I found some exploits too. It seems like under some circumstances the AI dies easily despite being able to feint and parry very well. Frustrating.
agentDrivenProperties.AiParryDecisionChangeValue = 0;
agentDrivenProperties.AiMovemetDelayFactor = 0;
agentDrivenProperties.AiCheckMovementIntervalFactor = 0;
agentDrivenProperties.AiAttackingShieldDefenseTimer = 0;
agentDrivenProperties.AiAttackingShieldDefenseChance = 0;
agentDrivenProperties.AIRealizeBlockingFromIncorrectSideAbility = 0;
agentDrivenProperties.AIDecideOnRealizeEnemyBlockingAttackAbility = 100;
agentDrivenProperties.AIParryOnAttackingContinueAbility = 100;
agentDrivenProperties.AiDecideOnAttackingContinue = 100;
agentDrivenProperties.AiDecideOnAttackContinueAction = 100;
agentDrivenProperties.AiDecideOnAttackWhenReceiveHitTiming = 0;
agentDrivenProperties.AiAttackCalculationMaxTimeFactor = 0;
agentDrivenProperties.AiKick = 0;
agentDrivenProperties.AIParryOnAttackAbility = 100;
agentDrivenProperties.AIDecideOnAttackChance = 100;
agentDrivenProperties.AiAttackOnParryTiming = 0;
agentDrivenProperties.AIAttackOnParryChance = 0;
agentDrivenProperties.AiDefendWithShieldDecisionChanceValue = 0;
agentDrivenProperties.AiTryChamberAttackOnDecide = 0;
agentDrivenProperties.AiMoveEnemySideTimeValue = 0;
agentDrivenProperties.AiStandGroundTimerValue = 0;
agentDrivenProperties.AIEstimateStunDurationPrecision = 0;
agentDrivenProperties.AISetNoDefendTimerAfterParryingAbility = 0;
agentDrivenProperties.AISetNoDefendTimerAfterHittingAbility = 0;
agentDrivenProperties.AISetNoAttackTimerAfterBeingParriedAbility = 0;
agentDrivenProperties.AISetNoAttackTimerAfterBeingHitAbility = 0;
agentDrivenProperties.AiRandomizedDefendDirectionChance = 0;
agentDrivenProperties.AiSpeciesIndex = 0;
agentDrivenProperties.AiUseShieldAgainstEnemyMissileProbability = 0;
agentDrivenProperties.AiRaiseShieldDelayTimeBase = 0;
agentDrivenProperties.AIAttackOnDecideChance =0.9f;
agentDrivenProperties.AiRangerHorizontalErrorMultiplier = 0;
agentDrivenProperties.AiRangerVerticalErrorMultiplier = 0;
agentDrivenProperties.AiRangerLeadErrorMax = 0;
agentDrivenProperties.AiRangerLeadErrorMin = 0;
agentDrivenProperties.AiChargeHorsebackTargetDistFactor = 0;
agentDrivenProperties.AiHearingDistanceFactor = 0;
agentDrivenProperties.AiStandGroundTimerMoveAlongValue = 0;
agentDrivenProperties.AiMinimumDistanceToContinueFactor = 0;
agentDrivenProperties.AIParryOnDecideAbility = 100;
agentDrivenProperties.AIBlockOnDecideAbility = 0;
agentDrivenProperties.AiWaitBeforeShootFactor = 0;
//agentDrivenProperties.ArmorTorso = 0;
//agentDrivenProperties.ArmorHead = 0;
//agentDrivenProperties.WeaponsEncumbrance = 0;
//agentDrivenProperties.ArmorEncumbrance = 0;
//agentDrivenProperties.WeaponRotationalAccuracyPenaltyInRadians = 0;
//agentDrivenProperties.WeaponUnsteadyEndTime = 0;
//agentDrivenProperties.WeaponUnsteadyBeginTime = 0;
//agentDrivenProperties.ArmorLegs = 0;
//agentDrivenProperties.WeaponMaxUnsteadyAccuracyPenalty = 0;
//agentDrivenProperties.WeaponStationaryAccuracyMultiplier = 0;
//agentDrivenProperties.WeaponInaccuracy = 0;
//agentDrivenProperties.ReloadSpeed = 0;
//agentDrivenProperties.ThrustKnockBackChanceBonus = 0;
//agentDrivenProperties.HandlingMultiplier = 0;
//agentDrivenProperties.ThrustOrRangedReadySpeedMultiplier = 0;
//agentDrivenProperties.SwingSpeedMultiplier = 1;
//agentDrivenProperties.WeaponMaxMovementAccuracyPenalty = 0;
agentDrivenProperties.AIHoldingReadyMaxDuration = 0;
//agentDrivenProperties.ArmorArms = 0;
//agentDrivenProperties.LongestRangedWeaponInaccuracy = 0;
agentDrivenProperties.AiShootFreq = 0;
agentDrivenProperties.AiFlyingMissileCheckRadius = 0;
agentDrivenProperties.AiFacingMissileWatch = 0;
agentDrivenProperties.AiRangedHorsebackMissileRange = 0;
//agentDrivenProperties.MountDifficulty = 0;
//agentDrivenProperties.MountChargeDamage = 0;
//agentDrivenProperties.MountSpeed = 0;
//agentDrivenProperties.LongestRangedWeaponSlotIndex = 0;
//agentDrivenProperties.MountManeuver = 0;
//agentDrivenProperties.AttributeHorseArchery = 0;
//agentDrivenProperties.CombatMaxSpeedMultiplier = 100;
//agentDrivenProperties.MaxSpeedMultiplier = 0;
//agentDrivenProperties.TopSpeedReachDuration = 0; // crashses at 0
//agentDrivenProperties.ShieldBashStunDurationMultiplier = 0;
//agentDrivenProperties.AttributeShieldMissileCollisionBodySizeAdder = 0;
//agentDrivenProperties.AttributeShield = 0;
//agentDrivenProperties.AttributeRiding = 0;
//agentDrivenProperties.AttributeCourage = 0;
agentDrivenProperties.AIHoldingReadyVariationPercentage = 0;
You can adjust the FOV for 1st person, I agree the FOV is a bit too much but youtube made it look worse than actual in game.