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How do I modify unarmed dmg?


thisguyisgonnalose

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I've been trying to modify/change my unarmed attacks so that they do more damage, but I'm running into a stump. I go to tables.pak but the contents of it is COMPLETELY unreadable. What am I supposed to do? I think there was some sort of table modding help on nexus somewhere else, but it was too hard for me to understand, as I don't make mods.

 

Edit: Forgot to say, but I'm in a hurry, and tired, so forgive me if this has already been covered.

Edited by thisguyisgonnalose
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This post became a little long but I've tried to lay this out simply, don't think I've quite managed that but this isn't all that complicated so don't switch off just yet. (Bet someone wrote a much better and simpler tutorial than this, :tongue:)

 

So what your missing is that the table.pak is just a zip folder full of the files that you actually want to edit.

What you need to do is download WinRAR, https://www.win-rar.com/download.html?&L=0. This application allows you to get INTO the zipped folder, Tables.pak, basically.

 

  • When you have installed WinRAR, open the Tables.pak IN WinRAR. Now you should see a folder called "Libs", click into that then click into the folder "Tables". Now you have access to the game files! (note that not every gamefile is inside Table.pak but for the edits you need to make this mod, most if not everything you need will be inside this pak file)

 

  • NEXT YOU NEED TO FIND THE FILES THAT YOU NEED TO EDIT, THEN TAKE A COPY OF THOSE FILES AND SAVE THEM SOMEWHERE AS A BACKUP, THEN MAKE A SECOND COPY SOMEWHERE ON YOUR PC AND YOU CAN NOW EDIT THAT SECOND GROUP OF FILES.

This is because the Tables.pak that you opened is the core, legit game files. If you mess up those files inside Tables.pak then you would need to reinstall the entire game again to get the default, core, legit files again (or find those particular unedited xml values / files from someone on the internet but, yeah, just make a backup :D ).

 

So when you know what files you want to edit, you have made a legit backup of those files then made a copy of those files for yourself to edit then you can start editing!

 

  • After you have made your edits then you need to make a mod folder for the game to use these files over the core files from the legit Tables.pak.

This bit is easy, so you need to make a "Mods" folder inside your root KCD directory if you don't already have one. (Drop the "Mods" folder inside the root KCD folder, the folder that has things in it like "Data", "bin" and the "user.cfg").

 

Next, add a folder for your mod inside the Mods folder, name it whatever you want your mod to be called.

Next, you need to organize the inside of your mod folder in the same way as how you found the xml files inside the Tables.pak starting with a folder called "Data".

 

  • So for example, me trying to make sure everything up to now is clear,

Lets say you edited an xml file from Tables.pak, lets pick "rpg_param.xml".

So, "rpg_param.xml" is found in the core paks -

Kingdom Come Deliverance \ Data \ Tables.pak \ Libs \ Tables \ rpg \ rpg_param.xml

So, in WinRAR, you COPY that file from the pak in the core game files (NEVER MOVE THE FILE FROM THE CORE PAKS, MAKE SURE YOU MAKE A COPY AND KEEP THE UNEDITED VERSION INSIDE THE CORE PAKS OR YOUR CORE, UNMODDED GAME WILL NOT WORK), back it up and make a second copy for you to edit (just save these somewhere on your pc, "My modding docs" on desktop or something, keep your files together for your own sanity and keep your backups separate so you don't overwrite them by accident. If all goes well you won't ever need to look at or touch those backup files)

 

So you've got your "rpg_param.xml" backed up and a second version saved and ready to edit in notepad or notepad++, you make your edits then you can save this.

 

  • NOW, back to that "Mods" folder in the root kcd folder -> "whatever you called your mod" folder (This folder can be treated as the root KCD folder as far as the game cares, structure from here is similar to how the core kcd folders are structured)

Now you need to structure this folder in the same way as you found the "rpg_param.xml" in the core Tables.pak.

 

So, "rpg_param.xml" was found in:

Kingdom Come Deliverance \ Data \ Tables.pak \ Libs \ Tables \ rpg \ rpg_param.xml

 

Now you wan't your mod folder to look the same:

Kingdom Come Deliverance \ Mods \ "whatever you called your mod" \ Data \ "whatever you called you mod.pak" (I'll explain how to make your .pak below and how to add everything to the right of this into this .pak but at this stage you can just create a new "WinRAR ZIP archive" with the same name as your mods folder and add .pak at the end as a marker, note this is not a .pak, you just named the zipped folder "whatever you called your mod.pak" it is actually still just a zipped folder) \ Libs \ Tables \ rpg \ "rpg_param.xml"

 

Notice the way that the folder for you mod is treated like the core KCD folder in terms of how the game finds your files. (Root KCD or Actual folder for the Mod \ Data \ .pak file \ Libs \ Tables \ rpg \ the modded files)

 

  • Now to create your .pak file for your mod.

So you have a WinRAR ZIP archive named "whatever you called your mod.pak". Inside this folder you have \ Libs \ Tables \ rpg \ Your modded "rpg_param.xml".

Now open WinRAR again and go to: Kingdom Come Deliverance \ Mods \ "whatever you called your mod" \ Data.

You should now be in the folder with your "whatever you called your mod.pak.zip". Now just rename this folder and remove the .zip at the end to turn into a .pak file.

Now, inside WinRAR, you can click into that "whatever you called your mod.pak" and see your folders : Libs \ Tables \ rpg \ Your edited "rpg_param.xml"

 

  • And, DONE!

If everything was done correctly and the structure of the files are correct the mod should automatically be enabled ingame.

 

  • BIG NOTE: Some xml files have another file called a .tbl file with the same name. This .tbl file is basically a copy of the xml file with the same name and it has stored all the values from the xml file within the .tbl.

THE .tbl IS WRITTEN FROM THE .xml FILE WHEN THE GAME LOADS AND THE .tbl WILL HAVE PRECEDENCE OVER THE .xml FILE.

In other words, when you start the game the rpg_param.xml, for example, will write all its values into the rpg_param.tbl in the same folder, then if you close the game, open that rpg_params.xml, make as many changes as you want but the changes will not work when you open the game the second time because the game already has a rpg_params.tbl file written from the old version of the .xml before you made those changes and the game will just use this .tbl over loading the values from the new .xml again.

 

So what you do is make a BRAND NEW AND COMPLETELY EMPTY .txt doc with the SAME NAME as the file you have changed, in this case the rpg_param.xml.

Now you have a rpg_params.xml and an empty rpg_parmas.txt file. Next open WinRAR and go to the .txt doc and rename it, remove the .txt and replace it with .tbl. Now you have a completely fresh .tbl file ready to take your updated rpg_params values from the new, edited .xml. Dump both of these files inside your mods folder right next to each other, so like above ^^ :

Kingdom Come Deliverance \ Mods \ "whatever you called your mod" \ Data \ "whatever you called you mod.pak" \ Libs \ Tables \ rpg \ "rpg_param.xml" + "rpg_params.tbl"

 

Not all .xml files have a corresponding .tbl BUT IF THERE IS ONE than you will NEED to create a .tbl to go inside your mod folder next to your edited .xml file. When your looking through the core paks for the files you want to edit also look for .tbl files with the same name (they will be inside the same folder, order it by name and you should see rpg_params.xml with rpg_params.tbl right next to it).

The .tbl file inside the core paks YOU WILL NOT NEED TO COPY along with the .xml your taking for an edit, infact DO NOT COPY IT because it will already have the .xml values from the core, default .xml file.

Just create a BRAND NEW AND EMPTY .txt file, name it with the same name as the .xml your editing, open WinRAR and locate the .txt you made, rename this .tbl instead of .txt and dump this COMPLETELY EMPTY .tbl next to your edited .xml file inside your mods folder.

In WinRAR you will be able to see if the .tbl is empty by looking at the "size" column, they should both say 0 because they are indeed empty files. Or right click the file outside of WinRAR and click "properties", "size" should say 0.

 

 

 

 

This was very long winded but that should be everything you need to know, in terms of the actual unarmed damage mod you wan't to make and what files you need to edit, I'm not entirely sure what files you want but rpg_params does have some values you will want to look at.

 

 

Couple of tips;

  • There is a couple of pages modders have made on nexus mods with a list of the rpg_params values and descriptions for you to figure out what does what and there are other lines you can add that do not appear in the default, core, rpg_params.xml file, you can find a list of all the lines possible for rpg_params on thy google.
  • Notepad++ (notepad on steroids, download it now) is very good for xml edits. You have a handy search function that has a few very handy uses. "Find in files" is brilliant, say you find a perk ID in an xml file and you wan't to find out if that perk is used in any other files anywhere. Instead of opening every single .xml file and trawling through for weeks you can search (ctrl+F), click find in files, put in the perk id, for example, "007a744c-5dc8-4ed4-b8bd-791d219f880d", then choose what folders you want notepad++ to search (its better to copy everything inside a particular .pak to a folder on your pc just while your doing a "find in files" because notepad++ cannot search inside the .pak files then tell np++ to look at that folder you've made) and it will search every document inside those folders for your query, in this case it will return every instance of "007a744c-5dc8-4ed4-b8bd-791d219f880d" and tell you how many times, where in the file and in what files it found "007a744c-5dc8-4ed4-b8bd-791d219f880d". You can also use the "find and replace" function that is straight forward and saves huge time if used right, careful you don't tell it to butcher your xml file though. Also you can view multiple files side by side for comparisons, again pretty handy.
Edited by CPTCHEDDAH
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  • 1 month later...

 

This post became a little long but I've tried to lay this out simply, don't think I've quite managed that but this isn't all that complicated so don't switch off just yet. (Bet someone wrote a much better and simpler tutorial than this, :tongue:)

 

So what your missing is that the table.pak is just a zip folder full of the files that you actually want to edit.

What you need to do is download WinRAR, https://www.win-rar.com/download.html?&L=0. This application allows you to get INTO the zipped folder, Tables.pak, basically.

 

  • When you have installed WinRAR, open the Tables.pak IN WinRAR. Now you should see a folder called "Libs", click into that then click into the folder "Tables". Now you have access to the game files! (note that not every gamefile is inside Table.pak but for the edits you need to make this mod, most if not everything you need will be inside this pak file)

 

  • NEXT YOU NEED TO FIND THE FILES THAT YOU NEED TO EDIT, THEN TAKE A COPY OF THOSE FILES AND SAVE THEM SOMEWHERE AS A BACKUP, THEN MAKE A SECOND COPY SOMEWHERE ON YOUR PC AND YOU CAN NOW EDIT THAT SECOND GROUP OF FILES.

This is because the Tables.pak that you opened is the core, legit game files. If you mess up those files inside Tables.pak then you would need to reinstall the entire game again to get the default, core, legit files again (or find those particular unedited xml values / files from someone on the internet but, yeah, just make a backup :D ).

 

So when you know what files you want to edit, you have made a legit backup of those files then made a copy of those files for yourself to edit then you can start editing!

 

  • After you have made your edits then you need to make a mod folder for the game to use these files over the core files from the legit Tables.pak.

This bit is easy, so you need to make a "Mods" folder inside your root KCD directory if you don't already have one. (Drop the "Mods" folder inside the root KCD folder, the folder that has things in it like "Data", "bin" and the "user.cfg").

 

Next, add a folder for your mod inside the Mods folder, name it whatever you want your mod to be called.

Next, you need to organize the inside of your mod folder in the same way as how you found the xml files inside the Tables.pak starting with a folder called "Data".

 

  • So for example, me trying to make sure everything up to now is clear,

Lets say you edited an xml file from Tables.pak, lets pick "rpg_param.xml".

So, "rpg_param.xml" is found in the core paks -

Kingdom Come Deliverance \ Data \ Tables.pak \ Libs \ Tables \ rpg \ rpg_param.xml

So, in WinRAR, you COPY that file from the pak in the core game files (NEVER MOVE THE FILE FROM THE CORE PAKS, MAKE SURE YOU MAKE A COPY AND KEEP THE UNEDITED VERSION INSIDE THE CORE PAKS OR YOUR CORE, UNMODDED GAME WILL NOT WORK), back it up and make a second copy for you to edit (just save these somewhere on your pc, "My modding docs" on desktop or something, keep your files together for your own sanity and keep your backups separate so you don't overwrite them by accident. If all goes well you won't ever need to look at or touch those backup files)

 

So you've got your "rpg_param.xml" backed up and a second version saved and ready to edit in notepad or notepad++, you make your edits then you can save this.

 

  • NOW, back to that "Mods" folder in the root kcd folder -> "whatever you called your mod" folder (This folder can be treated as the root KCD folder as far as the game cares, structure from here is similar to how the core kcd folders are structured)

Now you need to structure this folder in the same way as you found the "rpg_param.xml" in the core Tables.pak.

 

So, "rpg_param.xml" was found in:

Kingdom Come Deliverance \ Data \ Tables.pak \ Libs \ Tables \ rpg \ rpg_param.xml

 

Now you wan't your mod folder to look the same:

Kingdom Come Deliverance \ Mods \ "whatever you called your mod" \ Data \ "whatever you called you mod.pak" (I'll explain how to make your .pak below and how to add everything to the right of this into this .pak but at this stage you can just create a new "WinRAR ZIP archive" with the same name as your mods folder and add .pak at the end as a marker, note this is not a .pak, you just named the zipped folder "whatever you called your mod.pak" it is actually still just a zipped folder) \ Libs \ Tables \ rpg \ "rpg_param.xml"

 

Notice the way that the folder for you mod is treated like the core KCD folder in terms of how the game finds your files. (Root KCD or Actual folder for the Mod \ Data \ .pak file \ Libs \ Tables \ rpg \ the modded files)

 

  • Now to create your .pak file for your mod.

So you have a WinRAR ZIP archive named "whatever you called your mod.pak". Inside this folder you have \ Libs \ Tables \ rpg \ Your modded "rpg_param.xml".

Now open WinRAR again and go to: Kingdom Come Deliverance \ Mods \ "whatever you called your mod" \ Data.

You should now be in the folder with your "whatever you called your mod.pak.zip". Now just rename this folder and remove the .zip at the end to turn into a .pak file.

Now, inside WinRAR, you can click into that "whatever you called your mod.pak" and see your folders : Libs \ Tables \ rpg \ Your edited "rpg_param.xml"

 

  • And, DONE!

If everything was done correctly and the structure of the files are correct the mod should automatically be enabled ingame.

 

  • BIG NOTE: Some xml files have another file called a .tbl file with the same name. This .tbl file is basically a copy of the xml file with the same name and it has stored all the values from the xml file within the .tbl.

THE .tbl IS WRITTEN FROM THE .xml FILE WHEN THE GAME LOADS AND THE .tbl WILL HAVE PRECEDENCE OVER THE .xml FILE.

In other words, when you start the game the rpg_param.xml, for example, will write all its values into the rpg_param.tbl in the same folder, then if you close the game, open that rpg_params.xml, make as many changes as you want but the changes will not work when you open the game the second time because the game already has a rpg_params.tbl file written from the old version of the .xml before you made those changes and the game will just use this .tbl over loading the values from the new .xml again.

 

So what you do is make a BRAND NEW AND COMPLETELY EMPTY .txt doc with the SAME NAME as the file you have changed, in this case the rpg_param.xml.

Now you have a rpg_params.xml and an empty rpg_parmas.txt file. Next open WinRAR and go to the .txt doc and rename it, remove the .txt and replace it with .tbl. Now you have a completely fresh .tbl file ready to take your updated rpg_params values from the new, edited .xml. Dump both of these files inside your mods folder right next to each other, so like above ^^ :

Kingdom Come Deliverance \ Mods \ "whatever you called your mod" \ Data \ "whatever you called you mod.pak" \ Libs \ Tables \ rpg \ "rpg_param.xml" + "rpg_params.tbl"

 

Not all .xml files have a corresponding .tbl BUT IF THERE IS ONE than you will NEED to create a .tbl to go inside your mod folder next to your edited .xml file. When your looking through the core paks for the files you want to edit also look for .tbl files with the same name (they will be inside the same folder, order it by name and you should see rpg_params.xml with rpg_params.tbl right next to it).

The .tbl file inside the core paks YOU WILL NOT NEED TO COPY along with the .xml your taking for an edit, infact DO NOT COPY IT because it will already have the .xml values from the core, default .xml file.

Just create a BRAND NEW AND EMPTY .txt file, name it with the same name as the .xml your editing, open WinRAR and locate the .txt you made, rename this .tbl instead of .txt and dump this COMPLETELY EMPTY .tbl next to your edited .xml file inside your mods folder.

In WinRAR you will be able to see if the .tbl is empty by looking at the "size" column, they should both say 0 because they are indeed empty files. Or right click the file outside of WinRAR and click "properties", "size" should say 0.

 

 

 

 

This was very long winded but that should be everything you need to know, in terms of the actual unarmed damage mod you wan't to make and what files you need to edit, I'm not entirely sure what files you want but rpg_params does have some values you will want to look at.

 

 

Couple of tips;

  • There is a couple of pages modders have made on nexus mods with a list of the rpg_params values and descriptions for you to figure out what does what and there are other lines you can add that do not appear in the default, core, rpg_params.xml file, you can find a list of all the lines possible for rpg_params on thy google.
  • Notepad++ (notepad on steroids, download it now) is very good for xml edits. You have a handy search function that has a few very handy uses. "Find in files" is brilliant, say you find a perk ID in an xml file and you wan't to find out if that perk is used in any other files anywhere. Instead of opening every single .xml file and trawling through for weeks you can search (ctrl+F), click find in files, put in the perk id, for example, "007a744c-5dc8-4ed4-b8bd-791d219f880d", then choose what folders you want notepad++ to search (its better to copy everything inside a particular .pak to a folder on your pc just while your doing a "find in files" because notepad++ cannot search inside the .pak files then tell np++ to look at that folder you've made) and it will search every document inside those folders for your query, in this case it will return every instance of "007a744c-5dc8-4ed4-b8bd-791d219f880d" and tell you how many times, where in the file and in what files it found "007a744c-5dc8-4ed4-b8bd-791d219f880d". You can also use the "find and replace" function that is straight forward and saves huge time if used right, careful you don't tell it to butcher your xml file though. Also you can view multiple files side by side for comparisons, again pretty handy.

 

So how do I even open tables.pak with winrar? You aren't explaining that.

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