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Found a clever way to use mods for 1.2.5 that yet to be updated to work on 1.3.1


DelBoyJamie

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this may not work on all mods, as some I'm sure will need actual changed but so far the 12+ mods I've tested are all working perfectly fine this is how I did it, and as soon as they officially get updated this may be the only way some of us can continue our game as some mods may of been needed, anyway it helps and you can see loads and I've been playing last 2-3 hours all fine

 

This may be the "norm" If It is I didn't now and just trying stuff out worked fine for me as I could't continue playing without some mods so I'm happy this works and if it helps others 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\ModGoesHere
like 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 with the game and our saves without maybe having broken save with no updated mod, until its officially updated, all working good for me
Kingdom_Come_2018-03-09_23-59-09.png
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Yep I started this last night as well with a few mods to test such as Perkaholic and skip intro. I did get an infinite loading bug after a cutscene but that's not necessarily related, will try the mission again today without mods and see if I can pass it (it's where you speak to the priest in the pub in the evening).

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"f 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\ModGoesHere"

 

is this a steam line?

I don't use steam so need to know if I hafta make a folder called mods?; or just make the change and put in the data folder?

I don't have a mod/use a mod folder in my GOG version.

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I don't have a mod/use a mod folder in my GOG version.

 

Steam users didn't either until they made one (or downloaded the first mod which used the new format and had the Mods folder in the rar!)

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Be very careful "forcing" incompatible mods to work, I just discovered that zzz_no_npc_complaints.pak causes all of my saved games to no longer load, fortunately by trial and error I narrowed it down to that single mod and removed it and now they load ok :)

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Removing the zzz doesn't seem necessary anymore, are you sure it is? Also, how do you use the mod merger with this method?

 

Removing zzz isn't necessary no and mod merger isn't compatible right now.

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Removing the zzz doesn't seem necessary anymore, are you sure it is? Also, how do you use the mod merger with this method?

 

Removing zzz isn't necessary no and mod merger isn't compatible right now.

 

 

Thank you Placebo. There is a workaround for the modmerger posted on that tools page. I used DelBoyJamie's post and EGarlik's and all the mods worked fine.

 

 

A temporary yet tedious workaround for now.

Im explaining it assuming that anyone reading into this, already has knowledge of the new "Mod" file structure.

 

1. Copy each .pak file from the "installed" mod folders in /KingdomComeDeliverance/Mods

2. Paste them all into /KingdomComeDeliverance/Data

3. Run Mod Merger to get your merge.pak

 

4. Make this file structure - /KingdomComeDeliverance/Mods/ZZZZ_Merge/Data

5. Put your merge.pak in /KingdomComeDeliverance/Mods/ZZZZ_Merge/Data.

6. Open Notepad and paste in the following.

 

<?xml version="1.0" encoding="utf-8"?>

<kcd_mod>

<info>

<name>ZZZZ_Merge</name>

<description>Mod Merger Patch</description>

<author>ACtualBP</author>

</info>

<supports>

<kcd_version>1.3.1</kcd_version>

</supports>

</kcd_mod>

 

7. Save notepad as "mod.manifest" in /KingdomComeDeliverance/Mods/ZZZZ_Merge

8. Erase the other .pak files you just moved into/KingdomComeDeliverance/Data

9. You are good to go

 

I can confirm that it works.

Naming it "ZZZZ.Merge" assures that it will load last.

 

**EDIT** I got it to work perfectly. Just have to be careful. Some mods will totally ruin your day, even if they are updated. All about trial and error.

Edited by Adoniis
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I haven't tried that ModManager workaround but logically it should work. The mod.manifest isn't compulsory right now so not really worth bothering with, in fact it can cause more problems than not if it doesn't allow the correct version, this issue happened when 1.3.1 followed 1.3 very quickly and mods had to be updated to add .1 to the mod manifest which was a bit ridiculous!

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