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khowder

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  1. In the documentation here https://www.nexusmods.com/kingdomcomedeliverance/mods/106 try cheat_add_item id:wounding amount:25 health:100
  2. The WH devs are actually really good about modding, they just released the modding tools not too long ago which allows modders to modify pretty much anything in the game... I believe there are some people that are even working on creating new content in the form of new levels, adding crossbows, etc.. I'm not sure why your unlimited saves isn't working, I use the no schnapps version and I can save from the ESC menu whenever without schnapps. You can also use the cheat to save, cheat_save I think. The bow reticle mod should still work, but it has different directions on how to install it than a normal mod.. I used this one: https://www.nexusmods.com/kingdomcomedeliverance/mods/13 (I didn't use it for long, didn't really like it, because usually you have to take into account the distance of your target and get the arch down. I ended up just learning how to use bows without the dot) As for the game itself, it is kind of a pain at the beginning when your characters skills are still really low - I can see how some would call it unplayable. But if you stick through it and level your skills a bit, it gets much better. In all honesty, at the beginning I felt like this game wasn't great, I wasn't very good at the combat and figured I would just try to avoid combat and what not. Instead, I trained with Bernard until I got the hang of combos and I hunted in the woods until I got decent with a bow. These things made the game for me much more enjoyable, I ended up getting pretty good with a sword or mace and decent with a bow, up to the point now where I'm adding mods to make the game much harder and actually challenging. If you learn to read with your character and start looking for skill books, it makes leveling things a bit better. You can also train skills from skill trainers for a free skill at 0,5,10,15
  3. Sorry, didn't realize you edited your message. I don't know that much about the cheat mod, I just used it to find some item id's and to get by an awful bug in the main quest line (if you ever see a bowl in a cave that you can pick up, for the love of god just leave it there and walk away). You may have to ask the mod creator about the specifics that you are looking for
  4. Try deleting that mod_order.txt file completely. mod_order.txt is an optional file that is used to tell the game in which order to load the mods, or disable mods by not including them in the mod_order.txt Also, to be on the safe side - I have seen that some people are having issues with their mods because when they extract the mod they use "Extract Files" or "Extract All" instead of "Extract Here" (from right-click drop down menu on the compressed mod file) Only use "Extract Here" as the other options might be creating an additional first folder for everything to go in, which will cause mods to not load at all.
  5. You dont have to do anything with the manifest file yourself. Can you upload a screenshot of where it says 'mods not installed' ? Also, you are using steam right? Have you tried uninstalling Vortex? Have you checked to make sure your game is the correct version? when you hit esc it should say at the bottom version: 1.9.4-404-502
  6. Ok, I can try to help as much as I can, but I havnt used Vortex. I know all three of those mods are fine to use in the current version of the game because I have used them recently. To manually install mods: Create a folder named Mods in your KingdomComeDeliverance\ ex: C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Mods Then just move the extracted folder from the mod into that Mods folder (or save the compressed mod to the Mods folder and extract it there) For example, the unlimited save will be in this structure: C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Mods\UnlimitedSavingNS and in this folder should be the contents of the mod (a Data folder and a mod.manifest) That is all there is to it. Is that what you have been doing when manually installing the mods?
  7. I installed KCD about a month ago and I have several mods that are working fine. The first thing I found when I started looking for mods was that most of them are out of date. You can kinda tell if a mod will be out of date if it was realease before December-2019ish (not all of them though). If the mod does not have a mod.manifest file in its folder, then it is most likely out of date. What are you specifically looking for? A lot of the mods can be updated by manually adding a mod.manifest I don't use Vortex though, so I know nothing about that, just manual installs
  8. I did it! I edited all the affected armors that I could find and made it into a mod. I ran my game and tested it and everything looks beautiful and matching again! I am going to work on a few details but I plan to release it to the nexus soon. You have been such a huge help, thank you again. I will mention you in the mod info if that is alright with you. Yes , it is alright with me. I'll have to check out your mod today sometime. I wonder why they never fixed this lol. Let us hope it is because they are too busy working on a KCD 2!
  9. It turns out creating a mod from the tools is really easy. They made the tools so that when you pack things to your mod, it looks for what you changed and creats files for your mod automatically. So after you change all the armor, go to Tools > WH Tools > Modding Click the button 'Create new mod' and fill in your mod info in the 'selected mod' dropdown, make sure your mod is selected Then just click 'Pack other files' and it creates your mod ----------- If you want to create an npc to preview armor on: Tools > WH Tools > Exhibition of bodies in the 'Name' search an NPC name. I use kickstarter_henry because there are only 2 Click on 'create bodies' In the 'Start position' it tells you the coordinates where it spawned the new bodies In the main editor window there is 'Goto position' at the bottom, use that and enter the coordinates for the created bodies and click 'Go To' You'll need to move the camera around and find the npcs that it created. You can select the npc by clicking the little figure around his head Then go to View > Open View Pane > WH NPC Editor - Down at the bottom left of this opened window select 'Armor Test' In the Armor Test window, you can see what all this npc is currently wearing. You can select the item slot like body_plate, then select an item for him to wear in the next column --------- You will need the WH Clothing Elements Editor to actually change the specular values Views > Open View Pane > WH Clothing Elements Editor Now you find the item that you want to change (items starting with pa_ are plate armor) and click it. on the right look for 'Open material editor and select material' underneath make sure 'Auto select in material editor' is checked and then click 'Open material editor and select material' This should bring you directly to the material in the editor. Select the middle box texture and you can edit the Specular Color ----- It's a little strange, because in the NPC Editor, the name of the item that you put on the dude isn't necessarily the name of the material for that item in the Clothing Elements editor. For example pa_kyrys_003 in the NPC editor - the material for this item in the Clothing Elements Editor is pa_kyrys_004, and it's not in that order - you could find an item with 005 and the material for it is in 009 or something. This makes what you are wanting to do a little bit of a pain if you want to be able to preview it on the NPC in the editor good luck, I look forward to seeing what you make of it
  10. I think I found your issue while poking around in the modding tools. The specular color is set to a weird yellowish hue on almost all of the body armors and when I change it to the same color as the diffuse color, it looks a lot better. I'm not entirely sure how to pak a mod from the modding tools yet though before: https://drive.google.com/file/d/10DxmOxnEnsPAW3Hk8GVg2sktjCPWqveU/view?usp=sharing after: https://drive.google.com/file/d/1RBH8iZum1JOEf6QszPWer9scNZWlFlIz/view?usp=sharing
  11. " I made it to step number 5 and I am stuck. I cannot edit the metal portions of the armor on the diffuse level due to nothing being there to edit. I looked up the specular and found it but I am unsure how to proceed. Yeah, I noticed for the diffuse they cut out all the metal bits on the image and those areas are totally black where the metal should be but show up in those spaces for the specular version. How do I edit the black area on diffuse? I add color to those spots on the diffuse pretending the metal bits are there?" Yes, you would just add color to those spots in the diffuse texture using the specular for reference on where they should be (the diffuse, specular, and normal maps are mapped together, so the locations of items in them are the same). If you are just changing the overall color, you can just add the color to everywhere where there is black and it wont actually hurt anything.
  12. If you had access to those files you could make the game use them. If you could find a download/installation of the game pre 1.3, then you should probably be able to just copy the files to your mod. However, I have no idea how to get those files.. Sorry
  13. Hi, I made this guide for this sort of thing https://forums.nexusmods.com/index.php?/topic/8278023-how-to-modify-armorclothing-textures/ hope it helps
  14. It took me a few days how to modify armor and clothing textures and I am sure there are easier ways, but this worked for me and I thought I would share for anyone who might need help. I tried using the new mod tools, but I havn't figured out how to actually modify anything with them yet. Anyways, here is my guide on how to modify armor and clothing textures: 1. Tools: Notepad++ https://notepad-plus-plus.org/ *Notepad++ seems to be best for viewing .xml files, but I think any basic text editor will work NVIDIA Texture Tools for Adobe Photoshop https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop (For other image editing programs, you will just need to find a plugin that can save a file as .dds) SC Texture Converter https://wiki.nexusmods.com/index.php/Textures_and_Images 2. Find the item ID for the item that you want to modify: https://forum.kingdomcomerpg.com/t/item-id-and-in-game-names/48105 The second post in this forum thread has an item_ids.txt that you can download and search the file for keywords from the item that you are looking for. However, this file does not seem to contain all items (see next method). If the item you are looking for is not in it, you can download the "cheat" modhttps://www.nexusmods.com/kingdomcomedeliverance/mods/106 You can install the "cheat" mod by spraguep and use the in game console command (` key). Use the command cheat_find_items token:[item keyword here] This will give you a list of all found items containing that keyword and their item ids. 3. Find the .dds texture files for the item: 3a. Navigate to your KCD data folder (something like C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Data) Find and copy Tables.pak to another folder (on your desktop or somewhere else). Then extract Tables.pak using a compression tool like winrar, winzip, etc. 3b. This will extract the Tables.pak so you can browse and open the files it contains. Navigate in this new folder to Tables\Libs\Tables\item\armor.xml and open it with Notepad++ 3c. Run a search (Search > Find...) for the item ID. This should bring you to the item's entry in this file. In the same row, you should see something like clothing_id="4c3b85bb-8b17-b78d-4f03-d11a1d1a3f94" This is the clothing ID (minus the quotes) 3d. Navigate to Tables\Libs\Tables\item\clothing.xml and run a search for the clothing ID that you just found. What you are looking for in this row is something like material="s1_p2_l3_v012_tx001" This would tell you the name of the .mtl file that you will be looking for next 3e. Now you will need to repeat step 3a, but instead of Tables.pak, you will need one of the Cloth paks. Cloth-part0.pak Cloth-part1.pak and Cloth-part2.pak The material file and the .dds files will be in one of these paks. You can preview what's in the paks using winrar or a similar program, or you can copy all 3 and extract them (takes a bit of time) 3f. Within the cloth paks, find the .mtl file with the same name that you found for the material in step 3d. Something like s1_p2_l3_v012_tx001.mtl Open this file with Notepad++ and it will give you the information for the names of the texture files for the item that you are wanting to modify. You will likely only want to modify the diffuse texture as it's the one that gives color to the items. Note: this gives the file name for a .tif, but it is the same file name as the .dds files that you need Diffuse - This is the general texture of an item that makes it look the way it does Bumpmap - This controls bumps and indents for details such as engraving etc Specular - This should control the glossiness/shinyness of an item Environment - I don't know what this one is for Decal - Blood and what not on the item that can be washed off Custom - Dings and scratches [1] Custom - More dings and scratches 4. Convert .dds files to a single .tif file Copy all of the diffuse .dds files into the SC Texture Converter folder that you extracted it to and run sctexconv_1.3.exe to create a single editable .tif file of the items diffuse texture. There will likely be several .dds files - .dds, .dds.1, .dds.2, .dds.3 etc. for the example above, there were 8 files for the diffuse texture (s1_p2_l3_v012_tx001_diff.dds, s1_p2_l3_v012_tx001_diff.dds.1, s1_p2_l3_v012_tx001_diff.dds.2, s1_p2_l3_v012_tx001_diff.dds.3, s1_p2_l3_v012_tx001_diff.dds.4, s1_p2_l3_v012_tx001_diff.dds.5, s1_p2_l3_v012_tx001_diff.dds.6, s1_p2_l3_v012_tx001_diff.dds.7) More information on this process here: https://wiki.nexusmods.com/index.php/Textures_and_Images The example file was for the item "Cuirass" so all that actually shows up in the diffuse file is the belt for the cuirass. I think this is because metal is handled more through specular than actual texture. However, if you want to change the color of metal, you can still add colors/designs to the area where the armor should be in the diffuse texture. You may have to use the specular or normal map textures as reference to where the armor should be in the diffuse texture. 5. Make your edits to the texture using photoshop, gimp, etc. and save the new file as .dds with the exact name of the original .dds ex: s1_p2_l3_v012_tx001_diff.dds 6. Pack into a mod 6a. Create a folder for your mod (ex: colormod). Inside this folder, create a new text file and create a new folder named Data 6b. inside the text file: <?xml version="1.0" encoding="utf-8"?> <kcd_mod> <info> <name>[YOUR MOD NAME]</name> <description>[YOUR MOD DESCRIPTION]</description> <author>[YOU]</author> <version>1.0</version> <created_on>2019-12-29</created_on> </info> </kcd_mod> Save the text file as mod.manifest 6c. Inside your Data folder, create the same structure for the file that you are replacing and put your modified .dds file in it. ex: colormod\Data\Objects\characters\humans\cloth\s1_p2_l3_v012_tx001_diff.dds 6d. Navigate back to your Data folder and compress the new folder that you have added (Objects) Note: Do not use WinRAR to compress the folder, for some reason it doesn't work. The way I have been doing it is to right click > Send to > Compressed (zip) folder 6e. Rename this compressed file to [YOUR MOD NAME].pak ex: colormod.pak Note: I think this has to match what you put in the manifest between <name></name>. ex: colormod.pak to match <name>colormod</name> I havn't tested whether these have to be the same, I thought I read somewhere in a forum post that they have to match, so that's what I have been doing. 6f. Move your mod folder to your KingdomComeDeliverance\Mods folder and you should be good to go. You can also add the armor.xml file in your mod within its structure if you want to change those color, saturation, and hue values. If you do this, you will need to add a Libs\Tables\item folder structure in your mods Data folder. You will want to delete all the lines between <rows> and </rows> and add just your row line. Save this file as armor__[YOUR MOD NAME].xml 2 underscored so that it modifies the table instead of replacing it, and make sure {YOUR MOD NAME} matches what you have in the manifest. When packing your mod, compress both folders in the Data folder.
  15. Claim ID: 168000 Name: khowder Mods: adding new clothing/armor items. Possibly other things
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