
Console Editable RpgParams
Expose RPGParams to console, you can edit them like any other variable, at any time. No need to create a dedicated mod.
查看大图[b][size=5]Description[/size][/b]
Opens the ability to modify rpgparam values in console, instead of having to write an xml mod.
This enables several realtime edits you can do to
[list]
[]BaseInventoryCapacity[/]
[]StrengthToInventoryCapacity[/]
[]SprintCost[/]
[]StamRegenBase[/]
[]StamRegenCooldown[/]
[]MaxArmorLoad[/]
[]ArmorLoadToSprint[/]
[]ArmorLoadToRun[/]
[]LockpickingLockpickBreakChance[/]
[]LockPickingAppropriateTolerance[/]
[]SkillXPHit[/]
[]SkillXPKill[/]
[]StatXPKill[/]
[]SkillCap[/]
[]StatCap[/]
[]MaxPerkPoints[/]
[]HarmlessFallHeight[/]
[]FatalFallHeight[/]
[]RepairKitCapacity[/]
[]StealthKillProbCoefA
[/]
[/list][b]Full list [/b]
[spoiler]# KCD2 RPG Parameters
# Source: S_RpgParamDefs global array @ 0x1849327C0 -- 1025 entries, stride 0x28
#name description unit
----------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ----
AttackStamModMin attack strength/power stamina modifier minimum (0stam->Xattack) [-]
AttackRequiredStamRatio actual/cost stamina ratio must be > than this value for attack to be allowed [-]
BaseAttackStaminaCost how much stamina will attack cost [stamina]
MaxStatToAttackStaminaCostMult max stamina cost mult for a low stat [-]
MinStatToAttackStaminaCostMult min stamina cost mult for a high stat [-]
MaxStatToAttackStaminaCostStatDiff stat difference for max/min cost multiplier [stat]
BaseDodgeStaminaCost how much stamina will dodge cost [stamina]
DodgeRelArmorLoadThreshold relative armor load threshold for dodge distance computation [-]
DodgeRelDistanceThreshold relative distance threshold refering to DodgeRelArmorLoadThreshold [-]
HeavyWeaponWeight used to deduce 'attack weight' [lb]
StrToEqwArmorLoad maximal gain on level cap, GDD: 17/218 [-]
AgiToEqwArmorLoad maximal gain on level cap, GDD: 17/218 [-]
VitToEqwArmorLoad maximal gain on level cap, GDD: 17/218 [-]
ArmorLoadDiffToMax GDD: 17/218 [-]
MaxArmorLoad #ArmorLoad [-]
HeavyLightArmorThreshold should be between -MaxArmorLoad and MaxArmorLoad. #ArmorLoad [-]
AttackSpeedPlayerRelative 1 - attack speed is always calculated using the player, 0 - using opponents skill [-]
AttackSpeedNormal normal attack speed, 0-min, 1-max [-]
AttackSpeedNormalAgi agility required for the normal attack speed [agi]
MaxAttackSpeedMod maximal relative change in the attack speed for NPC vs player [-]
MaxAttackSpeedPlayerMod maximal relative change in the attack speed for player vs NPC [-]
MaxAttackSpeedNpcVsNpcMod maximal relative change in the attack speed for NPC vs NPC [-]
AgiDiffToAttackSpeed relative attak speed gain for one agi level difference [speed/agi]
SkillDiffToAttackSpeed relative attak speed gain for one skill level difference [speed/skill]
WeaponStatusToAttackCoef weapon health to status multiplicative coef [-]
ArmorStatusToDefenseCoef health to armor defense multiplicative coef [-]
ArmorStatusToCharismaCoef health to armor defense multiplicative coef [-]
ArmorDirtToCharismaCoef health to armor defense multiplicative coef [-]
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 [1,inf) maximal multiplicative coef a rider will gain when attacking on HorseMaxAttackSpeed [-]
HorseAttackMaxSpeed speed of the attacking rider to gain maximal attack bonus [m/s]
HorseridingSkillXPForKillFromHorseback Amount XP to horseriding gained for killing opponent from horseback [xp]
CombatLevelMinToCombatRPGBonus starting combat level for bonus in attack and health hit, KCD2-492146 [-]
CombatLevelToRelativeAttackIncrease relative attack increase for max combat level, KCD2-492146 [-]
CombatLevelToRelativeHealthLossDecrease relative health hit decrease for max combat level, KCD2-492146 [-]
CombatLevelToSlashArmorIncrease relative slash armor increase for max combat level, KCD2-533667 [-]
CombatLevelToStabArmorIncrease relative stab armor increase for max combat level, KCD2-533667 [-]
CombatLevelToSmashArmorIncrease relative smash armor increase for max combat level, KCD2-533667 [-]
SkillXPLevelBase base value (additive) to calculate XPs needed for the next level #level [-]
SkillXPLevelDiff multiplicative value to calculate XPs needed #level [-]
SkillCap max skill level, also effects of a general skill are maximal at this level [skill]
SkillXPHit weapon XP gain after a hit [-]
SkillXPComboHit weapon XP gain after a hit in a combo [-]
SkillXPKill weapon XP gain after a kill see GDD: 42/218 [-]
SkillXPBlock XP gain after a successful block [-]
SkillXPPerfectBlock XP gain after a successful perfect block [-]
SkillXPRiposte successful riposte (attack after perfect block) [-]
SkillXPDrinkAlcohol XP gain per 1 alcohol content drinked [-]
SkillXPUseRepairKit XP gain per 1 health repaired by repairkit [-]
SkillToFencingBase a1 of the geometric progression [-]
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 [stat]
SkillToDmgConstA [-]
SkillToDefense GDD: 23/218 [-]
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. [%]
AgilityXPLevelBase see GDD 44/218 [-]
AgilityXPLevelDiff see GDD 44/218 [-]
StrengthXPLevelBase see GDD 44/218 [-]
StrengthXPLevelDiff see GDD 44/218 [-]
VitalityXPLevelBase see GDD 44/218 [-]
VitalityXPLevelDiff see GDD 44/218 [-]
SpeechXPLevelBase see GDD 44/218 [-]
SpeechXPLevelDiff see GDD 44/218 [-]
StoryProgressXPLevelBase see GDD 44/218 [-]
StoryProgressXPLevelDiff see GDD 44/218 [-]
PrestigeXPLevelBase see GDD 44/218 [-]
PrestigeXPLevelDiff see GDD 44/218 [-]
StatCap max stat level [stat]
StatToMainLevelBase a1 of the geometric progression [-]
StatXPHit xp gain after a hit [-]
StatXPComboHit xp gain after a hit [-]
StatXPKill xp gain after a kill [-]
StatXPAgilityPerDodge xp gain after a slot dodge to agility [-]
StatXPAgilityPerDodgeOutsideSlot xp gain after dodge outside slot to agility [-]
StatXPVitalityPerDodge xp gain after a each dodge to vitality [-]
StatXPSpeechPerSequence speech xp gain after selecting an unused sequence (multiplied by speech_coef of that sequence) [-]
StatXPSpeechPersuadeCoerceSuccessMax maximal xp gain for persuade success [xp]
StatXPSpeechSkillCheckSuccessMax maximal xp gain for a non persuade skillcheck success [xp]
StatXPSpeechSkillStatSkillCheckSuccessMax maximal xp gain for a skill or stat skillcheck success [xp]
StatXPSpeechSkillCheckFailMax maximal xp gain for a skillcheck fail [xp]
StatXPSpeechSkillStatSkillCheckFailMax maximal xp gain for a skill or stat skillcheck fail [xp]
SkillXPSkillCheckSuccess skill xp gain for a skillcheck success [xp]
SkillXPSkillCheckFail skill xp gain for a skillcheck fail [xp]
GeneralPropertyDiffToSkillCheckResult > 0; scaled soul property diff for result = -1/1 []
MajorSuccessSkillCheckLevel everything above this level from the given range is considered a Major Success []
SuccessSkillCheckLevel everything above this level from the given range is considered a Success []
MajorFailSkillCheckLevel everything below this level from the given range is considered a Major Fail []
BadassnessDifficultyModifier convert general difficulty to badassness range []
SkillcheckReputationPenalty If below this reputation the skillcheck will be harder []
PersuadeSkillcheckSpeechWeight Weight of speech in persuade skillcheck []
CoerceSkillcheckSpeechWeight Weight of speech in coerce skillcheck []
ImpressSkillcheckSpeechWeight Weight of speech in impress skillcheck []
DominateSkillcheckSpeechWeight Weight of speech in dominate skillcheck []
DreadSkillcheckBloodinessWeight Weight of bloodiness in dread skillcheck []
DreadSkillcheckDirtinessWeight Weight of dirtiness in dread skillcheck []
EasyDifficultySkillcheckOpponentValue Value of the opponent's skillcheck for which the skillcheck is considered easy in UI []
MediumDifficultySkillcheckOpponentValue Value of the opponent's skillcheck for which the skillcheck is considered moderate in UI []
HardDifficultySkillcheckOpponentValue Value of the opponent's skillcheck for which the skillcheck is considered hard in UI []
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 []
RelationshipToGeneralSkillCheck [0,inf]: how much is the repuation used to raise a general skill []
ThreatenStrenghtWeight [0,1]: 0 - full weight to morale; 1- full weight to strength []
HighbornWealthThreshold social class wealth threshold for perks []
StatXPVitalityPerKill vitality xp gain after a kill [-]
StatXPVitalityPerDistance vitality xp gain after sprinting AthleticXPAwardDistance [-]
HorseRidingXPPerDistance horse riding xp gain after riding HorseRidingAwardDistance [-]
StatXPVitalityPerJump vitality xp gain for each jump [-]
StatXPStrAndVitPerDistanceEncumbered Strength and vitality xp gain after walking EncumberanceXPAwardDistance meters while encumbered [-]
SecondaryStatXPRatio secondary weapon stat ratio [-]
StatXPVitalityPerVault vitality xp gain for each vault over a ledge [-]
HoundmasterXPHit dog companion master xp gain [xp]
HoundmasterXPKill dog companion master xp gain [xp]
HoundmasterXPAnimalKill dog companion master xp gain [xp]
HoundmasterXPFeed dog companion master xp gain [xp]
HoundmasterXPPOIDiscovery dog companion master xp gain [xp]
HoundmasterXPPlay dog companion master xp gain [xp]
HoundmasterXPContextCommand dog companion master xp gain [xp]
HoundmasterXPFetch dog companion master xp gain [xp]
HoundmasterXPDistraction dog companion master xp gain [xp]
HoundmasterXPPraise dog companion master xp gain [xp]
SprintCost stam cost of sprint [stam/s]
SprintStaminaSavingLowerBound When the NPC stops sprinting to conserve stamina [stam]
SprintStaminaSavingUpperBound When the NPC starts sprinting again after conserving stamina [stam]
StamRegenBase base regeneration speed [stam/s]
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 [-]
MaxAgilityToMovementSpeedAddition max positive addition (for maximal vit), the same amount is subtracted on level 0 [-]
HorseRidingToHorseStamina how the rider's horse riding skill lowers sta consumption of his horse on max skill level [sta/lvl]
HorseRidingToHorseCourage how the rider's horse riding skill increases courage of his horse [sta/lvl]
RiderThreatToHorseMorale morale decrease per one rider threat [mor]
HorseMoraleToThrowOffRider if the horse mor is below this, it throws off the rider [mor]
HorseMoraleOverspurrHitAmount Morale hit for each horse overspurr. [mor]
HorseForcedRearMoraleHitRange Range of moral hit to nearby enemies, when you force rear on your horse. [m]
HorseDashBufferLength Maximum length of the horse's dash buffer. [s]
HorseSpurDashIncrement How much will rider's horse dash buffer increase per one spur. [s]
HorseSlowdownTimeSlowSpeed How long does it take forthe horse to start slowing down from run or walk if we do not hold any key. [s]
HorseSlowdownTimeSprint How long does it take for the horse to start slowing down from sprint if we do not hold any key. [s]
HorseSlowdownTimeSprintIfDashed How long does it take for the horse to start slowing down from sprint if it dashed previously. [s]
HorseSlowSpeedStaminaRegen The additional stamina that player's horse should regenerate in speeds smaller than sprint. [sta/s]
HorseStaminaDrainPerSpurLevel How much stamina the horse should lose per each exceeded level of spur. [sta/s]
HorseSpurDebuffLength How long does the overspur debuff remain active. [s]
HorseDashSlowdownThreshold The horse will start slowing down (from dash to sprint) if the dash buffer drops below this value. [s]
HorseMagnetismTurnSlowdown This is how much the horse's speed decreases during sharp turns when the road magnetizer is on. [%]
HorseJumpHeightModifier Horse Jump Height = wh_horse_JumpHeight * (vitality/30 + 1) * this. [-]
RiderHorseStaminaCoef the ratio between stamina consumption of a horse and its rider [-]
HorseMountMaxRelativeEncumberance maximum allowed relative encumberance for player mounting a horse [%]
HorseForcedRearingStaminaCost stamina cost taken by forced rearing [-]
RiderForcedRearingStaminaCost stamina cost taken by forced rearing [-]
RunSpeedBaseGuiMin Minimum value in transformation function of run speed to GUI [-]
RunSpeedBaseGuiMax Maximum value in transformation function of run speed to GUI [-]
RunSpeedBaseGuiMinHorse Minimum value in transformation function of run speed to GUI for horse [-]
RunSpeedBaseGuiMaxHorse Maximum value in transformation function of run speed to GUI for horse [-]
CallActionCooldown Minimum time until horse call action / stealth lure can be activated again [s]
ArmorLoadToSprint how armor load coefficient affects sprint [-]
ArmorLoadToRun how armor load coefficient affects running speed [-]
JumpCostBase stamina cost of one jump [-]
ArmorLoadToJumpCost how armor load coefficient affects the stamina jump cost (times base) [-]
EncumberedToSpeedSurfaceCoef Coef that controls terrain/surface influence in encumbered speed mod #encumbered [-]
EncumberanceForSecondaryModifiers when the buff will activate the secondary group [-]
SurfaceToSpeedCoef Global multiplier used when applying surface speed multipler [-]
AgilityLevelForNonClumsyLedges Minimal agility required for normal (non-clumsy) ledges [-]
GoodWeaponDefense mainly for AI, used to judge weapon [defense]
GoodWeaponDefenseCoef block prob modifier when victim has good weapon defense [defense]
GoodWeaponAttack mainly for AI, used to judge weapon [attack]
GoodArmorDefense mainly for AI, used to judge armor [defense]
MaxDamage all stam and health damages are clamped [-]
MinDmgR min DmgR [-]
BlockingDmgRBonus bonus for blocking weapon when dmgr is > 0 [-]
BlockingDmgRCoef dmgr coefficient for blocking weapon [-]
MinStaminaDamage min stamina damage [-]
MaxStaminaDamage max stamina damage [-]
MinStaminaDmgR min DmgR for stamina [-]
MaxStaminaDmgR max DmgR for stamina [-]
LethalDmgR DmgR that is known to cause death [-]
StamDamage see: rpglib::calcStaminaDamageCost, GDD: 21/218 [-]
AverageArmorDefenseWeight 0 = only body part defense, 1 = only average defense [-]
UnarmedHitArmorDamageCoef relative to armed combat -
WeakBlockStamCoef see: rpglib::calcStaminaDamageCost, GDD: 21/218 [-]
HealthToKnockOut threshold for unarmed combat, health cannot reach this level [hp]
DmgRToHealthCoefA [-]
DmgRToHealthCoefB [-]
StaminaDeficitHealthDamageA HP damage caused by insufficent stamina (DmgR > 0) [-]
StaminaDeficitHealthDamageB HP damage caused by insufficent stamina (DmgR < 0) [-]
MaxFencingWeaponUsageMod relative weapon status damage for max fencing [-]
ArmorDefenseToAttackingWeaponStatus how opponet's defense value damages my weapon - hit to armor [status/defense]
WeaponDefenseToAttackingWeaponStatus how opponet's defense value damages my weapon - hit to weapon/block [status/defense]
MissileWeaponDamageStatus how missile weapon is damaged after each shot [status]
DamageToArmorStatusHigherLayers for layers above the stopping layer [status/damage]
DamageToArmorStatus for the stopping layer [status/damage]
DamageToArmorStatusLowerLayers for layers below the stopping layer [status/damage]
DamageToArmorStatusMinimalValue minimal normalized Dmgr value for damage to armor calculations [-]
AttackEnergyModifier #energie utoku [-]
StaminaDamageToInjury note: stamina is [0-100] but injury is [0-1] [/%]
HealthDamageToInjury note: health is [0-100] but injury is [0-1] [/%]
HealthDeltaAbsLimit abs max of health delta [hp/s]
CollisionVelocityDeltaToDmgR [attack/ms-1]
CollisionDmgRBias DmgR offset for collision hits. -
UnarmedBlockDefense defense value for unarmed block []
UnarmedAttackReqStrBase for attack with relative stam cost = 1 []
UnarmedAttackReqAgiBase for attack with relative stam cost = 1 []
CombatDangerCooldown how long is the combat danger active after last enemy stops to be a threat [s]
CombatDmgRBonusFromBehind multiplicative DmgR bohus for attacks from behind [-]
FromBehindAngle minimal angle to classify the attack as 'from behind' - 0 face, PI back [rad]
HeadHitKnockOutBaseProbability for hits dealing a hp damage []
FallDamageMultiplierAtMaxAgility fall damage multiplier when agility is maxed out [-]
HarmlessFallHeight falling height below which no health or stamina damage is taken at agility 0 [m]
InjuringFallHeight falling height above which health damage is taken at agility 0 [m]
FatalFallHeight falling height above which fatal health damage is taken at agility 0 [m]
FallDamageEnabledNpcCombatCooldown how long after combat with player NPC has enabled fall damage [s]
StaminaDrainRatioStriking ratio of AttackCost when striking begun (weapon raised is complement) [%]
StaminaDrainRatioCharging ratio of AttackCost when charging [%]
AttackChargingBeginCooldown cooldown before actual charging is started [s]
AttackChargingCooldown cooldown of charging to maximum value [s]
AttackChargingAttMod damage modification in maximum charge [%]
SurvivalSkillAttackToAnimalOnMaxLevel attack modifier to animals on maximum survival skill level []
HealthFull maximum health [%]
ImmortalHealthMin min health for immortal souls [%]
LowHealthThreshold threshold for low health effects (for npcs) [%]
DefaultWorldTimeRatio default world time ratio useed to calculate game time ration in superspeed skiptime [-]
DawnTime Time when night ends, used by rpg (default 05:00) [h]
DuskTime Time when night begins, used by rpg (default 21:00) [h]
NightTransitionPeriod Symmetric offset to dusk / dawn time. [h]
FoodHealthThreshold Health threshold for possitive/negative food effect [0-1]
FoodFull you are full [%]
FoodOverEat you cannot eat more [%]
CaffeineFromFoodCoef how much caffeine is added from a unit refresh [caf/exh]
FoodSaltOrSmokePerkDecayModif food decay perk modif [mod]
FoodPreserverHealthIncreaseAmount this amount is added to food's health when food preserver is applied [-]
FoodWitcherPerkNutritionModif potion nutrition wicher perk modif [mod]
MaxAggregatedItemAmountPerPoison maximum number of aggregated items affected when applying a single poison [mod]
FoodDecayModif food decay modif [mod]
DigestionSpeed amount of food 'lost' per world-time second (global base value) [%/s]
ShortTermNutritionDigestionSpeedMultiplier digestion multiplier for part of the food with low nutrition value [-]
SurvivalXpRewardPerCookedItem XP reward to survival skill for every cooked item [xp]
SurvivalXpRewardPerDriedItem XP reward to survival skill for every dried item [xp]
SurvivalXpRewardPerSmokedItem XP reward to survival skill for every smoked item [xp]
MetabolismDigestSpeed food/alcohol digested(added) in world time [s]
MetabolismDigestSpeedMultiplier accelerate digest speed multiplier to_digest = max_poisoning []
MetabolismAbsorbSpeed food/alcohol metabolised(removed) in world time [s]
FoodPoisoningMaxValue Max amount of food poisoning [foodPoisoning]
FoodPoisoningThreshold threshold for food posioning to start taking affecting [foodPoisoning]
FoodPoisoningMinHealthEffectSpeed minimum loose of health per sec for food poisoning [health/s]
FoodPoisoningMaxHealthEffectSpeed Maximum loose of health per sec for food poisoning [health/s]
FoodPoisoningMaxStatPenalty maximum temporary penalty for affected stats while food poisoning [stats penalty]
FoodPoisoningDigestModifier Digest modifier for calculating how fast food poisoning is absorbed (standard poisons have 1.0). [stats penalty]
AlcoholBlackoutThresholdBase Amount of alcohol needed to blackout = AlcoholBlackoutThresholdBase + drinking skill x AlcoholBlackoutThresholdSkillMultiplier [alcohol]
AlcoholBlackoutThresholdSkillMultiplier Amount of alcohol needed to blackout = AlcoholBlackoutThresholdBase + drinking skill x AlcoholBlackoutThresholdSkillMultiplier [coeff]
AlcoholMoodThreshold threshold for alcohol mood from max alcohol poisoning [coef]
AlcoholDrunkThreshold threshold for drunkenness mood from max alcohol poisoning [coeff]
AlcoholDrunkThresholdNPC threshold for drunkenness for NPCs [coeff]
AlcoholMaxSTREffect max negative/positive stat effect [stat]
AlcoholMaxAGIEffect max negative/positive stat effect [stat]
AlcoholMaxVITEffect max negative/positive stat effect [stat]
AlcoholMaxSPCEffect max negative/positive stat effect [stat]
AlcoholMaxCHAEffect max negative/positive stat effect [stat]
AlcoholMaxScolarshipEffect Max negative scholarship skill effect when drunk [stat]
AlcoholMaxCONEffect max negative/positive stat effect [stat]
AlcoholMoodMaxExhaustPossitiveEffect max positive exhaust effect while in mood [stat/s]
AlcoholDrunkMaxExhaustNegativeEffect max negative exhaust effect while drunk [stat/s]
AlcoholBlackoutDuration blackout unconscious duration [s]
AlcoholBaseHangoverDuration base max duration for hangover (after blackout) in world time [s]
AlcoholHangoverOffsetModif starting hangover negative effects are modified by this offset [coeff]
AlcoholMaxDrinkingSkillHangoverDurationModifier hangover duration modifier for max=best drinking skill [-]
AlcoholDigestSpeedModfifOnEmptyStomache multiplier for alc. digest speed on empty stomache [coeff]
AlcoholDigestSpeedModfifOnFullStomache multiplier for alc. digest speed on full stomache [coeff]
AlcoholContentFPAntidoteThreshold food with alcohol content above this threashold have anti food poisoning effect. [alcohol]
AlcoholMoodToDrunkUIFill Drunkenness changes from Mood to Drunk at 50, but we want to visually fill from 0 -> for the first AlcoholMoodToDrunkUIFill s, show only a portion of the real value, gradually increasing to the full value. [s]
AlcoholismLevel1 Amount of alcoholism points that will start addiction. [alcohol]
AlcoholismLevel2 Threshold of alcoholism points for second level of alcohol addiction. [alcohol]
AlcoholismLevel3 Threshold of alcoholism points for third level of alcohol addiction. [alcohol]
AlcoholismLevel4 Threshold of alcoholism points for fourth level of alcohol addiction. [alcohol]
AlcoholismLevel5 Threshold of alcoholism points for fifth level of alcohol addiction. [alcohol]
AlcoholismLevel6 Threshold of alcoholism points for sixth level of alcohol addiction. [alcohol]
AlcoholismRemoveSpeed alcoholism removed per world-time second (default 100 / 4days) [alcoholism/s]
AlcoholismCravingLevel1 After a level 1 alcoholic has a drink, this many seconds pass until they get a debuff (need another drink). Game time. [s]
AlcoholismCravingLevel6 Like AlcoholismCravingLevel1, but for level 6. Remaining levels are linearly interpolated. Game time. [s]
AlcoholUnconsciousRandomItemChance Chance that a player will get a random item when waking up from alcohol-induced unconsciousness [%]
AlcoholUnconsciousRandomItemIsGoodChance Chance that a item obtained from alcohol-induced unconsciousness will be from the set of good items. [%]
AlcoholUnconsciousAddedDirt Dirt added to someone who passed-out from alcohol. [%]
AlcoholPerkBacchusHangoverEffectMod hangover effects mod []
AlcoholPerkCorrectResistanceModif alcohol content modif for correct resistance []
AlcoholPerkWrongResistanceModif alcohol content modif for wrong resistance []
AlcoholPerkLooseTongueSpcCha speech and charisma bonus/malus for loose tongue perk []
EventViewRadiusWeightVariantVsPlace event view radius (EVR) is [this weight x variant VR + (1-weight) x place VR]. must be <0-1> []
EventConcealWeightRadiusVsVisibility event concealment (how easily event detects player) is [this weight x EVR + (1-weight) x player's visibility]. must be <0-1> []
FTRadiusWeightViewRadiusVsSurvival view radius of player during fast travel (how easily player detects event) is [this weight x PVR + (1-weight) x player's survival]. must be <0-1> []
EventEvadeWeightVisibility weight V for computing event evade chance = V*(1-visibility) + ssurvival + eeventDetectionResult / (V+s+e) []
EventEvadeWeightSurvival weight S for computing event evade chance = v*(1-visibility) + Ssurvival + eeventDetectionResult / (v+S+e) []
EventEvadeWeightDetectionResult weight E for computing event evade chance = v*(1-visibility) + ssurvival + EeventDetectionResult / (v+s+E) []
EventAmbushWeightVisibility weight V for computing event ambush chance = V*(1-visibility) + sstealth + eeventDetectionResult / (V+s+e) []
EventAmbushWeightStealth weight S for computing event ambush chance = v*(1-visibility) + Sstealth + eeventDetectionResult / (v+S+e) []
EventAmbushWeightDetectionResult weight E for computing event ambush chance = sstealth + v(1-visibility) + EeventDetectionResult / (v+s+E) []
EventFleeWeightVitality weight V for computing event flee chance = Vvitality + e*(1-|eventDetectionResult|) / (V+e) []
EventFleeWeightDetectionResult weight E for computing event flee chance = vvitality + E(1-|eventDetectionResult|) / (v+E) []
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 max number of uses [-]
MaxWeaponBuffCharge max number of uses [-]
MinRelativeStaminaMax short-term stamina maximum relative to long-term maximum [-]
VigourFull maximum vigour [%]
ExhaustionSpeed amount of energy/vigour 'lost' per world-time second (global base value) [%/s]
FoodHealSpeed hp regen speed [%/s]
StarvationHealthLossSpeed by design the same speed as the digestion [%/s]
StarvationThreshold [%/s]
StarvationHugeThreshold [%/s]
StarvationExtremeThreshold [%/s]
BaseInventoryCapacity base inventory capacity [lb]
MaxBaseInventoryCapacity Base maximum of inventory capacity without taking the archetype multiplier into account [lb]
StrengthToInventoryCapacity derives the inventory capacity from the strength stat [lb/str]
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 [s]
InjuryBleedingInterval bleeding interval, the time required to lose 1HP [s]
DefaultStateDeltaSpeed any soul state regen / loosing speed [%/s]
SleepHealthRegenBaseSpeed full regen after 8 world-time hours [%/s]
StarvationPlayerEffectMinMin the shortest interval between effects for low hunger stat [s]
StarvationPlayerEffectMaxMin the longest interval between effects for low hunger stat [s]
StarvationPlayerEffectMinMax the shortest interval between effects for high hunger stat [s]
StarvationPlayerEffectMaxMax the longest interval between effects for high hunger stat [s]
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 [s]
ExhaustedPlayerEffectMaxMin the longest interval between effects for low exhaust stat [s]
ExhaustedPlayerEffectMinMax the shortest interval between effects for high exhaust stat [s]
ExhaustedPlayerEffectMaxMax the longest interval between effects for high exhaust stat [s]
ExtremeExhaustionFaintAveragePeriod How often (on average, in real time) should player faint when extremely exhausted (exhaust stat is on 0). [s]
ExtremeExhaustionFaintDuration Length of unconsciousness in seconds (world time), when player faints (due to having exhaust 0). [s]
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) [h]
OversleepnessFillTime how long (in game hours) does it take to fill the oversleepness stat (max time player can sleep) [h]
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) [h]
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) [s]
OverreadnessFillTime how long (in game hours) does it take to fill the oversleepness stat (max time player can read) [h]
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) [h]
ReadingXpPerHour how much xp in reading skill player gets after one hour of reading with reading speed 100% [xp]
ReadingSpeechXPBase how much base xp in speech player gets after reading a book [xp]
ReadingSpeechXPScholarshipMultiplier after reading a book, player gets speech xp based on scholarship [xp]
SleepToSaveThreshold sleeping at least this time triggers autosave. [h]
SleepToAfterBuff sleeping at least this time gives buff affter waking up. [h]
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). [.]
SkipTimeCacheValidityThreshold duration for which the skip time cache remains valid []
SkipTimeCacheSize size of skip time cache in skip time dialogue, default is 24 hours []
NonSkillBookXP XP rewarded for reading non-skill books [xp]
SmellBuffDirtinessLevel Dirtiness level required to activate Smell buff [-]
SleepHoursBonusFromForgeBed How many hours player must sleep to get maximum bonus from forge bed [h]
ForgeWardrobeRepairItemHealthDelta How much item health the forge wardrobe repairs every scheduled update [%]
ForgeWardrobeRepairMaxItemHealth Maximum item health that the forge wardrobe can autorepair [%]
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; [%]
StrengthMulOnExtremeExhaustion Player will have this strength multiplied by this value when he has exhaust equal to 0. Strength will not be changed when exhaust is 50. Linear interpolation on multiplier is applied when exhaust is between 0 and 50; [%]
AgilityMulOnExtremeExhaustion Player will have this agility multiplied by this value when he has exhaust equal to 0. Agility will not be changed when exhaust is 50. Linear interpolation on multiplier is applied when exhaust is between 0 and 50; [%]
SharpeningMinEfficiencyHealth health you can achieve with the worst efficiency [-]
SharpeningSuccessfulConditionDelta change in weapon condition at which the sharpening is considered successful [-]
SharpeningMinIdealAngle [0,1] [stam]
SharpeningMaxIdealAngle [0,1] [stam]
SharpeningMinDestructionAngle [0,1] [stam]
SharpeningMaxDestructionAngle [0,1] [stam]
SharpeningWeaponBouncingMaxOffset Maximum angle offset that is set to rotation of the weapon [0,1] [-]
SharpeningZoneConditionForPerkEffects At which item zone condition the perk effects are applied [0,1] [-]
SharpeningFullPositiveHealthXP [xp]
SharpeningFullNegativeHealthXP [xp]
MinPedalCost pedaling STA cost (pressure 0) [stam]
MaxPedalCost pedaling STA cost (pressure 1) [stam]
HourglassTimeout the time until all the sand goes down [s]
PicklockDmgSpeed how fast is picklock durability decreasing (will be multiplied by the relative distance) [dmg/s]
LockPickingToleranceBaseCoef lockpicking sweet spot size: base value [-]
LockPickingToleranceDifficultyCoef lockpicking sweet spot size: difficulty coefficient [-]
LockPickingToleranceSkillCoef lockpicking sweet spot size: skill coefficient [-]
LockPickingToleranceSkillExpCoef lockpicking sweet spot size: skill exponential coefficient [-]
LockPickingAppropriateTolerance the lock is considered too hard to pick, if the tolerance is smaller than this [-]
LockPickingAdequateTolerance locks on a similar level as the player have adequate tolerance [-]
ControllerLockPickingToleranceBaseCoef gamepad/controller: lockpicking sweet spot size: base value [-]
ControllerLockPickingToleranceDifficultyCoef gamepad/controller: lockpicking sweet spot size: difficulty coefficient [-]
ControllerLockPickingToleranceSkillCoef gamepad/controller: lockpicking sweet spot size: skill coefficient [-]
ControllerLockPickingToleranceSkillExpCoef gamepad/controller: lockpicking sweet spot size: skill exponential coefficient [-]
ControllerLockPickingAppropriateTolerance gamepad/controller: the lock is considered too hard to pick, if the tolerance is smaller than this [-]
LockPickingCursorShakeSpeed how fast does cursor shake during lock picking [-]
LockPickingCursorShakeRangeMin how much does cursor shake during lock picking (for min lock difficulty) [-]
LockPickingCursorShakeRangeMax how much does cursor shake during lock picking (for max lock difficulty) [-]
LockPickingSkillToShakeRel how much does the skill decrease the cursor shake (skill * this is relative to maximum/base) [xp^-1]
LockPickingSuccessXPMulCoef multiplicative constant to derive XP reward for a successfully opened lock [-]
LockPickingSuccessXPDivCoef constant used in the denominator to derive XP reward for a successfully opened lock [-]
LockPickingStealthXP xp to stealth for each successful lock-pick [-]
LockPickingAgilityXP xp to agility for each successful lock-pick [-]
LockPickingTurnBackMulCoef multiplicative constant to derive the turnback speed of a lock [-]
LockPickingTurnBackDivCoef constant used in the denominator to derive the turnback speed of a lock [-]
LockpickingSoundIntensityMin minimal multiplier the lockpicking minigame will generate [-]
LockpickingRelDistanceToSoundIntensity how relative distance influences sound [inten/dist]
LockpickingFailSoundIntensity one-shot intensity relative to the database [inten]
LockpickingLockpickBreakChance base lockpick break chance [inten]
LockPickingFailRelativeXPMulCoef multiplicative constant to derive XP reward relative to the success [-]
HerbGatherSkillToCount multiplied by sqrt(skill level) to modify the number of collected herbs (#herb) [xp^-1]
HerbGatherSkillToRadius multiplied by skill level to calculate radius (#herb) [m/xp]
HerbGatherSkillToRadiusAdd modify the base radius of collected herbs at first skill level (#herb) [m]
HerbGatherXP final XP reward for one herb gathering(#herb) [xp]
HunterLootAmountAddCoef add coef, the fixed portion (#hunter) [-]
HunterXPKill hunter skill XP gain after a kill, multiplied by the game db coef and level [xp]
HunterXPLoot hunter skill XP gain after a loot, multiplied by the game db coef and level [xp]
ButcheringMaxDistance Butchering action is shown only when player is closer than this to the animal's bounding box. [m]
MinAnimalWeightToWithstandGunshot Animals that weigh less than this will be turned into bloody mess by gunshot and have a special inventory assigned instead of their regular loot inventory. [lb]
AlchemyXPPerFailedBrewing how many XP you get when failed brew a potion [xp]
AlchemyXPMultiplierSecondQualityPotion multiple the basic amount of XP for brewing potion of the second quality [xp]
AlchemyXPMultiplierThirdQualityPotion multiple the basic amount of XP for brewing potion of the third quality [xp]
AlchemyToleranceBase base brewing tolerance on level 0 [-]
AlchemyToleranceMaxLevel base brewing tolerance on max 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. [-]
AlchemyPotionBaseQualityWeight How much the quality of the base is reflected in the result of cooking [-]
AlchemyResourcesQualityWeight How much the quality of the resources is reflected in the result of cooking [-]
AlchemyResultCoefToFirstQuality Minimum brew result coefficient to create the best possible quality potion [-]
AlchemyResultCoefToSecondQuality Minimum brew result coefficient to create the second best possible quality potion [-]
AlchemyDryHerbQuality Quality of dried herb used in alchemy cooking [-]
AlchemyFreshHerbQuality Quality of fresh herb used in alchemy cooking [-]
AlchemyDecayedHerbQuality Quality of decayed herb used in alchemy cooking [-]
BundleAlchemistPerkAdd Addition of potions created with Bundle Alchemist perk [-]
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) [#]
EquippedWeightSubWithWellWornPerk when player has Well Worn perk, weight of items is lowered when they are equipped; equippedWeight=standardWeight*(1.0 - EquippedWeightSubWithWellWornPerk) [.]
MaxCloudAverageForShiningArmor used by perk Knight in a shining armor; this is maximal current cloud average that still allows this perk to be active [.]
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 [-]
MinLevelForPerkPoints at what minimum level will perk points be earned [-]
MinLeftoverPerks preferred number of leftovers [-]
AutolearnCombatTechniqueReliability The probability that the soul will have the autolearnable combat technique perk [-]
BlacksmithingMinIntensity minimal intensity value [-]
BlacksmithingMaxIntensity maximal intensity value [-]
BlacksmithingMinTemperature minimal temperature for any effectiveness [C]
BlacksmithingMaxTemperature maximal temperature for max effectiveness [C]
BlacksmithingMinEffectivityToQualityLoss min effectiveness for quality loss - loss is maximal [-]
BlacksmithingMaxEffectivityToQualityLoss max effectiveness for quality loss - loss is minimal [-]
BlacksmithingMaxQualityLossFactor maximal quality loss per stroke BlacksmithingMinTemperature [-]
BlacksmithingMaxCompletionGainFactor maximal completion gain per stroke [-]
BlacksmithingIntensityToStamina stroke intensity to stamina drain [-]
BlacksmithingEffectivityToXP effectiveness to XP gain [-]
BlacksmithingStrokeGain stroke gain to potential [-]
BlacksmithingStrokeLoss stroke loss to potential [-]
BlacksmithingRhythmicBonus percentual gain to effectivity when rhythmic bonus is active [%]
BlacksmithingMinimalCover minimal cover value when stroke is 100 percent effective [%]
BlacksmithingAlmostCriticalQualityOffset quality when workpiece is almost broken -
BlacksmithingOverheatQualityLossCoef coef for quality loss during overheating effect -
BlacksmithingFinishingXP XP gained after minigame was successfuly finished when quality is maximum -
BlacksmithingStamRegenMin regen of stamina at minimal skill level [-]
BlacksmithingStamRegenMax regen of stamina at maximal skill level [-]
BlacksmithingMinCondition min condition of product [-]
BlacksmithingMaxCondition max condition of product [-]
DiceGameTypeScoreBeggar Beggar game type score -
DiceGameTypeScoreWagoner Wagoner game type score -
DiceGameTypeScoreCraftsman Craftsman game type score -
DiceGameTypeScoreCourtier Courtier game type score -
DiceGameTypeScorePeasant Peasant game type score -
DiceGameTypeScoreMiner Miner game type score -
DiceGameTypeScoreNovice Novice game type score -
DiceGameTypeScoreSoldier Soldier game type score -
DiceGameTypeScorePriest Priest game type score -
DiceGameTypeScoreKnight Knight game type score -
DiceGameTypeScoreCardinal Cardinal game type score -
DiceGameTypeScoreLord Lord game type score -
DiceGameTypeScoreKing King game type score -
DiceGameTypeScoreEmperor Emperror game type score -
DiceAntibustHighThreshold if this threshold is lower than currentScore or scoreRatio use antibust right away -
DiceDoubleTakeMultiplier double take value by which score is multiplied -
DiceMultiplyingHighThreshold if this threshold is lower than currentScore or scoreRatio use antibust right away -
DiceAvailableCountWeight weight by which available count is devided in double take -
DiceBadgeUseThreshold express in percentage how big should the gain be to use the set dice badge -
DiceSetDiceAbsoluteThreshold Minimum score that has to be reached to use the set dice badge -
HoleDiggingDirtiness Determines how dirty player will be after digging a hole/grave -
AimPainlessDelay aiming without stam. loss [s]
BowAimStamCost after painless delay, stam loss [%/s]
CrossbowAimStamCost stam loss [%/s]
RifleAimStamCost stam loss [%/s]
AimSpreadMinRatio aiming spread min relative to max - this value is used right after entering the painless zone [-]
AimSpreadMax aiming spread due to low stam and skill - max angle - used right before all the stamina is lost [deg]
AimSpreadSkillDecrease relative decrease of MAX aim spread on max skill level [-]
ForcedFireAimSpreadMalus spread added when the rpg forces the firing on low stamina [deg]
AimZoomBase aim zoom (=fov multiplicative decrease) after reaching some skill level []
AimZoomBaseSkill minimal skill level required to benefit from the zoom effect []
AimZoomMax maximal aim zoom (=fov multiplicative decrease) []
AimSkillToZoom zoom increase by each skill level above the base [/skill]
AimCiriticalLimitTime time limit after when AI is notified about low stamina when aiming [s]
BowChargeDurationMin minimum duration of bow charge animation [s]
BowChargeDurationMax maximum duration of bow charge animation [s]
BowPowerToChargeDuration nominal charge duration for bow with power = 1 [s]
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 [m/s]
RangedWpnPwrToEnergy Coefficient weapon draw length to energy (lb-to-N (4.44) * drawlength (50cm) / 2 (aproximates the loss of draw weight over draw length) ) [-]
RangedWpnSpeedToAttack attack mod deduced from impact speed [s/m]
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 [-]
RangedWpnLimbResistanceEffect Determines how much limb resistance affects arrow speed. No effect at zero. At 100, the formula becomes basically arrowWeight/limbResistance. [-]
RangedWpnWeightNormalization Average arrow weight, used to normalize damage. [g]
RangedWpnRadiusForMoraleHit Morale hit radius from gunshot fire. [m]
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 []
MatPierceableMin OBSOLETE: projectiles with stab damage can stab into []
MatPierceableMaxArmor armor of a rock-solid material []
MatPierceableReduction armor reduction per one point of piercability []
PerceptionMinFov the minimal field of view a deaf NPC will have [deg]
PerceptionMaxFov the maximal field of view a superman NPC will have [deg]
HearingToFov an increase of FOV caused by the hea stat [deg/hea]
MinViewRadius the minimal view radius an almost blind NPC will have, also threshold for instant detection [m]
MaxViewRadius the maximal view radius a superman NPC will have [m]
MinViewRadiusTimeOfDayCoef Relative impact of night on view radius will not be worse than this. [-]
MinViewRadiusFogCoef Relative impact of fog on view radius will not be worse than this. [-]
BlindViewRadiusFakeRelative for blinded (mostly sleeping) NPC we have to calculate stealth XP somehow, so we calculate this fake radius [-]
VisionToViewRadius an increase of FOV caused by the hea stat [m/vis]
MinModVisibility final modified visibility stat minimum (the most invisible actor) [vis]
MaxModVisibility final modified visibility stat maximum (the most visible actor) [vis]
MinModConspicuousness final modified conspicuousness stat minimum (the least conspicuous actor) [con]
MaxModConspicuousness final modified conspicuousness stat maximum (the most conspicuous actor) [con]
RecognitionTimePCoef recognition time for a character with conspicuousness = 0 [s]
RecognitionTimeKPositiveCoef multiplicative coef for positive values of conspicuousness #perception [s/vib]
RecognitionTimeKNegativeCoef multiplicative coef for negative values of conspicuousness #perception [s/vib]
RecognitionTimeDistanceGain perlin gain for the distance influencing the recognition time [-]
RecognitionSpeedNotVisible must be negative, how the recognition is decreased [recog/s]
PerceptionSecondaryCrowdMembers When the crowd around player is this large they become invisible for secondary perception [alive humans]
PerceptionSecondaryCrowdRadius People this far from the player are considered a crowd for secondary perception [m]
PerceptionSecondaryDecayTime Amount of time needed for NPCs to become unaware of the player after secondary perception drops to 0 [s]
NonPlayerRecognitionTimeMod Multiple recognition time of everything but the player []
CombatHitUnconsciousDepth depth after a combat hit [depth]
CombatHitImmortalUnconsciousDepth depth for immortal knock-out [depth]
StealthAttackFailXp xp gain for failed stealth kill or take-down [xp]
StealthAttackMinXp xp gain for successful stealth kill or take-down, weakest enemy [xp]
StealthAttackMaxXp xp gain for successful stealth kill or take-down, strongest enemy [xp]
StealthKnockOutUnconsciousDepthBase the base unconsciousness depth for stealth knockout [depth]
StealthToUnconsciousDepth modifies the time victim is unconscious [depth]
UnconsciousDepthFadeoutSpeedBase how fast is the depth consumed [depth/s]
VitalityToUnconsciousDepthFadeoutSpeed relative vitality [depth/s]
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 [s]
StealthSkillToFootstepSoundMult how much how much are footsteps attenuated for the max skill #perception [-/skill]
FootstepSoundMultHeadroomFactor multiply fsm before clamping to give it some headroom #perception []
StealthSkillToRecogTime how much is the required time extended on max skill level (relative) #perception [-/skill]
StealthSkillToViewRadiusDecr how much is the view radius decreased on max skill level (relative) #perception [-/skill]
StealthSneakCheckRadius npc query radius when sneaking, #perception [m]
StealthSneakBaseXp base xp gain when sneaking, #perception [xp]
StealthSneakBaseDistance sneaked distance that triggers stealth leveling, #perception [m]
StealthSneakXpSumCoefA combine xps from more npcs, #perception []
StealthSneakXpSumCoefB combine xps from more npcs, #perception []
StatXpAgilityForStealth agility XP gain for been undetected in stealth, #perception [xp]
StealthKillDamage damage given to the victim [hp]
StealthKillProbCoefA stealth kill/knock-out probability formula []
StealthKillProbCoefB stealth kill/knock-out probability formula []
StealthKillProbCoefC stealth kill/knock-out probability formula []
StealthKillMinSlot min slot duration for stealth kill/knock-out []
StealthKillMaxSlot max slot duration for stealth kill/knock-out []
StealthBackoffMinTime min duration for stealth backoff []
StealthBackoffMaxTime max duration for stealth backoff []
StealthCooldown after last detector npc stops seeing player []
MinStealthHitSoundMultiplier intensity multiplier for max stealth level []
MaxStealthHitSoundMultiplier intensity multiplier for min stealth level []
TrueRelationDistThresholdRel distance, relative to observers maximum distance, required to see the true faction #perception [-/skill]
MinTrueRelationDistThreshold minimal distance required to see the true faction #perception [-/skill]
PerceivedSuperfactionImportanceThresholdRel superfaction items must occupy more than this for the soul to look like the superfaction #perception [-]
PerceivedSocialClassImportanceThresholdRel social class items must occupy more than this for the soul to look like the social class #perception [-]
MaxWeatherSoundAttenuationCoef 0 - allow weather conditions to mute the sounds, 1 - no influence [-]
MaxHearingSoundAttenuationCoef minimal attenuation for non-zero hearing stat [-]
HuntingAlarmSoundSkillToSmellRatio How much more valuable is full skill than smell, when computing hunting alarm sound loudness [-]
HuntingAlarmSoundMinimalMultiplier Minimal multiplier of hunting alarm sound loudness. [-]
HuntingAlarmSoundMaximalMultiplier Maximal multiplier of hunting alarm sound loudness. [-]
PerceptionPriorVisPeople target priority estimation, #perception []
PerceptionPriorVisItems target priority estimation, #perception []
PerceptionPriorVisCrimes target priority estimation, #perception []
PerceptionPriorDist target priority estimation, #perception []
PerceptionMeanDist target priority estimation, #perception []
PerceptionPriorConsp target priority estimation, #perception []
PerceptionPriorFriendRelationship target priority estimation, #perception []
PerceptionPriorEnemyRelationship target priority estimation, #perception []
PerceptionPriorEnemyRelationshipBonus target priority estimation, #perception []
PerceptionPriorCha target priority estimation, #perception []
PerceptionBaseCha target priority estimation, #perception []
PerceptionPriorGender target priority estimation, #perception []
PerceptionPriorNotHumanRace target priority estimation, #perception []
PerceptionPriorWeapon target priority estimation, #perception []
PerceptionPriorDead dead or unconscious, #perception []
PerceptionPriorBoostRangedWeapon boost for ranged weapons (multiplied by PriorWeapon!), #perception []
PerceptionPriorCrimeLoot priority boost for crime #perception []
PerceptionPriorCrimeLockpick priority boost for crime #perception []
PerceptionPriorCrimeCarryCorpse priority boost for crime #perception []
PerceptionPriorBoostPlayer boost for player #perception []
PerceptionPriorBoostScriptContext Boost perception priority from soul A to soul B defined by a script context. []
PerceptionInnerConeMinRelSize Minimal relative size of perception inner cone. #perception [-]
PerceptionInnerConeMaxRelSize Maximal relative size of perception inner cone. #perception [-]
PerceptionInnerConeNervousnessLimit When nervousness reaches this value the inner cone should be the largest. #perception [-]
VisibilityDecrementDaytimeInterior Limited by MinModVisibility and MaxModVisibility. Implicit constant for DaytimeExterior defaults to 0. See also NightTransitionPeriod. #perception [-]
VisibilityDecrementNighttimeInterior Limited by MinModVisibility and MaxModVisibility. See also NightTransitionPeriod. #perception [-]
VisibilityDecrementNighttimeExterior Limited by MinModVisibility and MaxModVisibility. See also NightTransitionPeriod. #perception [-]
VisibilityDecrementInFog Multiply by fog amount and add to visibility while outside. #perception [-]
VisibilityDecrementInVisArea Hide in tall grass. #perception [-]
DistractVerticalViewLimit While holding a decoy during the distract minigame, the player can only look this low or high. [deg]
InformationVersionRefresh If identical information is created after this amount of time, it is considered as new. [s]
InformationExpirationBase Multiply by a modifier from crime table to get amount of time after which an information expires. [day]
InformationBroadcastPeriod Information is broadcast in a faction subtree periodically after this amount of time. [day]
InformationBroadcastIgnoreRadius NPCs around the player will not receive information from periodic broadcasts. [m]
InformationBroadcastDelay Fresh information will broadcast only if it is at least this old. [min]
AthleticXPAwardDistance award xp for traveling some distance [m]
HorseRidingAwardDistance award xp for traveling some distance on horse [m]
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 [-]
MinEncumberanceXPAwardDistance Distance that has to be covered while minimally encumbered to get StatXPStrAndVitPerDistanceEncumbered (linear interpolation with EncumberanceXPAwardDistanceMax). [m]
MaxEncumberanceXPAwardDistance Distance that has to be covered while encumbered by at least double of carry weight to get StatXPStrAndVitPerDistanceEncumbered (linear interpolation with EncumberanceXPAwardDistanceMin). [m]
ShoeHealthUpdateDistance shoe health is update after traveling N m [m]
ShoeHealthDecrease status delta per traveled m [status/m]
HorseEquipHealthUpdateDistance horse equip health is update after traveling N m [m]
HorseEquipHealthDecrease status delta per traveled m [status/m]
QuestMoneyRewardScaleConstant scale constant for quest reward item amount [-]
ItemHealthPriceStatusWeight item health status weight price coef [-]
WorthlessItemPrice The most despicable items are with this value or lower [gr]
TreasureItemPrice starting price of treasure items [grosh]
BaseItemDisappearingTime base game time for dropped items to auto disappear [s]
ItemDisappearingMulti multiplier 1/x - x limit(up/down) for item disappearing speed in extremes (cheap vs. expensive, small vs. large) [s]
MaxItemDisappearingTime max game time for dropped items to disappear [s]
DefaultVisVolume default item size-volume that have no visibility recognition penalty [dm3]
BestVisVolume object volume for maximum recognition bonus [dm3]
StealVisVolumeConspicuousnessMin Minimum conspicuousness for perceptible volume of type steal. [-]
StealVisVolumeConspicuousnessMax Maximum conspicuousness for perceptible volume of type steal. [-]
StealVisVolumeVisibilityMin Minimum visibility for perceptible volume of type steal. [-]
StealVisVolumeVisibilityMax Maximum visibility for perceptible volume of type steal. [-]
StealVisVolumeWorthlessItemTime Steal volumes for the most despicable items will last this long [s]
StealVisVolumeTreasureItemTime Steal volumes for the most precious items will last this long [s]
PerceivedStateRecognitionDistanceMin At this relative distance in the perception cone all perceived states are recognized immediately. [-]
PerceivedStateRecognitionDistanceMax Beyond this relative distance in the perception cone all perceived states are never recognized. [-]
PerceivedStateThreatDistance Anyone closer than this with a drawn weapon is considered a threat. [m]
RestockRepairPerDay Automatically repair default non-player items by this many % (up to their default value). [%]
RestockPeriodSoul How many days it takes to fully restock a soul's inventory from nothing to its default items. 0 to disable. [day]
ItemOwnerFadePriceToHours world time hours per decigrosh [h/decigrosh]
ItemOwnerFadeConspicuousnessToHours world time hours [h/con]
ItemOwnerNeverFadesToSuspiciency basket suspiciency calculation [-]
ItemOwnerFadeCoefToSuspiciencyMul basket suspiciency calculation [-]
ItemOwnerFadeCoefToSuspiciencyExp basket suspiciency calculation [-]
ItemOwnerDescFadeToSuspiciencyExp basket suspiciency calculation [-]
ItemOwnerFactionDistanceInnerRadius basket suspiciency calculation: items stolen closer than this get max faction distance suspiciency [m]
ItemOwnerFactionDistanceOuterRadius basket suspiciency calculation: items stolen further than this get min faction distance suspiciency [m]
ItemOwnerFactionDistanceInnerRadiusPerkThiefSightMod Multiply inner radius [-]
ItemOwnerFactionDistanceToSuspiciencyMin basket suspiciency calculation [-]
ItemOwnerFactionDistanceToSuspiciencyMax basket suspiciency calculation [-]
ItemOwnerRelationshipToSuspiciencyMin basket suspiciency calculation [-]
ItemOwnerIsShopkeeperToSuspiciency basket suspiciency calculation [-]
ItemOwnerSpatialFadeThreshold If distance part of basket suspiciency calculation falls below this, the item is locally faded. Tune with ItemOwnerFactionDistanceToSuspiciencyMin in consideration. [-]
BarterDominanceSpcWeightA barter dominance calculation 'a' coef [-]
BarterDominanceRelationshipWeightB barter dominance calculation 'b' coef [-]
BarterDominanceChaWeightC barter dominance calculation 'c' coef [-]
BarterDominanceSpcWeightD barter dominance calculation 'd' coef [-]
BarterDominanceChaBaseE barter dominance calculation 'e' coef [-]
BarterCoefWeightA shopkeeper shop barter calculation 'a' coef [-]
BarterCoefWeightB shopkeeper shop barter calculation 'b' coef [-]
BarterAngrinessCoefWeightA shopkeeper shop barter calculation 'a' coef [-]
BarterAngrinessCoefWeightB shopkeeper shop barter calculation 'b' coef [-]
ShopLargeTransaction Percentage of total price of default items, if player spends more than this amount of money, large transaction barks are played. [%]
BarterPriceSellRepCoef sell reputation coef [-]
BarterPriceSellRepMultip sell reputation multiplier [-]
BarterPriceSellRepBuying price sell vs buy mod [-]
RepairShopSkillPriceMultiplier Ratio between skill of shopKeeper and repair price increase [-]
RepairPriceModif Default repairing shop price modif [-]
RepairShopMinSkillForQuality2 Minimal skill to repair item of quality 2 in shop. [-]
RepairShopMinSkillForQuality3 Minimal skill to repair item of quality 3 in shop. [-]
RepairShopMinSkillForQuality4 Minimal skill to repair item of quality 4 in shop. [-]
RepairKitMinSkillForQuality2 Minimal skill to repair item of quality 2 with repairkit. [-]
RepairKitMinSkillForQuality3 Minimal skill to repair item of quality 3 with repairkit. [-]
RepairKitMinSkillForQuality4 Minimal skill to repair item of quality 4 with repairkit. [-]
RepairKitMaxSkillCapacityCoef Max skill coef for repair kit total capacity. [-]
RepairKitCapacity Repair kit capacity to repair [grosh]
RepairKitItemPerkBuffHealthThreshold Buffs added by repair kit perks wont be functional under this item health [-]
RazorSharpBuffHealthThreshold Buff on sharpened weapon will not be functional under this item health [-]
WashSoapCostMod Minimum cost modifier for soap cost calculation [-]
WashSoapCostSkillCoef Skill coefficient for soap cost calculation [-]
WashDirtLimitMin Possible dirt that can be washed on the minimum skill level. [-]
WashDirtLimitMax Possible dirt that can be washed on the maximum skill level. [-]
WashItemsCraftsmanshipXpReward XP reward to craftsmanship skill for washing items in washing minigame [xp]
AddedDirtOnCarryItem Dirt added on player when picking or putting down an item through the carry item action (the sack carrying feature). [%]
WashItemDirtPriceStatusWeight item dirt status weight price coef for washing [-]
BasketSuspiciencyHaggleThreshold Haggle reaction 1 threshold (haggle more difficult) [-]
BasketSuspiciencyNoDealThreshold Haggle reaction 2 threshold (transaction refused) [-]
ItemHealthOverlapCoef Percentual overlap between two quality intervals. [-]
ItemQualityDecreaseProbabilityThreshold Threshold when probability of quality decrease begins grow (relatively to overlap). [-]
ItemQualityDecreaseProbabilityCoef Maximum probability when min health is reached (relatively to current interval). [-]
ItemDestroyProbabilityThreshold Threshold determines HP value where prob is growing in the last quality interval. [-]
ItemDestroyProbabilityCoef Maximal probability when item reached the lowest HP. [-]
ItemMaxHealthDecreaseOnConsciousnessLoss Maximum percentage of health removed from all non-quest equipped items of NPC when they die or fall unconscious. [%]
ItemMinHealthDecreaseOnConsciousnessLoss Minimum percentage of health removed from all non-quest equipped items of NPC when they die or fall unconscious. [%]
RifleDestroyDamage HP damage to the user when riffle is destroyed. [hp]
ItemHealthAlmostBrokenThreshold Relative threshold where UI notification appears (stage 2). [-]
ItemHealthDamagedThreshold Relative threshold where UI notification appears (stage 1). [-]
ItemHealthDamagedBuffThreshold Relative threshold where buff appears in HUD. [-]
MaximalItemQualityForDamage Maximal quality of item which is counted to the item damage (for decal visualization). [-]
ArmorConditionThresholdForDamage Threshold of armor condition where armor damage is increasing. [-]
WeaponConditionThresholdForDamage Threshold of weapon condition where weapon damage is increasing. [-]
StashRobbedValueDecayRate Decay rate of value of items stolen from a stash. [grosh/h]
StashRobbedValueBottomThreshold If the robbed value drops to this threshold, it is no longer considered noteworthy. [grosh]
NPCRobbedValueDecayRate Decay rate of value of items stolen from a NPC. [grosh/h]
NPCRobbedValueBottomThreshold If the robbed value drops to this threshold, it is no longer considered noteworthy. [grosh]
AngrinessArmingThreshold If Angriness is higher, NPCs will start equipping weapons everywhere. [-]
ConfiscateItemsInRadius Items laying this far from the player will be considered when confiscating. [m]
InvestigatingNPCRadius NPCs investigating this far from the player will trigger the Investigating icon. [m]
CombatActiveNPCRadius When NPC is closer than the value Active combat icon is used else only Danger icon is set. [m]
FriskProbabilityMod Modifier for the frisk probability []
ReputationPropagationCoefCap Maximum propagation from faction to its parent [coef]
FrozenRenownValue Fixed value for frozen renown []
NPCRepWeight Weight of player - npc reputation (reputation median) []
FactionRepWeight Weight of player - faction reputation (reputation median) []
SuperFactionRepWeight Weight of superfaction reputation (reputation median) []
FactionAngrinessMinimum Faction angriness minimum. []
FactionAngrinessMaximum Faction angriness maximum. []
FactionAngrinessDecayRate Faction angriness decay rate. 1e-6 means decay 1->0 in about 12 days. [1/s]
FactionAngrinessPropagationCoef Faction angriness is propagated through space between factions. []
FactionAngrinessPropagationScale Faction angriness propagation distance scale. []
FactionAngrinessPropagationCutoff Faction angriness propagation distance cutoff. []
FactionAngrinessDelay Time until an angriness change takes effect. [h]
NervousnessMinimum Nervousness minimum. []
NervousnessMaximum Nervousness maximum. []
AngrinessFromNervousnessCoef Angriness gain from nervousness change. []
NervousnessDecayRate Nervousness decay rate. 1e-5 means decay 1->0 in about 1 day. [1/s]
NervousnessPropagationCoef Nervousness is propagated through space between NPCs. []
NervousnessPropagationRadius Nervousness propagation radius. [m]
NervousnessCourageousWeight Courageous characters only get this much of each nervousness change. <0, 1>. []
ReputationPropagationTime propagation time from npc to faction/superfaction (world time) [s]
ReputationPropagationBiasTime random bias to propagation time (world time) [s]
ReputationSpatialPropagationDistance max distance to propagate reputation to nearby factions [m]
ReputationSpatialPrapagation mod amount propagated to nearby factions [m]
GreatReputationIconThreshold reputation threshold above which a faction will be very friendly with the player []
HighReputationIconThreshold reputation threshold above which a faction will be friendly with the player []
NeutralReputationIconThreshold reputation threshold above which a faction will be neutral to the player []
LowReputationIconThreshold reputation threshold above which a faction will be little hostile to the player []
IndulgencePriceFactor Multiply by total reconcile reputation improvement []
IndulgencePriceMin Minimum indulgence price. 0 means no reconciliation necessary [grosh]
IndulgencePriceMax Maximum indulgence price. [grosh]
StolenKeyExpirationTime NPCs change their locks after this amount of time since the keys were stolen [day]
StolenKeyExpiraitionBlockRadius NPCs will not change a lock unless it is further from the player than this [m]
StolenKeyLockChangePeriod NPCs take this long between checking whether they should change locks [day]
MinMorale min deriv stat value [cou]
MaxMorale max deriv stat value [cou]
SoulCourageMoraleWeight Weight of soul courage affecting morale []
ClassCourageMoraleWeight Weight of soul class courage affecting morale []
BadassnessMoraleWeight Weight of badassness affecting morale []
SkirmishPredominanceWeight Weight of skirmish predominance affecting main morale []
SkirmishCheckThreatLevel Threat level for skirmish morale checks []
HealthToBadassnessMinCoef multiplicative coef for health = 0 [-]
OverallArmorDefenseBadassWeight Weight of normalized oad affecting badassness []
OverallWeaponAttackBadassWeight Weight of normalized attack affecting badassness []
OverallStatsBaddassWeight Weight of stats affecting badassness []
StrengthBaddassWeight Weight of relative strength affecting badassness []
AgilityBaddassWeight Weight of relative agility affecting badassness []
RiderBaddassWeight Weight of relative rider skill affecting badassness []
MoraleContextFadingSpeed Speed of Morale context increasing/decreasing to 0 []
MoraleDecisionReliability Reliability of morale checks []
MoraleLinearShiftBase Biasing of morale checks []
MoraleLinearShiftFactor Biasing of morale checks []
MaxCourageMoraleContextFadingMod how much can courage affect morale context fading []
MoraleForCombat how much must an NPC have to not flee from combat []
CombatAutoSyncRiposteWeight KCD_TechDesignDefenseControl []
CombatNoBlockProb0 KCD_TechDesignDefenseControl []
CombatNoBlockProb1 KCD_TechDesignDefenseControl []
CombatNormalBlockProb0 KCD_TechDesignDefenseControl []
CombatNormalBlockProb1 KCD_TechDesignDefenseControl []
CombatPerfectBlockProb0 KCD_TechDesignDefenseControl []
CombatPerfectBlockProb1 KCD_TechDesignDefenseControl []
CombatPerfectBlockPowTo KCD_TechDesignDefenseControl []
CombatPerfectBlockNPCvsNPCCoef KCD_TechDesignDefenseControl []
CombatPerfectBlockZoneDistanceCoef KCD_TechDesignDefenseControl []
CombatPerfectBlockOnRiposteCoef KCD_TechDesignDefenseControl []
CombatSyncPerfectBlockProb0 KCD_TechDesignDefenseControl []
CombatSyncPerfectBlockProb1 KCD_TechDesignDefenseControl []
CombatMasterStrikeProb0 KCD_TechDesignDefenseControl []
CombatMasterStrikeProb1 KCD_TechDesignDefenseControl []
CombatMasterStrikePowTo KCD_TechDesignDefenseControl []
CombatDodgeProb0 KCD_TechDesignDefenseControl []
CombatDodgeProb1 KCD_TechDesignDefenseControl []
CombatDodgeProbCoef KCD_TechDesignDefenseControl []
CombatAutoReactionDelayRangeSpread of the maximal range []
CombatAutoTrickReactionStaWeight KCD_TechDesignDefenseControl []
CombatAutoTrickReactionSkillWeight KCD_TechDesignDefenseControl []
CombatAutoTrickReactionMinDelay KCD_TechDesignDefenseControl [s]
CombatAutoTrickReactionMaxDelay KCD_TechDesignDefenseControl [s]
CombatAutoAggressionDiffScale the bigger number the bigger difference in aggresion for skill differnce [-]
ComboNextStepProbBlocked combo prob dec when opponent blocks [-]
ComboNextStepProbHit combo prob dec when opponent hit [-]
ComboNoActionNeutralProb combo prob for no action [-]
ComboMinProb minimal combo prob when combo count > 0 [-]
ComboMinSteps minimal combo step count [-]
ComboPerComboProb per combo prob increase [-]
ComboStepPerFen per fencing level step increase [-]
ComboStepSyncActionMod modifier of combo steps when attacker is in sync action [-]
ComboHitCancelProb prob to cancel combo when hit opponent [-]
CombatAutoMaxAttackDelay mean delay between attacks for a defensive AI [s]
CombatAutoNPCOpponentAtkDelayCoef shortening attack delay when opponent is npc [%]
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 [s]
CombatAutoTrickNoAttackProb [0-1] no attack prob for the first step [-]
CombatAutoTrickAttackProb [0-1] attack prob for the first step [-]
CombatAutoTrickMaxProb [0-1] max trick prob for the first step [-]
CombatAutoTrickInvalidBlockAttackMaxProb [0-1] max trick prob for a skilled AI if the block is invalid [-]
CombatAutoTrickMinMaxDelay lower bound of the max delay [s]
CombatAutoTrickDelayVariability added to the lower bound [s]
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 [-]
CombatAutoZoneChangeDelayMinMin zone change timeout minimal minimum [s]
CombatAutoZoneChangeDelayMinMax zone change timeout minimal maximum [s]
CombatAutoZoneChangeDelayMaxMin zone change timeout maximal minimum [s]
CombatAutoZoneChangeDelayMaxMax zone change timeout maximal maximum [s]
CombatAutoOppZoneAdaptDelayMinMin reaction delay minimal minimum [s]
CombatAutoOppZoneAdaptDelayMinMax reaction delay minimal maximum [s]
CombatAutoOppZoneAdaptDelayMaxMin reaction delay maximal minimum [s]
CombatAutoOppZoneAdaptDelayMaxMax reaction delay maximal maximum [s]
CombatAutoZoneAdaptMinDefense minimal defense where npc begins some adaptation [-]
CombatAutoZoneAdaptDefenseWeight modifier for global adaptation weight dependent on defense [-]
CombatAutoZoneAdaptMSWeight modifier for MS adaption weight dependent on fencing [-]
CombatAutoClinchReactionDelayMinMin minimal minimum [s]
CombatAutoClinchReactionDelayMinMax minimal maximum [s]
CombatAutoClinchReactionDelayMaxMin maximal minimum [s]
CombatAutoClinchReactionDelayMaxMax maximal maximum [s]
CombatAutoClinchAlternativeMinFencing minimal fencing level for alternative guard [-]
CombatAutoClinchAlternativeMaxProbability prob of transition to alternative guard on max skill level [-]
CombatAutoMasterGuardOffset offset to max distance [m]
CombatAutoLameGuardOffset offset to max distance [m]
CombatAutoGuardHysteresis [m]
CombatAutoForcedPeriodicalAttackStaminaLimit stamina threshold [-]
CombatAutoForcedComboStaminaLimit stamina threshold [-]
CombatAutoMaxAimDuration the longest aim time for the lowest skill [s]
CombatAutoMaxAimDurationRandomAdd max random time added to the aim duration [s]
CombatAutoMoveActivityDecreasePerAttacker my activity decrease per opponents aditinal attackers [ma]
CombatAutoMinHuntAttackDuration minimal time the NPC is hunting/chasing [s]
CombatAutoMaxHuntAttackDuration maximal time the NPC is hunting/chasing [s]
CombatAutoMaxAtkDistOffset offset from max attack distance defined in percentage from attack range [%]
CombatAutoMoveProficiencyHPCoef HP coefficient for movement proficiency [-]
CombatAutoMoveProficiencySkillCoef Skill coefficient for movement proficiency [-]
CombatMoveApproachSprintMinStamina do not allow sprint during the approach [sta]
CombatMovePlayerSecondaryAttackerSpeedMultiplier Speed multiplier for someone attacking player, while player is attacking someone else. [m]
CombatMovePlayerSecondaryAttackerOuterCircleTolerance How far behind the outer circle is the secondary player enemy considered close enough to slow him down globally. [m]
CombatMovePlayerSecondaryAttackerHuntMultiplier Multiplier for average expected speed of getting to sweet spot (for player secondary attacker). If we are slower, hunt attack is triggered. Should be lower than CombatMovePlayerSecondaryAttackerSpeedMultiplier iff we want less frequent hunt attacks. [m]
StealthTimeWarpSpeed Stealth kill timewarp speed. []
TimeWarpPBFadeSpeedForPlayer Speed of PB time warp when player is doing PB. 1 - disabled []
TimeWarpPBFadeSpeedForOpp Speed of PB time warp when player has opened PB slot on riposte. 1 - disabled []
TimeWarpMSFadeSpeedForOpp Timewarp speed during oppponent MS action. []
TimewarpStealthPBSpeedForOpp Timewarp speed during sync PB slot in sync guards. []
TimewarpSyncPBSpeedForOpp Timewarp speed during sync PB slot in sync guards. []
PickpocketingMinChargeTime min charge time needed [s]
PickpocketingMaxSkillChargeTime max charge time with best skill [s]
PickpocketingMaxSkillChargeSpeedRatio charge speed ratio boost with best skill [s]
PickpocketingItemUncoverTimePerWeight time to uncover item per weight unit [s]
PickpocketingXP XP for each successful pickpocketing [-]
PickpocketingStealthXP XP to stealth for each successful pickpocketing [-]
PickpocketingTreasurePriceXP additional XP gain calculated by stolen items total value [xp/value]
PickpocketingStartedAgilityXP XP to agility for starting pickpocketing [xp]
PickpocketingFailXPMod XP modified on fail [-]
PickpocketingNPCSleepingTimeChanceMod Modifies TimeChancePenalty when sleeping [-]
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 []
PickpocketingDistance Max pickpocketing range (not starting interactor range) [m]
PickpocketingMisstargetingTolerance Time tolerange for temporary misstargeting your victim. [ms]
PickpocketingRandomChanceRollMinCap Worst random rolls will alawys be capped to this minimum change 0-1 [%]
PickpocketingRosetteMinSpeed Speed of moving between two rosette tiles at minimal thievery skill (speed is linearly interpolated between min and max by thievery). [s]
PickpocketingRosetteMaxSpeed Speed of moving between two rosette tiles at max thievery skill (speed is linearly interpolated between min and max by thievery). [s]
PickpocketingOneTileUncoveredAtSkill If thievery is higher than this but lower than PickpocketingThreeTilesUncoveredAtSkill, one random tile in rosette will be uncovered from the start. [-]
PickpocketingThreeTilesUncoveredAtSkill If thievery is higher than this but lower than PickpocketingAllTilesUncoveredAtSkill, three random tiles in rosette will be uncovered from the start. [-]
PickpocketingAllTilesUncoveredAtSkill If thievery is higher than this, all tiles in rosette will be uncovered from the start. [-]
PickpocketingLooterPerkExtraMoneyRewardMin Min extra money reward from pickpocketed victim [-]
PickpocketingLooterPerkExtraMoneyRewardMax Max extra money reward from pickpocketed victim (also depends on victim social class) [-]
PerkBalancedDietActivationTime hours until BalancedDiet perk bonuses are activated [h]
ThunderstormBuffRainIntensity rain intensity threshold when Thunderstorm buff bonuses are activated [-]
PerkBloodRushDuration duration of BloodRush perk bonuses after an enemy is killed with melee weapon [s]
PerkUndauntedCavalierCharismaLimit minimal charisma for Undaunted cavalier perk activation [-]
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 [-]
PerkBrutusCombatDmgRBonusFromBehind brutus perk multiplicative base Dmg (CombatDmgRBonusFromBehind) []
StillBuffDuration duration of standing still after which Still buff bonuses are activated (in worldtime seconds) [s]
PerkTauntAttackerMoraleMultiplier multiplier for 'combat_dodge_attacker' morale change when victim has Taunt perk [-]
JailRecoveryDebuffMaxHours hours spent in jail after JailRecovery debuff reaches its maximal values [h]
JailRecoveryDebuffDurationMultiplier duration of JailRecovery debuff is calculated as jail duration * this multiplier [-]
HealthFadingFromLimitValue health percentage to activate health fading buff [-]
AdditionalAttackerCountForMaxFadingBuff for AdditionalAttackerCountFading buff [-]
PerkLastGaspLongTermCooldown how fast can the perk be activated again [s]
PerkLastGaspShortTermDuration how long the buff stays on the player [s]
PerkLastGaspCooldown how fast can the perk be activated again [s]
PerkNoRestForTheWickedCooldown how fast can the perk be activated again [s]
PerkNoRestForTheWickedStaminaLimit If horse stamina falls bellow this level the perk can be activated []
PerkUndercutCooldown how fast can the perk be activated again [s]
HorseExhaustedStaminaLimit If horse stamina falls bellow this level it becomes exhausted []
HorseDropRiderStaminaLimit If the rider's relative stamina drops to this value then it falls from the horse [%of max stamina]
PerkRageDuration how long are buffs active after the perk is triggered [s]
PerkRageHealthThreshold activation health [%]
PerkChainStrikeMaxChain maximal successive strikes [-]
DefaultLocationMonitorHysteresis switch the state after this timeout [s]
StillAndHiddenHysteresis switch the state after this timeout [s]
SteadyAimHysteresis switch on perk Steady aim after this timeout [s]
DuringFaderHysteresis the in-fader state is kept for how longer [s]
SleepwalkerPerkChance probability for the Sleepwalker perk to trigger []
InteriorCrouchHysteresis switch the perk state after this timeout [s]
InteriorDrunkHysteresis switch the perk state after this timeout [s]
ExteriorCrouchHysteresis switch the perk state after this timeout [s]
CrimeDoorSoundMod switch the perk state after this timeout []
PerkLuckyFindTriggerChance Chance that a random item will be found []
BordererSprintBuffChargingDuration Sprint time for which the BordererSprint buff is activated [s]
BordererSprintBuffCooldownDuration How long the BordererSprint buff is active after finishing sprint [s]
RevenantBuffMaxHealthRegeneration Up to what percentage will regenerate health in revenant perk []
CreativeSoulExhaustPerSec Amount of rest added to player each second while in minigame with CreativeSoul perk []
IsCleanBuffMaxDirtiness The maximum dirtiness that we consider the soul to be clean []
CleanlinessIsNextToGodlinessWashHeal Amount of health regenerated after washing []
BlackArtsApprenticeBuffStartTime Time when buff for perk Black arts apprentice start to be activated [h]
BlackArtsApprenticeBuffEndTime Time when buff for perk Black arts apprentice stop to be activated [h]
FinestGoodsMinItemHealth Minimum item health that is considered good in Finest Goods perk buff []
TireEmToTakeEmRequiredTime Required time to activate buff [s]
NeverSurrenderBuffHealthThreshold HP threshold when NeverSurrender buff triggers [%]
BedQualityModificationCap Bed quality modifiers (eg. perk buffs) can only increase the bed quality until this cap. [%]
PerkVeteranChargeCount Number of charges for Veteran z kosova pole perk. []
TheyWillNeverKnowPerkStealthXp XP gained to stealth skill after They will never know perk activaction [xp]
ItsaTrapPerkStealthXp XP gained to stealth skill after It's a trap perk activaction [xp]
CraftsmanshipXPOverride Multiply XP gained for this skill []
ThieveryXPOverride Multiply XP gained for this skill []
SurvivalXPOverride Multiply XP gained for this skill []
AlchemyXPOverride Multiply XP gained for this skill []
HoundmasterXPOverride Multiply XP gained for this skill []
HorseRidingXPOverride Multiply XP gained for this skill []
FullClothDirtyingOnFullSpeed how far do we walk with full speed (1.0 walk speed) to get 100% dirty [m]
FullClothDirtyingOnZeroSpeed how far do we walk with half speed to get 100% dirty (other speeds than FullSpeed and HalfSpeed are linearly interpolated) [m]
ClothDirtyingOnHorseModifier While on horse, dirt added to clothes per meter traveled is multiplied by this. [m]
ClothesBloodSoakOnMaxBleeding After how many seconds will clothing become completely bloody when bleeding with max intensity (the injury has bleeding value 1), speed at lower intensity is linearly interpolated (0 at intensity 0). [s]
TransferedBloodToAttackerMin Minimum amount of blood transferred to attacker from an injury they inflicted in melee combat. [%]
TransferedBloodToAttackerMax Maximum amount of blood transferred to attacker from an injury they inflicted in melee combat. [%]
TransferedBloodToVictimMin Minimum amount of blood transferred to victim from an injury they inflicted in melee combat. [%]
TransferedBloodToVictimMax Maximum amount of blood transferred to victim from an injury they inflicted in melee combat. [%]
TransferedBloodToAttackerWeaponMin Minimum amount of blood transferred to attacker weapon from an injury they inflicted in melee combat. [%]
TransferedBloodToAttackerWeaponMax Maximum amount of blood transferred to attacker weapon from an injury they inflicted in melee combat. [%]
TransferedBloodToAttackerSecondaryWeaponMin Minimum amount of blood transferred to attacker secondary weapon from an injury they inflicted in melee combat. [%]
TransferedBloodToAttackerSecondaryWeaponMax Maximum amount of blood transferred to attacker secondary weapon from an injury they inflicted in melee combat. [%]
ButcheringBloodPerPound For adding blood on player when butchering animal, addedBlood = animalWeight x bloodPerPound x bloodOffset. []
ButcheringBloodOffsetMin AddedBlood when butchering = animalWeight x bloodPerPound x bloodOffset, bloodOffset is random between <ButcheringBloodOffsetMin; 1> . []
FabricCombinedFoleyThreshold Play combined foley if fabric is the second most important surface and covers this surface ratio []
ChainmailCombinedFoleyThreshold Play combined foley if chainmail is the second most important surface and covers this surface ratio []
PlateCombinedFoleyThreshold Play combined foley if plate is the second most important surface and covers this surface ratio []
TrackedAreasNPCRadius While tracking NPCs present in areas only consider those that are this far from the player. [m]
RespawnPeriod a dead soul is respawned after this many days after death [days WorldTime]
RespawnPeriodPublicEnemies see RespawnPeriod, used for souls from factions that are public enemies [days WorldTime]
CorpseDisappearanceTimeUndiscovered time before an NPC corpse is hidden when undiscovered [seconds GameTime]
CorpseDisappearanceTimeDiscovered time before an NPC corpse is hidden when discovered [seconds GameTime]
NPCSpawnMinDistanceFromPlayer distance from player below which a corpse will never disappear or respawned NPC appear [m]
StolenGoodsForcedDiscount price multiplier for when merchant detects that the sold items are stolen [-]
CombatDistanceFromStartPointForForcedUncertain distance from the point where the combat started beyond which Uncertain is forced [m]
HorseWithMinStatsPrice price for a horse with all stats equal to zero [groshen]
HorseWithMaxStatsPrice price for a horse with all stats equal to the maximum possible stat value [groshen]
HorseMinFinalPrice minimum horse price [groshen]
TimeBasedAchievementTRCompliantProlongation after loading a save in which the conditions of a time based achievement are already fulfilled, you must wait this long to unlock the achievement (TRC R4126) [h]
PerfectionistAchievementIncomeLimit income needed to unlock Perfectionist achievement [groshen]
CompanionMerchantFeeCoeficient price multiplier representing a percentage fee for the vendor [-]
CompanionPriceReputationScale reputation multiplier for price when bying/selling a companion [-]
CompanionLegalizationPriceCoeficient price multiplier for legalization of a companion [-]
DogMoraleDefaultMin starting value for morale (with lowest hound master skill) [-]
DogMoraleDefaultMax default dog morale for maximal hound master skill [-]
DogMoraleBuffFeed [mor]
DogMoraleBuffPlay [mor]
DogMoraleBuffPraise [mor]
DogMoraleBuffContextCommand [mor]
DogMoraleBuffPOIDiscovery [mor]
DogMoraleBuffKill [mor]
DogMoraleBuffAnimalKill [mor]
DogMoraleBuffFetch [mor]
DogMoraleBuffDistraction [mor]
DogMoraleBuffSigma [mor]
DogMoraleFromHitDamage morale change for full health damage [mor]
DogMoraleEventBuffCooldown how long it takes to recharge the buff [s]
DogMoraleDecreaseWithoutInteraction [mor/s]
DogMoraleDecreaseWithoutInteractionFasterRelative faster fadeout of buffed morale relative to the base speed [-]
DogMoraleIncreaseSkipTime how fast it grows during skiptime or fast-travel [mor/s]
DogPOISearchRadiusMin minimal search radius (for lowest hound-maser) [m]
DogPOISearchRadiusMax maximal search radius (for highest hound-maser) [m]
DogTargetSearchRadiusMin minimal search radius (for lowest hearing) [m]
DogTargetSearchRadiusMax maximal search radius (for highest hearing) [m]
DogDisobeyTimeout how long the dog will be unavailable after its morale reaches zero [s]
DogDisobeyMoraleThreshold morale must be <= this value to disobey, set to -1 to disable the feature [mor]
DogTargetPriorityBoostEnemy positive number will increase priority [m]
DogTargetPriorityBoostPrey positive number will increase priority [m]
DogTargetPriorityBoostCurrent implements hysteresis (new target has to have higher priority) [m]
DogCommandMoraleThreshold morale must be greater than this value for the dog to obey interactor commands [-]
RiderDogThreatToHorseMoraleRelative relative to RiderThreatToHorseMorale [-]
ClinchBackOffDmgRWeight formula from DLC-8619
ClinchBackOffSkillWeight formula from DLC-8619
DogGuardAlarmRadius Distance from enemy, where dog in Guard mode can start Alarm objective by itself [m]
DogGuardAttackRadius Distance from enemy, where dog in Guard mode can start MeleeCombat objective by itself [m]
DogDistractInitialWaitTime Time after which the dog starts barking after starting the Distract objective [s]
DogDistractBarkTime Time after which the dog spends barking after the initial wait [s]
DogDistractFleeRadius If an enemy comes any closer the dog flees. [m]
DogDistractFleeDistance The distance the dog flees. [m]
DogFoundEventHoundmasterXp Amount of experience the player gets when dog found event during fast travel []
DogXpAntiExploitTimeout After this time the dog XP antiexploit mechanism resets. [s]
InfoTextNotificationCooldown cooldown for UI notification [s]
RPGContextInjuredHealthThreshold Health threshold that soul is considered as injured [-]
RPGContextSkillIntervalVariationRelative Variation of skill intervals when computing current skill [%]
SoulPoolCombatLevelNormalDistributionSigma Standard deviation of combat level normal distribution when spawning npc from soul pool [CombatLevel]
SchedulerHealPerSecond Amount of HP healed every second that scheduler healing effect is active. [HP/s]
SchedulerSoilPerSecond Amount of dirt gained per second through scheduler effect. [dirt/s]
SchedulerDrunkednessPerSecond Amount of drunkedness gained per second through scheduler effect. [drunk%/s]
SimpleDrunkednessFadeSpeed Amount of drunkedness faded per second for SimpleDrunkedness [drunk%/s]
SurvivalSkillXPPerDiscoveredPOI Amount XP to survival gained for discovering POI [xp]
MarksmanshipSkillXPShootingTargetHitPerDistance Amount XP to marksmanship gained for shooting target [xp]
PrimaryStatXPShootingTargetHitPerDistance Amount XP to primary stat gained for shooting target [xp]
SecondaryStatXPShootingTargetHitPerDistance Amount XP to secondary stat gained for shooting target [xp]
XPShootingTargetHitMinDistance Minimum distance in which soul get XP for shooting target [m]
XPShootingTargetHitDistanceMod XP bonus modifier for distance from shooting target [m][/spoiler]
[b][size=5]Installation[/size][/b]
[color=#d4d4d8]unzip to mods directory[/color]
[b][size=5]Usage[/size][/b]
[color=#d4d4d8]Open console, type kcse_rpgparam_ and hit tab, them you can find and edit the rpgparams just like any other vars.[/color]
[color=#d4d4d8]examples:[/color]
[code]kcse_rpgparam_BaseInventoryCapacity = 9999 # set carryweight to 9999
kcse_rpgparam_StrengthToInventoryCapacity = 100 # set 1 point in strength = 100 points of carryweight[/code]
[color=#d4d4d8]
[b]Supports setting them in user.cfg![/b][/color]
[b][size=5]Requirements[/size][/b]
[color=#d4d4d8]KCSE
[size=5][b]Source[/b][/size][/color]
[url=https://github.com/JerryYOJ/libKCD2/tree/master/Projects/ConsoleRpgParam]github[/url]
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