Kingdom Come: Deliverance

Kingdom Come: Deliverance

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gerardfraser Feb 6, 2019 @ 12:31pm
Edit weapon and armor statistics patch 1.9.1
Find ID of what you want to change I picked the best sword: db0725ac-c0e0-41db-b7a6-2887c57df612

This is for game patch 1.8.1/1.9.1
You need 7zip or similar to open .pak files and edit the files but it would be best to put the modded file in your own mod.If doing own mod you can edit files in any text editor for .xml files

1.Copy the files you need to change to a separate folder-since I am showing example of sword this will be for sword but you can also do armor.

The files are located :KingdomComeDeliverance/Data/Tables.pak/Libs/Tables/
The files to change are xml file but you can copy tbl files also but leave them blank in your mod:
armor.xml
equippable_item.xml
melee_weapon.xml
pickable_item.xml
weapon.xml

So you search each .xml file with text editor EG: db0725ac-c0e0-41db-b7a6-2887c57df612

For chrisma edit equippable_item.xml and change row charisma="18" to whatever you want
<row charisma="18" conspicuousness="0" item_id="db0725ac-c0e0-41db-b7a6-2887c57df612" rpg_buff_weight="" social_class_id="0" visibility="0" wealth_level="0" />


For damage edit melee_weapon.xml and change <row attack="6.5" which is 72 damage to 9.5 which would be 104 damage
<row attack="6.5" item_id="db0725ac-c0e0-41db-b7a6-2887c57df612" slash_att_mod="1.1" smash_att_mod="0.15" stab_att_mod="1.1" />

For durability edit weapon.xml and change max_status="71" to 7100 for weapon last for long time
<row agi_req="0" defense="11" holster_material="" holster_model="Objects/characters/humans/cloth/sheath_cin.cgf" is_breakable="False" item_id="db0725ac-c0e0-41db-b7a6-2887c57df612" max_status="71" str_req="12" weapon_class_id="4" weapon_sub_class_id="" />

Anyway you can change whatever you want and I just gave a couple of examples but try it yourself and set you own numbers to what you want.

Dristen compiled the list of Item Names/IDs/Types into a searchable table for easy use
https://gamedb.gg/games/kingdom-come-deliverance/item-ids-item-spawning-guide/
Last edited by gerardfraser; Jul 16, 2019 @ 10:05pm
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Showing 1-15 of 15 comments
gerardfraser Jul 16, 2019 @ 10:04pm 
Giving a bump for anyone interested.
Literally Me Aug 7, 2019 @ 1:52pm 
Is there something I'm missing? I have edited the armor.xml file for the warhorse armor to match their stats with higher tier armor but there is no change in game
Lieste Aug 7, 2019 @ 4:06pm 
You need to not only copy into your mod folder the packaged path and file for your xml change, but also include a zero length .tbl with the same name, to override the loading of the compressed data in the main folder.

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).
gerardfraser Aug 31, 2019 @ 9:40am 
Originally posted by Lieste:
You need to not only copy into your mod folder the packaged path and file for your xml change, but also include a zero length .tbl with the same name, to override the loading of the compressed data in the main folder.

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.
Yeeet_Warrior Nov 9, 2019 @ 6:22am 
im realy new to modding, and im trying to make a mod for day's.... so far it didnt work at all. even have the official mod tool's etc. i want to change some armor valua's but i dont get how you write the actual path for a mod. i made it like this

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
Last edited by Yeeet_Warrior; Nov 9, 2019 @ 6:26am
gerardfraser Nov 10, 2019 @ 3:52pm 
@Dues Vult

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
Last edited by gerardfraser; Nov 10, 2019 @ 3:53pm
Maka Aug 16, 2020 @ 2:05pm 
hello i have a question, how is that that number the 6.5 is 72 damage and 9.5 is 104 damage? how the maths work? thanks
Lieste Aug 16, 2020 @ 5:03pm 
6.5 = 65, with bonuses from strength, skill and perks.
Do someone have a "Finished" Mod for me. Which changes all clothes Charisma to 20?
vmred Jun 21, 2022 @ 4:43am 
what is social_class_id needed for?
vmred Jun 21, 2022 @ 4:49am 
any idea why after editing clothes / armor items, f.e. Warhorse coif to set both visibility and conspicuousness to 0.1 in game this item displays visibility / conspicuousness as 55 / 55 or approx values?
gerardfraser Jun 29, 2022 @ 7:54am 
Originally posted by vmred:
any idea why after editing clothes / armor items, f.e. Warhorse coif to set both visibility and conspicuousness to 0.1 in game this item displays visibility / conspicuousness as 55 / 55 or approx values?
I done up this little guide a few years ago and game has been updated many times but I assume most of the edits will still work.

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.
vmred Jun 29, 2022 @ 11:58am 
Originally posted by gerardfraser:
Originally posted by vmred:
any idea why after editing clothes / armor items, f.e. Warhorse coif to set both visibility and conspicuousness to 0.1 in game this item displays visibility / conspicuousness as 55 / 55 or approx values?
I done up this little guide a few years ago and game has been updated many times but I assume most of the edits will still work.

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
gerardfraser Aug 2, 2022 @ 2:58pm 
To be honest I do not know.I have never installed the actual mod tools,mayber there is a better answer with the tools.
SadboiYami Oct 25, 2023 @ 1:23pm 
Originally posted by Yeeet_Warrior:
im realy new to modding, and im trying to make a mod for day's.... so far it didnt work at all. even have the official mod tool's etc. i want to change some armor valua's but i dont get how you write the actual path for a mod. i made it like this

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


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
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Date Posted: Feb 6, 2019 @ 12:31pm
Posts: 15