Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Don't edit the file in your data folder. Make copies in a properly packaged mod. This means if you mess it up it is easy to revert changes (just move or delete the mod).
Thanks for answering him.
Mods/
Personal mod/
personal mod.pak/ for some reason it copy's this folder and put's in in the .pak folder so it's double. i make an archive with winrar and renamed personal mod.txt to .pak
libs/
Tables/
Item/
armor.tbl + armor.xml , with empty armor.tbl
so what am i doing wrong? looked at some other armor mod's and they are writen the same way
i dont get what i am doing wrong, im stuck so maybe someone could help me out.
Thanks in advance
For the
ibs/
Tables/
Item/
armor.tbl + armor.xml , with empty armor.tbl you do not need the modding tools,just edit the files as I suggested in guide.
Here is the path for the text files in the personal mod.pak.
Screenshot- https://postimg.cc/zyTPQ2Dp
KingdomComeDeliverance\mods\Personal mod\Data\personal mod.pak/Libs/Tables/item/armor.xml and armot.tbl
Also if you want your mod to always work, you could add mod.manifest file in the data folder but it is not 100% necessary
Path:KingdomComeDeliverance\mods\Personal mod\mod.manifest
Inside mod.manifest would look like this
<?xml version="1.0" encoding="utf-8"?>
<kcd_mod>
<info>
<name>Personal mod</name>
<description>Personal mod</description>
<author> mod by Dues Vult</author>
<version>1.0.0</version>
<created_on></created_on>
<dependencies>
</dependencies>
</info>
<supports>
<!--
/!\ Do not fill, or the game will eventually *disable* this mod...
-->
</supports>
</kcd_mod>
You can go over to Kingdomcome site and there is a good guide for modding the game with lots of detail with modding tools.
Look here below if it is too much information,get back to me and I will help you with what you want to try to mod/change.If I can.
https://forum.kingdomcomerpg.com/t/wip-pre-rls-un-official-install-guide-v1-modding-tools-1-9-3-postgresql-11/67044
War horse added social_class_id to there game. So it will work something like this.
NPC’s will address Henry based on the clothing he wears and how dirty he is,if he is wearing plate they address him as knight,just part of the game to have different class of people.
Why are the values changing after edits,maybe after patches it just the way it works.I have not looked at this guide in 3 years,so if it still works that is awesome.
Well, editing guide still works
My assumption is there is a formula with additional parameters used in calculation of total visibility / conspicuousness like social_class_id or whatever. That's why after setting 0.1 to both visibility / conspicuousness f.e. warhorse coif game will show these values like 50-60
So according to https://wiki.nexusmods.com/index.php/Modding_guide_for_KCD at the tables.pak modding section, it says you should label them instead of just armor.xml, since your mod is called "personal mod" and youre not allowed to use spaces while naming if you want the mod to be separate instead of modifying the game itself you should label them in your case.... armor_personal_mod.xml
I know in personal experience that if you already have another mod that is using your games armor.xml already, it will NOT let you have anything else also called armor.xml in a separate folder because they would clash and either only 1 of them would work, or neither would work and your game could crash depending on the extent of the modifications made, instead of labeling the file separate which in doing so as i did for you, it makes that new file an actual mod instead of if you left it as armor.xml it will just rewrite your game itself, and thats not what you want. I'm still pretty new to making KCD mods but from my understanding that's most likely your issue. I COULD BE COMPLETELY WRONG, I am a human whos been up for 2 straight days reading about and writing different forms of code T-T