Civil Brawling v0.3
This mod overhauls how unarmed fighting is treated in Kingdom Come: Deliverance II, aiming to make casual brawling feel far more natural and believable. In the base game, throwing a single punch instantly triggers the “Assault” crime and causes guards to attack on sight, even in harmless situations. This mod removes that extreme response and replaces it with a more “realistic” system.
Unarmed combat in outdoor areas is no longer considered a criminal act. You can start street fights or settle disputes with your fists without immediately dragging the entire town guard into the situation. Guards will still notice, but they will not jump straight to violence unless you escalate the fight or ignore repeated warnings.
Indoor fistfights such as inside shops, taverns, private homes, or other interior spaces are now handled with minor penalties. Instead of full aggression, guards issue a small fine and may break up the fight or escort you outside. This keeps indoor trouble from feeling consequence free, while still avoiding the unrealistic overreaction present in the vanilla game.
NPC responses are toned down across the board. Civilians still react, shout, or back away, but they no longer sprint to guards as if a murder is taking place. The whole scene plays out more like a real medieval brawl and less like a major crime.
Knocking someone unconscious with your fists results in a moderate fine, but no jail time. This balances immersion and realism with fair gameplay serious injury still matters, but it’s not treated like a lethal assault.
Overall, this mod is designed to keep the game immersive while giving players more freedom to engage in fistfighting without instantly triggering the harshest legal penalties. The goal is a smoother, more believable crime system that matches the tone of the world and encourages organic, role play friendly encounters.
What This Mod Does NOT Do
– Does not change weapon combat or weapon crimes.
Only unarmed (fist) fighting is affected. Using weapons still triggers normal crime behavior.
– Does not make you immune to the law.
Guards will still fine you for indoor fights or knocking someone out and will react if you escalate.
– Does not remove consequences entirely.
Serious injuries, repeated offenses, or ignoring warnings can still lead to guard hostility.
– Does not modify player damage, armor, skills, or combat stats.
This mod touches crime behavior only, not gameplay balance.
– Does not alter quests, scripted fights, or story events.
All main quest and side quest brawls remain unchanged.
– Does not affect stealth, theft, or any other crime categories.
Only fistfighting penalties are adjusted.
– Does not add new animations or brawl mechanics.
It simply adjusts how NPCs and guards react to unarmed fights.
Known Issues
– Guards may still react too strongly in rare, scripted areas.
Some locations have hard-coded crime behavior that overrides modded values.
– Indoor vs. outdoor detection can occasionally misfire.
In borderline spaces (doorways, balconies, open taverns), the game may apply the wrong penalty.
– NPC crowds sometimes overreact or underreact.
Civilian AI isn’t always consistent, and reactions may vary depending on the scene.
– Knockout fines may not trigger if multiple NPCs collapse at once.
The game sometimes struggles to assign responsibility for several simultaneous knockouts.
– Other crime-related mods may conflict.
Any mod editing crimepunishment.xml or guard behavior may cause unexpected results unless load order is adjusted.
– Save and load during a brawl can reset guard behavior.
Loading mid-fight may cause guards to revert to vanilla aggression until the scene resets.
This pairs extremely well with my other mod, No Snitching, since together they make fistfights and unarmed confrontations feel fair, immersive, and consequence based only when law enforcement is actually present.
I originally made this mod for myself because I wanted fistfights to feel more “realistic” and less punishing. I figured I’d share it here in case anyone else was looking for the same thing.


