Load CFG After Level
🟠 Updated over a year agoPreview

🔍 Analysis
- 👍 1.6% endorsement rate — high engagement, a strong quality signal
- 🏆 #14 of 89 Utilities mods in this game by downloads
📋 About This Mod
Execute any cfg file after loading your save. You did notice some of your cvars weren't sticking... right? Executes user.cfg by default.
Load CFG After Level
"That's literally all it does"
TL;DR: EXECUTES YOUR USER. CFG ON LOADING COMPLETE!
NO EXTRA CONFIGURATION NECESSARY
Download "slightly later" version if you're using wh_ui_ShowStats or some of your cvars are still not being applied. Other wh_ui cvars appear to work on the main version per my testing.
CAN YOU DO THIS FOR MOD CFGS?
Yes. Simply add exec mods/modfoldername/mod.cfg to afterload.cfg for each mod you want loaded and it will run them too. Some mods are adopting this script method to execute their own cfgs automatically (such as Enhanced Global Illumination) so make sure it's even necessary.
KCDII has an annoying habit of resetting certain cvars every time a level loads, undoing your carefully configured settings and beautiful global illumination. Typically, user.cfg or autoexec.cfg are loaded before you even get to the main menu. This mod fixes that by automatically applying your user.cfg file after the level has loaded, ensuring your tweaks stick without having to manually execute your config.
Allows execution of commands, not just cvars.
Does not interfere with engine CVarOverrides like battle.cfg or performanceDemandingArea.cfg. These will still apply over your cfg after loading. This is intended. If some of your cvars are initially correct, but at certain times suddenly different from what you've set, this is what's happening. If you want these overrides to stop changing your LODs, you will need an additional mod to patch CVar Overrides (this is what that cutscene fps unlocker mod is). I do not recommend circumventing overrides entirely or disabling them-- they're there for a reason. If you don't know what any of this means, you're fine. This is just verbose information for modders with an extreme customization.
Default CVarOverrides affect these CVars:
e_LodFaceAreaTargetSize
e_LodFaceAreaTargetSizeVegetationMult
e_MergedMeshesInstanceDist
e_MergedMeshesLodRatio
e_MergedMeshesViewDistRatio
e_ShadowsCastViewDistRatioLights
e_SkipInFrustumOptimizationWH
e_ViewDistRatio
e_ViewDistRatioVegetation
r_ShadowPoolBudgetPerFrameWH
wh_ca_ClothBudgetMaxFramesToSkip
wh_ca_GeometricMeanOverride
wh_e_HLodClusterSwitchingDistanceMin
wh_e_HLodVegetationSwitchingDistances
wh_rpg_MaxPriorityDistance
wh_rpg_MinPriorityDistance
If you discover a context where the game permanently changes one of your CVars, please let me know. I will extend this mod to fix it, or find some other solution.
Subtweet section, aka "How does this mod compare to the mod that copy&pasted and reuploaded it":
📊 Mod Details
- Game
- Kingdom Come 2 Mods
- Author
- nimbuI
- Version
- 1.0.1
- Downloads
- 5,847
- Endorsements
- 92
- Category
- Utilities
- Created
- 2/24/2025
- Updated
- 2/24/2025
🔧 How to Install KCD2 Mods
Use Vortex or manual.
📖 Full step-by-step install guide for KCD2 →
Visit the official mod page for specific installation instructions for this mod.
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