DelBoyJamie Posted March 9, 2018 Share Posted March 9, 2018 i have several mods and was using the mod organiser but thats not going to get a update for a while as the creator has gone away on a break..... I have 12 mods can anyone give some advice on which i shouldn't use now with this new update and if any are likely to break the game, also most importantly do we move all these mod files into there own "mods" folder now in root directory out from the "data" folder? what im using zzz_durability10zzz_EasyToSeeHerbszzz_EasyReputationChange_SuperSimpleVersionzzz_cheatzzz_ColoredArrowFeathersRealismzzz_NonExclusivePerkszzz_No_Helmet_Visionzzz_kcd_UnlimitedSavingNSzzz_kcd_WashDeluxezzz_kcd_Light500ExtendedWeightzzz_dubh_BetterTrainers_NoRequirementszzz_dubh_EasyLockpicking any advice would be great guys quite new to all this Link to comment Share on other sites More sharing options...
DelBoyJamie Posted March 10, 2018 Author Share Posted March 10, 2018 update ive found a clever way after some testing a way to use a lot of your mods in latest version 1.3.1 mods that where for 1.2.5 by renaming and changing file structure and it woks great if you just rename the mod from example "zzz_kcd_Light500ExtendedWeight.pak" too "Light500ExtendedWeight.pak" always removing the "zzz_xxx_" and moving the mod to mods\NameOfMod\data\ModGoesHerelike this Kingdom Come Deliverance\mods\extendedweight\data\Light500ExtendedWeight.pak, the mod loads and works perfectly fine, i have tried and tested this with 12 mods so far and all load and run fine, this is a good way we can continue on withthe game and our saves without maybe having broken save with no updated mod, until its officially updated, all working good for me Link to comment Share on other sites More sharing options...
PlaceboPRS Posted March 10, 2018 Share Posted March 10, 2018 update ive found a clever way after some testing a way to use a lot of your mods in latest version 1.3.1 mods that where for 1.2.5 by renaming and changing file structure and it woks great if you just rename the mod from example "zzz_kcd_Light500ExtendedWeight.pak" too "Light500ExtendedWeight.pak" always removing the "zzz_xxx_" and moving the mod to mods\NameOfMod\data\ModGoesHerelike this Kingdom Come Deliverance\mods\extendedweight\data\Light500ExtendedWeight.pak, the mod loads and works perfectly fine, i have tried and tested this with 12 mods so far and all load and run fine, this is a good way we can continue on withthe game and our saves without maybe having broken save with no updated mod, until its officially updated, all working good for me No offence intended but your reply doesn't answer what he asked, he wants help in making his list of mods compatible with each other (right now I don't believe there is a concrete way to resolve mod conflicts in 1.3.1). Also it makes no difference if you remove the zzz_ or not the mods still work in the KingdomComeDeliverance\Mods\Modname\Data folder the zzz is just the name (zzz was added previously so that the mods load last after main game files so the mods will be used). Link to comment Share on other sites More sharing options...
ytzeeyamm Posted March 10, 2018 Share Posted March 10, 2018 update ive found a clever way after some testing a way to use a lot of your mods in latest version 1.3.1 mods that where for 1.2.5 by renaming and changing file structure and it woks great if you just rename the mod from example "zzz_kcd_Light500ExtendedWeight.pak" too "Light500ExtendedWeight.pak" always removing the "zzz_xxx_" and moving the mod to mods\NameOfMod\data\ModGoesHerelike this Kingdom Come Deliverance\mods\extendedweight\data\Light500ExtendedWeight.pak, the mod loads and works perfectly fine, i have tried and tested this with 12 mods so far and all load and run fine, this is a good way we can continue on withthe game and our saves without maybe having broken save with no updated mod, until its officially updated, all working good for me No offence intended but your reply doesn't answer what he asked, he wants help in making his list of mods compatible with each other (right now I don't believe there is a concrete way to resolve mod conflicts in 1.3.1). Also it makes no difference if you remove the zzz_ or not the mods still work in the KingdomComeDeliverance\Mods\Modname\Data folder the zzz is just the name (zzz was added previously so that the mods load last after main game files so the mods will be used). It's the same guy :) I have some issues after the patch, but will try this. Hope it works.. Link to comment Share on other sites More sharing options...
PlaceboPRS Posted March 11, 2018 Share Posted March 11, 2018 It's the same guy :smile: I have some issues after the patch, but will try this. Hope it works.. LOL well that was dumb of me wasn't it! Sorry @Delboyjamie! Link to comment Share on other sites More sharing options...
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