDelayIncreasePerAttacker if the victim has a missile wpn CombatAutoScaleDefensivenessDelayRel # relative to attack delay, time to override defensiveness and go near CombatAutoAttackDelaySigma # attack delay variation CombatAutoTrickNoAttackProb # [0-1] no attack prob for the first step CombatAutoTrickAttackProb # [0-1] max trick prob for the first step CombatAutoReactivePreblockMinDelay CombatAutoReactivePreblockMaxDelay CombatAutoStaticPreblockMaxTime CombatAutoStaticPreblockRandBias # [0-1] higher nunber -> changes state less often CombatAutoRiposteAggressionWeight # [0-1] 0 - use just stamina; 1 - use just 1 - aggression CombatAutoAggressionDiffScale # the bigger number the bigger difference in aggresion for skill differnce CombatAutoMasterComboSteps # combo steps a skilled npc will typically perform CombatAutoComboStepsSigma # standard deviation of performed combo steps CombatAutoNaturalComboRatio # [0-1] ratio of natural combos CombatAutoNormalBWeight CombatAutoPBWeight CombatAutoSPBWeight CombatAutoDodgeWeight CombatAutoNoDefenseWeight CombatAutoUnarmedBlockProb CombatAutoWpnHealthBlockMax CombatAutoWpnHealthMinBlockProb CombatAutoReactionDelayRangeSpread CombatAutoTrickReactionStaWeight CombatAutoTrickReactionSkillWeight CombatAutoTrickReactionMinDelay CombatAutoTrickReactionMaxDelay CombatAutoMoveActivityDecreasePerAttacker # how much must an NPC have to not flee from combat CombatAutoMinHuntAttackDuration # minimal time the NPC is hunting/chasing CombatAutoMaxHuntAttackDuration # maximal time the NPC is hunting/chasing CombatAutoMinAtkDistOffset # offset from min attack distance defined in percentage from attack range CombatAutoMaxAtkDistOffset # offset from max attack distance defined in percentage from attack range CombatMoveApproachSprintMinStamina # do not allow sprint during the approach CombatMoveApproachHysteresis CombatAutoClinchReactionDelayMaxMin CombatAutoClinchReactionDelayMaxMax CombatAutoClinchReactionDelayMinMin CombatAutoClinchReactionDelayMinMax CombatAutoMasterGuardOffset CombatAutoLameGuardOffset CombatAutoGuardHysteresis CombatAutoForcedPeriodicalAttackStaminaLimit # stamina threshold CombatAutoForcedComboStaminaLimit CombatAutoMaxAimDuration # the longest aim time for the lowest skill CombatAutoMaxAimDurationRandomAdd # max random time added to the aim duration CombatAutoOppZoneAdaptDelayMaxMin # my activity decrease per opponents aditinal attackers CombatAutoOppZoneAdaptDelayMaxMax CombatAutoZoneChangeDelayMinMin CombatAutoZoneChangeDelayMinMax CombatAutoZoneChangeDelayMaxMin CombatAutoZoneChangeDelayMaxMax CombatAutoTrickMaxProb CombatAutoTrickInvalidBlockAttackMaxProb # [0-1] max trick prob for a skilled AI if the block is invalid CombatAutoTrickMinMaxDelay # lower bound of the max delay CombatAutoTrickDelayVariability # added to the lower bound CombatAutoEasyZoneWeight # [0-1] how much are easy zones favored by the lame AI (1 = favored) CombatAutoMinDefenseModeWeight # [0-1] the lowest weight for the defense mode CombatAutoOppZoneAdaptDelayMinMin CombatAutoOppZoneAdaptDelayMinMax MinMorale # min deriv stat value MaxMorale # max deriv stat value MoraleForCombat # mean delay between attacks for a defensive AI SoulCourageMoraleWeight ClassCourageMoraleWeight # Weight of soul class courage affecting morale HealthToMoraleMinCoef # multiplicative coef for health = 0 OverallArmorDefenseMoraleWeight # Weight of normalized oad affecting morale OverallWeaponAttackMoraleWeight # Weight of normalized attack affecting morale MoraleContextFadingSpeed # Speed of Morale context increasing/decreasing to 0 MoraleDecisionReliability # Reliability of morale checks MaxCourageMoraleContextFadingMod # how much can courage affect morale context fading # --- General --- DefaultRelationship # default value for the alied forces ResetPublicFriendsRelationshipMin # minimal relationship for the alied forces after reset ResetNearbyRelationshipRange # range for relationship reset RelationshipToImpressCharisma # [0,inf]: how much is the repuation used to raise charisma RelationshipToPersuadeSpeech # [0,inf]: how much is the repuation used to raise speech RelationshipToThreatenBadassness # [0,inf]: how much is the repuation used to raise badassness ThreatenStrenghtWeight # [0,1]: 0 - full weight to morale; 1- full weight to strength HighbornWealthThreshold # social class wealth threshold for perks FactionAngrinessPropagationScale # Faction angriness propagation distance scale ReputationPropagationTime # propagation time from npc to faction/superfaction (world time) ReputationPropagationBiasTime # random bias to propagation time (world time) LocationReputationLovedThreshold # reputation threshold above which a location will love the player LocationReputationHatedThreshold # reputation threshold below which a location will hate the player ReputationPropagationCoef # Propagation coef up (soul->faction->superfaction) NPCRepWeight # Weight of player - npc reputation (reputation median) FactionRepWeight # Weight of player - faction reputation (reputation median) SuperFactionRepWeight # Weight of superfaction reputation (reputation median) FactionAngrinessDecayShift # Faction angriness decay speed shift FactionAngrinessDecayExp # Faction angriness decay speed exponent FactionAngrinessDecayMod # Faction angriness decay speed mod, whatever it is FactionAngrinessDecayBase # Faction angriness decay speed base, whatever it is FactionAngrinessPropagationCoef # Faction angriness is propagated through space between factions CollisionVelocityDeltaToDmgR # [attack/ms-1] DefaultWorldTimeRatio # default world time ratio useed to calculate game time ration in superspeed skiptime CombatDangerCooldown # how long is the combat danger active after last enemy stops to be a threat DefaultStateDeltaSpeed # any soul state regen / loosing speed DistanceCheckInterval # check distance travelled for statistics ShoeHealthDecrease # [status/m] status delta per traveled m ShoeHealthUpdateDistance # shoe health is update after traveling N m QuestMoneyRewardScaleConstant # scale constnat for quest reward item amount ItemHealthPriceStatusWeight # item health status weight price coef TreasureItemPricee # starting price of treasure items BaseItemDisappearingTime # base game time for dropped items to auto disappear ItemDisappearingMulti # multiplier 1/x - x limit(up/down) for item disappearing speed in extremes (cheap vs expensive, small vs large) MaxItemDisappearingTime # max game time for dropped items to disapper FatCollisionWeightMul # multiplies the archetype body weight if the character is fat SlimCollisionWeightMul # multiplies the archetype body weight if the character is slim CarriedBodyWeightCoef # how much of the carried body weight is added to the carried weight of the carrier CarriedCarriedWeightCoef # how much of the carried weight of the carried NPC is added to the carried weight of the carrier CarriedBodyMaxStamConsumption # uses encumberence to interpolate from 0 to this JailRecoveryDebuffMaxHours # hours spent in jail after JailRecovery debuff reaches its maximal values JailRecoveryDebuffDurationMultiplier # duration of JailRecovery debuff is calculated as jail duration * this multiplier HealthFadingFromLimitValue # health percentage to activate health fading buff FullClothDirtyingOnFullSpeed # how far do we walk with full speed (10 walk speed) to get 100% dirty FullClothDirtyingOnZeroSpeed # how far do we walk with half speed to get 100% dirty (other speeds than FullSpeed and HalfSpeed are linearly interpolated) ClothDirtyingUpdatePeriod # how often (in meters walked) do we add dirt to clothing (both for player and NPCs) RespawnTimeBase # [minutes GameTime] time before a hidden corpse respawns (base time) RespawnTimeVariation # time before a hidden corpse respawns (random extra time) CorpseDisappearanceTimeUndiscovered # time before a NPC corpse is hidden when undiscovered CorpseDisappearanceTimeDiscovered # time before a NPC corpse is hidden when discovered CorpseDisapperanceMinDistanceFromPlayer # distance from player below which a corpse will never disappear Link to comment Share on other sites More sharing options...
kdn19 Posted February 20, 2018 Share Posted February 20, 2018 (edited) The information in your thread is worth at least 5,000 Groshen. Thank you, Xylozi! Edited February 20, 2018 by kdn19 Link to comment Share on other sites More sharing options...
Nemesis688 Posted February 20, 2018 Share Posted February 20, 2018 Does the dll show the default values at all? Link to comment Share on other sites More sharing options...
dcancerbinapp Posted February 20, 2018 Share Posted February 20, 2018 (edited) list is missing a few, or rpg_param.xml has a few extra, SkillXPBlock as an example edit: also setting StatXPVitalityPerJump and StatXPVitalityPerVault to anything doesn't seem to actually work works in 1.2.5, didn't seem to work in 1.2.2 but I could also have done something wrong :tongue: Edited February 21, 2018 by dcancerbinapp Link to comment Share on other sites More sharing options...
TheObstinateNoviceSmith Posted February 21, 2018 Share Posted February 21, 2018 list is missing a few, or rpg_param.xml has a few extra, SkillXPBlock as an example edit: also setting StatXPVitalityPerJump and StatXPVitalityPerVault to anything doesn't seem to actually work Adjusting those values does actually work. I just tested it out and this was on Steam (US) - Version 1.2.5 Link to comment Share on other sites More sharing options...
danni Posted February 21, 2018 Share Posted February 21, 2018 I've taken a very quick look yesterday at the stuff that could be changed and I've been slowly been trying to place some limits to the characters strength when it comes to the end game scaling, biggest issue I've had was that the rar or 7Zip simply didn't want to use the deflate compression, took me a while to sort that out as stupid as that was, only one thing remains, have you been able to find and change the x perk at x lvl for the various skills? Link to comment Share on other sites More sharing options...
ruddy88 Posted February 21, 2018 Share Posted February 21, 2018 Ive been trying to either reduce or increase the "decay" on both energy and exhaustion.<row rpg_param_key="DigestionSpeed" rpg_param_value="1" />This one works, but not quite as intended.It doesnt make food drop by 1 per second, in fact it drops MUCH quicker.But it does work, and using very small decimals is able to reduce the hunger decay.That said, I am wondering if we can determine what the base value is? I was hoping to make it an exact half, and since it's already quite slow it can be difficult to test how effective the values are.Now,<row rpg_param_key="ExhaustionSpeed" rpg_param_value="1" />This doesnt seem to work at all and I am not sure why.I have tried using very high numbers (100, 1000 etc) as well as vey low numbers in case it is inverted or something (0.0001) but nothing I do drops the energy levels any different to the regular values.Any ideas on what that would be?Thanks heaps for typing this all up.While I am here, I am curious why there is so many values that arent stored in the rpg_param.xml file.Are they stored globally somewhere else? or do they just have a default value somewhere in hard coding and therefore dont need to be defined?I had no idea there was so many varaibles we could tinker with, comparitively, the amount of values that are already in the rpg_param.xml is actually not much at all. Link to comment Share on other sites More sharing options...
Incurable Posted February 21, 2018 Share Posted February 21, 2018 While I am here, I am curious why there is so many values that arent stored in the rpg_param.xml file.Are they stored globally somewhere else? or do they just have a default value somewhere in hard coding and therefore dont need to be defined?I had no idea there was so many varaibles we could tinker with, comparitively, the amount of values that are already in the rpg_param.xml is actually not much at all. I'm also wondering about this. It seems like a lot of it was left out of the params file and it sucks to not be able to see what their default values are. Any chance you're able to get the default values? Link to comment Share on other sites More sharing options...
Ransurias Posted February 21, 2018 Share Posted February 21, 2018 I don't think I understand something. When packaging my file, I'm apparently supposed to place an empty text file and name it "rpg_param.tbl." However, the tutorial says that it should be placed in the same directory as "rpg_parama.xml." There is no such file -- there's rpg_param.xml, but there's no rpg_parama.xml. Furthermore, should I just replace the existing rpg_param.tbl file? I can't have two files of the exact same name, after all. :P Link to comment Share on other sites More sharing options...
Xylozi Posted February 21, 2018 Author Share Posted February 21, 2018 I don't think I understand something. When packaging my file, I'm apparently supposed to place an empty text file and name it "rpg_param.tbl." However, the tutorial says that it should be placed in the same directory as "rpg_parama.xml." There is no such file -- there's rpg_param.xml, but there's no rpg_parama.xml. Furthermore, should I just replace the existing rpg_param.tbl file? I can't have two files of the exact same name, after all. :tongue: Just a mistake, it is meant to be rpg_param.xml. I'd edit the post but the forums seem to struggle to load the post editor properly. Link to comment Share on other sites More sharing options...
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