If your mod is loaded last, and if you use mod-specific table files, your changes will take precedence. What you need to do is: - Create a folder in the "Mods" folder like this: "[steamPath]\KingdomComeDeliverance\Mods\[ModName]" - Inside that create a new text file and rename it "mod.manifest", make sure it turns into a "MANIFEST" file type, and then add the following:
<?xml version="1.0" encoding="utf-8"?>
<kcd_mod>
<info>
<name>ModName</name>
<description>ModDescription</description>
<author>ModAuthor</author>
<version>ModVersion</version>
<created_on>ModVersionDate</created_on>
</info>
<supports>
<kcd_version>1.*</kcd_version>
</supports>
</kcd_mod>The <kcd_version>1.*</kcd_version> should be the current version, or as here where * is a wild card and thus stands in for any number. - Then create a "Data" folder within the [ModName] folder. This is where you have your pak file(s). - From here you start modding. For example, you can extract the game's "rpg_param.xml" by opening the "Tables.pak" in the main game's Data folder and go through "...Libs\Tables\rpg" (pak files can be opened with 7-Zip and similar programs). - Place the file like this in a new set of folders within your [ModName] Data folder:"[steamPath]\KingdomComeDeliverance\Mods\[ModName]\Data\Libs\Tables\rpg\rpg_param.xml". - Then, to make it mod-specific, change the name to "rpg_param__modname.xml" (has to have double underscores between the regular table name and modname - "modname" has to match what you have written in the mod.manifest inside <name>ModName</name>, with lower case letters, and that name should contain no spaces (afaik). - Within the renamed file (opened with any text editor), remove all excess rows, only keeping or adding those that you want to change (see example below). - Also you may want to rename the table name to <table name="rpg_param__modname" version="1"> (this last step may or may not be required, but better safe than sorry). - For example, if you want to remove master strikes from combat, for both the player and NPCs:
<?xml version="1.0" encoding="us-ascii"?>
<database name="hammerheart">
<table name="rpg_param__modname" version="1">
<header>
<column name="rpg_param_key" type="character varying" />
<column name="rpg_param_value" type="real" />
</header>
<rows>
<row rpg_param_key="CombatAutoSPBWeight" rpg_param_value="0" />
<row rpg_param_key="MaxSpecialPerfectBlockSlotModifier" rpg_param_value="0" />
</rows>
</table>
</database>
- In this case, if you also want this to apply to Hardcore mode, you have to do the same procedure with "perk_rpg_param_override.xml" (actually you only need to include the player's master strike window "MaxSpecialPerfectBlockSlotModifier" since AI master strike probability "CombatAutoSPBWeight" is unaltered). So make your "perk_rpg_param_override__modname.xml" in the same manner and place it along with your "rpg_param__modname.xml". - When all this is done, go back to your [ModName] Data folder, right click the "Libs" folder and make it into an archive (e.g. zip, rar, or 7z). Then rename the archive to "ModName.pak", make sure it turns into a PAK file. - Now you should have a file structure like this: "[steamPath]\KingdomComeDeliverance\Mods\[ModName]\Data\ModName.pak" "[steamPath]\KingdomComeDeliverance\Mods\[ModName]\mod.manifest" - Now you can make sure that your mod is loaded last, either by changing the mod name to the lowest alphabetically (e.g. by starting your [ModName] folder with zzz_) or placing it at the bottom in your mod.order.txt if you have any). - Done!