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Lieste

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Everything posted by Lieste

  1. You can in vanilla, you can see this easily by shooting a 'poisoned' arrow. On checking his inventory, you will find that he has a 'poisoned arrow' which the AI doesn't usually have. You can also see the same with normal arrows, but it is harder to identify inventory clutter and the 'newly owned' ones.
  2. You have mod(s) which trample on the final versions of game files needed for the dlc items to show and function correctly.
  3. You can do any quests which are still open, including the Woman's Lot dlc. Some may have closed and can be reopened now that those unavailable during 'Siege' are free again, and others failed and are closed. Talmberk adjacent quests are most affected by story events and can be gone for good. Even if you follow Hans he will change his mind and return to Rataje if you have Amorous Adventures installed but not complete anyway. Once you have done that quest line though, you can meet Hans to close out the main story... but the game world can still be returned to and you can pootle around and do stuff/explore quest on as you want.
  4. He was implying there was a difference in encounter chance. There is not, but there are differences in encounter circumstances which make riding preferrable > You can watch ahead on the road and stop short of, or bypass an ambush instead of blindly 'walking into it'. When you do reach an ambush site, you arrive mounted and with all the models loaded. With fast travel some users report missing models, unloaded textures and other defects which cause problems for low and middling machines under some circumstances.
  5. For rpg params, there are a variety of changes, additions and deletions. You should consider what the impact of a change might be and keep/remove the changes of each file accordingly. For items, it is nearly always that the additional lines control added items from patches and dlc, and it is the absence of these which causes the bulk of "my game doesn't work" errors. (E.g. chicken feed added to 'pickables' with 1.9/A Woman's Lot, doesn't exist in your modded 'pickables' from a mod built on even something as recent as 1.8, and there will be even more missing items if the build was 1.4 and hasn't been properly updated). I copy and past the rows from two files into excel with text-columns as appropriate to give decent 'first pass' outcome. (skip the header), and tidy up the columns if needed - then sort by item_id (or the equivalent which links the file *If a re-order is necessary, for example for a 'sorted' pickables list, then I will first add an index column to resort the list if I want to do so) - I copy both tables into adjacent sections of the same table and then set a conditional formatting on the item_id columns to flag mismatch between the two lists. I insert rows into the 'short' column where there is a missing entry, and reapply the conditional format the the column. At the end I will have two broken tables of data, with gaps where there are differences. I can also compare the other columns using the same concept of conditional formatting, so I can tell at a glance where I need to consider how I merge the tables, and then complete whichever table is the most convenient to work with. At this point I might edit the xml, adding a few rows to it, or use a concatenation within excel to recast the rows into single cells, and then copy the entire edited list into the xml in place of the original rows. I do whichever I think will be easiest. This isn't an ideal way of working, but it is fairly robust and avoids glazing over when looking for differences in some of the huge tables.
  6. Yes, but don't put it in the data folder, make the mod folder and install the package into that. You must use a zero length file, renamed as a .tbl file with the same name as your edited .xml (s) otherwise the original, unmodified .tbl will be loaded in preference. (Technically there are alternatives to forcing the .xml to be read from the mod, but I would strongly recommend doing it this way, at least until you can generate a .tbl for the mod folder which contains the compiled .xml data with it's edits. You need to watch out for spellings of file names, and the formatting and structure of your xml as you edit it, misplaced/mispelled files won't load instead of the existing file and strange things can happen (or nothing), malformed files will usually fail to load and/or crash the game.
  7. It doesn't matter what values you put in the xml, if you leave the tbl file loading. Copy the xml into the mod structure (instead of editing the core copy). Edit the xml. Create an empty text file in the mod package with the same name, change the extension of this empty file to .tbl It will load the empty .tbl instead of the main unmodified .tbl, then because this is 'null' it will load the modified .xml (if it cannot find this it will load the original xml).
  8. Coefficient. A constant associated with whatever the parameter is describing. No idea, but I'd love to see them as consumables or replaced by 'consumable' candles in a lantern - (lanterns are used by some npcs, and should be used instead of pitch torches in most cases, as well as oil lamps, which do exist inside some buildings.)
  9. If you have the *main* .tbl file then you have the *main* .xml file loaded in a compressed form. You need to overwrite the main .tbl, using an edit to the mod .xml and a mod zero size .tbl file with the same name. Even just creating an .xml on it's own will not by default be used without having this .tbl file as it will load the main.tbl by preference
  10. Did you ensure that you had a 0 length .tbl file with the same name? Shields live in 'melee_weapons', 'weapons' and related files rather than in 'armor'. Stats for one item are shared by unique item id across multiple files, to 'completely' modify an item you need to examine and if necessary revise data in each of these. Defence stat is in 'weapons' for example, and offence stats in 'melee_weapons'. Cost and weight in 'pickable_items'. Armor has multiple defence stats, as well as durability in 'armor', and has links to 'pickable_items', 'clothing' and others. It is possible to change these. I had a working mod (until a versioning error broke it, my fault) which modified prices, armour protection and weapons, as well as some aspects of combat (notably stamina as protection removed - but weapons toned down vs armour considerably). I am currently waiting for the end of significant additions to item lists with the dlc before revisiting the mod, as it was a considerable investment in time and effort to complete the changes, and complex to identify the changes in the base game and insert the differences when almost the whole file had changes so a direct compare was ... useful but still required manual review of the entire document.
  11. There is no difference between fast travel and riding the roads. Well except you get 'ambushed' at close range in fast travel, but can spot signs of danger and ambush the ambushers in normal play. Some places are busier than others, and some have 'only battles/ambushes' while others have pilgrims/riddlers/duellists.
  12. I just use 7-zip to directly access the .pak as a zipped folder, dragging replacement/additional files into the GUI pane as needed, and editing the file in-situ. This .pak is my custom one in e.g. %KCD%/Mods/MyModName/MyModPak.pak It only contains files I have modified from the base game, and a blank .tbl file alongside to prevent preferential loading of the base game's .tbl
  13. All tables are in two forms: .xml, and a compiled .tbl form of the same data. By default .tbl are preferred over .xml files, so either compile the modifed data into a .tbl (I think there are notes on the format here or on the kcd wiki), or use a zero length file to replace the .tbl file. It is better to build a mod with the .xml and .tbl you want to change than to edit the one in the base game, easier to revert if you make errors which prevent loading, amongst other issues. Do this in the mod folder for easier compatibility.
  14. I assume that the mod names don't have the trailing _# Just use the mod names in the order you want them to load. If the mod is "mod_UltimateRealismOverhaul_ALL-IN-ONE", it won't be found if the game is searching for one named "mod_UltimateRealismOverhaul_ALL-IN-ONE_1".
  15. Not really. Sparks happen when steel edges are chewed up - even with blunted feders there is some edge damage and associated sparking. The amount is slightly exaggerated, but the phenomena is real and frequent. It is also useful to distinguish a 'hit' or 'block' from an injury, where a different particle is shown. Compare to the overblown particles or multicoloured weapon trails used in most other even vaguely similar titles and the current presentation is a model of restraint.
  16. Add the item id and qty & probability to the stash which relates to the shop.
  17. Look here: https://www.nexusmods.com/kingdomcomedeliverance/mods/531 to see what was done. No idea off hand, but this seems to have been solved already.
  18. I mostly meant within 'today's file'. (And a behaviour change within code). Nearly all of the items share a common mid-gray color value, but there are a variety of others, from paler grays to various blue, green, brown and red shades. If you see 'correct' behaviour on the gray item, but incorrect on a recoloured item with a variant base color, then adjusting the color value in armor.xml might be a good approach for an experimental 'tweak' to your recoloured item with minimal effort (though it will increase incompatibilities).
  19. It may be a revision to how color, color_hue and color_saturation are handled, even if the values remain the same. Are all of the affected items different to the 'common' value (a mid-grey) color. Do they have significant offsets to their color_hue value, or very high/low color_saturation compared to the ones where you get the desired result? There might also be location specific shifts resulting from the zone adjustments. All in armor.xml It might be worth re-checking one of the 'good' and one of the 'bad' just to ensure that it isn't the cause.
  20. Is it related to the colour values stored in armor.xml (and possibly other equipped item or pickable item entries?)
  21. I'd note that carrying multiple swords isn't terribly hard. I routinely carry four merely bound together at quillons and pushed through a loop to suspend at waist and this is no more inconvenient and barely more bulky than a single sword worn in the same place (though obviously these bound items are not usable without preparation).
  22. Actually it appears the "DefaultWorldTimeRatio" only applies to fast travel/sleep, you want the parameter which is passed in 'calendar.setworldtimeratio'. Not sure which this is at the moment. Revert DWTR to 15 for now.
  23. It is a UI issue. Because the armour occupies both boot and leg slots, it gets counted for both into the 'total' armour on the legs in the UI. The actual armour on the location is only the single value. This does have some effect as the weighting of average and point armour is by default 50/50, I prefer a different ratio for my WIP mod, with a 10/90 bias. Not *hugely* important, as legs are not frequently targeted in melee (head and torso are much closer and attacking legs is easily voided with a more effective and immediate counter to the attacker's head... And while striking my legs you can't defend your head... but if you strike my head, you can use types of attack which provide effective cover even while striking home).
  24. It is already in vanilla. The next attack in a learned device is highlighted on the attack wheel in white(ish). Look out for it, and you'll be able to follow the device combinations.
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