KCD2 Multiplayer

KCD2 Multiplayer

Kingdom Come Deliverance 2 Multiplayer Mod

[u][b][size=6]KCD2 Multiplayer[/size][/b][/u]
Play Kingdom Come: Deliverance II with 1–3 friends. Each of you plays your own full story — your own quests, your own choices, your own save — while seeing and interacting with each other in the world in real time. Think of it less like a shared open world and more like being in the same tavern at the same time: you're both really there, doing your own thing, and free to cross paths whenever you want.
This is a beta. It's genuinely fun and stable for the core experience, but a few things are still rough — see "What this doesn't do yet" below before you install, so nothing catches you by surprise.

[size=5][url=https://github.com/DeepFriedDepp/kcd2-multiplayer_Reworked]Github Link[/url][/size]
[size=5][url=https://discord.com/invite/UwAc4BmEv]Discord Community
[/url][/size]
[heading]What you need[/heading]
[list]
[]Kingdom Come: Deliverance II, plus the free [b]"KCD2 Modding Tools"[/b] entry on Steam (a separate download next to the main game — the installer will check for this and walk you through it if you don't have it).[/]
[]A friend or two with the same setup. One of you hosts, the others join — no dedicated server needed, and no public server means your session stays private between whoever you invite.[/]
[]That's genuinely it. The installer handles the rest.[/]
[/list][heading]What this mod does[/heading]
[b]See and hear each other, live.[/b] Once connected, you'll see your friend's character moving around in your world — walking, running, riding, fighting — and talk over built-in proximity voice chat, so you actually sound like you're standing next to each other.
[b]Your gear shows up on you.[/b] Change your armor, your outfit, your weapon — sword, axe, mace, shield, crossbow, whatever you're actually carrying — and it updates on your friend's screen automatically within a few seconds. No fixed "player skin," just you.
[b]Real combat, shared.[/b] Land a hit on an NPC, and everyone in the session sees it land — the damage, the reaction, the death, all shared. Fighting alongside a friend actually matters.
[b]Play dice together, properly.[/b] Sit down at a real dice table together in the world and play against each other — Farkle-style push-your-luck dice, with an actual in-game interface (no alt-tabbing to a separate window), a proper hotkey-based invite at the table, and a UI styled to fit the game rather than looking like a debug overlay.
[b]Your friend doesn't vanish when you're busy.[/b] Open your inventory or the pause menu, and the world doesn't stop for everyone else — your friend keeps walking, talking, and fighting on their own screen the whole time you're in a menu. If someone's in a menu, you'll see a small tag next to their name so you know why they've gone quiet, instead of it looking broken.
[b]Optional: NPCs can notice a fight.[/b] New and experimental this release, off by default, one console command to turn on per person: if your friend starts a fight (or you do, near them), a nearby NPC can now actually notice and get involved — briefly treating your friend as a real threat instead of ignoring them completely. It's currently one-directional (the NPC can hurt your friend; they can't hit back yet), and a long fight can occasionally leave their character stuck oddly on the ground until things settle. We're continuing to work on this — it's here because it's genuinely new and interesting, not because it's finished.
[heading]What this doesn't do (yet)[/heading]
Being upfront about this matters more to us than sounding impressive, so:
[list]
[][b]No shared quests, dialogue, or reputation.[/b] You're each playing your own separate story. NPCs treat you as the only person in the world unless the aggro option above is switched on.[/]
[][b]NPCs generally don't know your friend exists[/b], by design — this keeps quests, world state, and everyone's individual playthrough completely untouched by anyone else's session.[/]
[][b]You can't move your own character while your own inventory or pause menu is open.[/b] We looked into this properly — it's a real limitation of the game itself, not something we half-fixed.[/]
[][b]No emotes, and no real duels (yet).[/b] Both are planned, neither is in this build.[/]
[][b]Combat NPCs won't fight back against a friend's character[/b] even with the new aggro option on — see above.[/]
[][b]This is a beta.[/b] The core experience (presence, voice, gear sync, combat sync, dice) is solid and well-tested. The newer aggro feature is early and rougher. If something breaks, we want to hear about it.[/]
[/list][heading]Reporting bugs / getting help[/heading]
Two places: the GitHub repo's Issues page, or our Discord — both linked on the mod page. Tell us what you were doing when it happened; that's the most useful thing you can give us.
[heading]Credit[/heading]
This started as a fork of [url=https://github.com/marczukmichal/kcd2-multiplayer]marczukmichal's original KCD2 multiplayer mod[/url], continued and expanded with the original author's permission. Full credit to that project for the early groundwork this was built on.