Mods in KCD

assuming WH works out the details with Crytek etc, i really hope they’re considering making mods available to console. and, if so, hope WH is engaging Sony asap (given Bethesda - Fallout 4 experience).

Wow…I’m glad I held off buying this game. If they don’t release the tools to mod the game I’m not interested in it. Not only because I prefer moddable games, but because they specifically said this game would be moddable. For them to now say they havent thought about it doesn’t make sense. People were planning major mods around their promises.

Yeah, that is the fear we share here, about modding without “full” tools, the example is CdProjekt and Witcher 3 ModKit, compared to RedKit 2 (full editor) ModKit is very limited, the thing is, Witcher 2 is “small” semi sandbox compared with full world map in Witcher 3, I really hope they release RedKit 3 (sometime), I love Witcher 3 world.

About modding in Deliverance, I am very curious about:

  • CryEngine based game modding, (and that is not common outside of Crytek)

  • Crytek decision on modding, or at least to “open” Crytek SDK for “non profitable” or community purposes.

  • This game, KCD, and their scripting as @Mercuito said, is written on C++ / Lua like language syntax, so some documentation is needed but is not too complicated, in fact Lua is very powerful and easy to learn, there are people on Skyrim modding with that knowledge, even on Witcher 3, I dig in AI code and some mods from Stefan

  • The best scenario is, Warhorse release partial game development tools similar to CreationKit from Bethesda, if exists (at least independent from Crytek) and documentation to use, download proper tools (community free, for not profitable purposes).

For example if they have importers and exporters plugins, and modules to code, maybe CryEngine SDK and licensed parts could be downloaded (directly from Crytek) as "non profitable

CryEngine is not widely used on game development (I think,), in fact, I only know CryTek games with it, so maybe some modding scene will be great even for Crytek and their “money problems”.

I consider CryEngine a great engine, pioneer in technologies, so is great they could continue improving the engine and possibilities (and Modding in games so thing is essential on PC, even more on RPG and sandbox.)

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Hy guys, i from Brazil and we’re trying to make a translation for the game…

The only thing is that we like to add in game menu the option to select our language, like portuguese_xml, and not replace another language in the game menu, anyone know how to do that ?

@KilatesGamer, my advice: contact directly with developers and open a thread as:

Portuguese, Brazilian translation project for KCD.

the developers will help and attention you get so more easy to community help on the process.

Best luck for the translation project, please send me more info, I am interested in translation to Portuguese European and Galician (Spain / Galicia)

Note: I think this thread as a general discussion for modding on KCD, current news states and tools future plans etc, not a particular mods thread (there are others in forums,) as the “Seven Kingdoms”, “what mods you want here” etc data

Minimal HUD

I did more digging last night on what all they are doing exactly with this engine, and it left me with a lot of questions sadly.
There are a lot of misleading files in the Scripts.pak.

Take this simple task I tried to do

Print something to the console when an NPC dies

I was under the impression that all NPCs and well, actors, were related to this guy
KingdomComeDeliverance\Out\Scripts\Scripts\Entities\actor\BasicActor.lua
I tested this by adding some prints to the console at various functions like OnDeath and OnHit
None of those ever made it to the console when I got in a fight with some Cumans.
This makes me think they are using another system entirely for NPCs like Cumans and such.
This is not their design after all, this BasicActor seems to come as boilerplate for new Cryengine projects, and the code in there seems unchanged, as tons of references to NanoSuit variables and guns.

So my big question is WHERE is the code for handling combat events and all that logic? I can’t seem to find it anywhere in Scripts.pak, which makes me think it’s somewhere else…like the WHGame.dll sitting next to game’s .exe?

I’m so tempted to try and track down one of their programmers on Twitter :expressionless:

Look under the Tables.pak\Libs\Tables\rpg under one of the Soul specific xmls it seems that they refere to alive/dead condition as a soul condition

Hmm, I tried looking but couldn’t find anything concrete. I do see a lot of flow graph like logic. Perhaps similar to the AI behavior trees.
The be more specific, I’m trying to locate where the code is that handles applying the blood decals when you strike an enemy say, on the shoulder. A wound decal appears at the location of impact. I’d imagine the thing doing this would be actual code, not an xml/graph.

If not a .lua file than maybe they are doing all this in C++ land aka some .dll file.

A framework to work with that AI, would be useful (we could learn a lot of things in the process), I see the game needs improvements on animals and on stealth-detection, robbery-detection among other things (overall is good AI, for a game like this, no doubt, good work, but could be improved, as always), for a more persistent world, random events like (bandits assaults to any NPCs, travelers being robbed, killers, assasins, robbers in cities and towns), vigilantes, executions, etc
In other order of things… mods must support localization:

About localization of mods, it is a need, like The Witcher 3 has, because otherwise any mod which adds text, will overwrite main english.pak, and translating mods is difficult if a diff patch is necessary to see “what is changed from original files” in any mod. (I don’t know if is currently planned or something, but would be useful), for example: for perks mods, like this

@mercuito: Did you turn logging on?

No, you can print to the console inside lua files, to bypass log levels, you can simply use the System.LogAlways(AlwaysLog?) function. I got other code paths to print to the console, but the code in the npc related lua files does not get executed for people you fight. This makes me believe some other in house solutions is controlling their actions, and handling combat events. Most likely inside the WHGame.dll. Most likely written in C++, most likely reeeaaallly hard to reverse engineer. Reading machine code is not my thing lol.

Waiting for the mod to return the beautiful graphics from the beta version (trees, foliage, grass, shrubs and volumetric lighting) If possible return this beauty.


Stop spamming this everywhere…

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Just wrote what mod wanted to see for the game, why you are complaining.

You’ve been spamming on almost every thread about the Beta graphics, other people already asked you to stop doing it.

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These topics are similar, so I wrote a few topics that would have had more resonance and the developers have paid attention to it. In the future, if possible, they can return the beauty of the beta version.

That’s not going to happen, you’re either incredibly naive or have zero understanding of game development.

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No need to be pessimistic, to scatter the trees and grass on the map is not as difficult as writing the story quests and to make scripts for NPC

Yes, it is. Level design is a thing that exists and is hard. And he’s right: stop spamming. Modders can’t do anything about it, and the more you post about it, the less any of us are willing to listen to you.

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