Difference between revisions of "KCD Before You Start"

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= Modding Tools =
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= Installing mods =
  
<span style="font-size:xx-large"><u>'''[https://www.nexusmods.com/kingdomcomedeliverance/mods/864/ DOWNLOAD THE OFFICIAL MODDING TOOL SET]'''</u></span>
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For installing mods, it is recommended to use the Vortex mod manager. For more detailed description see [[Installing_Mods|Installing Mods]].
  
All the info about the tools included can be [[Modding_Tools_Overview|found here.]]<br/> <br/> For further information, also look at the [[Mod_Creating_Procedure|Mod Creating Procedure]]
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= Developing mods =
  
= PC and DB Setup =
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Download the [https://www.nexusmods.com/kingdomcomedeliverance/mods/864/modding tool pack], extract the contents and move it all into the game directory "steam\steamapps\common\KingdomComeDeliverance" (the package mirrors somewhat the directory structure of the game folder). Read the modding eula (modding_eula.txt) and make sure you agree before continuing. For detailed documentation of the modding tool pack, see [[Modding_Tools_Overview|modding tools overview]].
  
Some of the tools (CryEngine Sandbox Editor) are recommended for use with at least a 2-monitor setup.
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*If your mod will change game content, you need to [[Setting_up_Database|set up database]].
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*If your mod will contain some custom assets, you will need to set up [[Asset_Creation_Tools|asset creation tools]].
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*When you have everything set up, see [[Creating_a_mod|creating a mod]] to start modding
  
You should have at least 100GB free space on your target storage drive.
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{{KCDNavigation}}
 
 
Download the modding tool pack and install it in your KCD game folder (the package mirrors somewhat the directory structure of the game folder).
 
 
 
== <br/> Database ==
 
 
 
The Game database contains all the game data, such as items, dialogues, perks etc... The moddingpack contains a dump of the game database in SQL format. You are going to need to run a postgreSQLserver on your computer, which the moddingtools will connect to.<br/> <br/> [[Setting_up_Database|How to setup the Database]] &nbsp;
 
 
 
== Asset creation ==
 
 
 
If you want to create graphical assets, you need to install plugins for exporting them in KCD asset formats. Those are slightly modified versions of CryEngine asset formats, so some of the standard CryEngine plugins might not work.
 
 
 
The Tools folder contains plugins for 3dsmax, Autodesk Maya and Motion Builder. We used Maya for creating all armour and clothing in the game and 3dsmax for the other 3d assets. Motion builder was used for all the game’s animations.
 
 
 
==== 3dsmax plugin ====
 
 
 
<span style="color:green" lang="EN-GB">Modding_public\Tools\3dsmax\plugins\maxcryexport2018.dlu copy to 3ds max directory/plugins.</span>
 
 
 
<span style="color:green" lang="EN-GB">Modding_public\tools\WHMaxTools\LoadWHMaxTools.ms copy 3ds max directory/scripts/startup</span>
 
 
 
[[File:Before You Start Image1.png|RTENOTITLE]]
 
 
 
==== Maya plugin ====
 
 
 
==== Motion builder ====
 
 
 
&nbsp;
 
 
 
Other stuff you should do with your computer/OS before you can create mods.
 
 
 
Many editor setup options can be preset by inserting into user.cfg file and placing in the root folder. Recommended settings follow.
 
 
 
= External links =
 
 
 
Modding discussion forum
 
 
 
Modding Q&A systems<br/> [https://gamedev.stackexchange.com/ https://gamedev.stackexchange.com/]
 
 
 
CryEngine3 documentation<br/> [https://docs.cryengine.com/display/SDKDOC2/Home https://docs.cryengine.com/display/SDKDOC2/Home] &nbsp;
 
 
 
= Modding toolkit =
 
 
 
In the modding toolkit you will find Levels and Prefabs in the Data folder, and the rest in Data_reference folder.
 
 
 
&nbsp;
 
 
 
The Data_reference folder contains files that can be found in the game PAKs, but they are already unpacked for your convenience. Also, some scripts in PAKs have comments or debug functions stripped; here you have their original versions.
 
 
 
&nbsp;
 
 
 
Levels and Prefabs in the Data folder are not directly used by the game (Level has to be exported, which bakes in all the prefabs). Therefore, the Data folder is technically empty. Every other asset, configuration or script file in Data folder or any of its subfolders will now be considered part of the mod.
 
 
 
The Sandbox editor will try to use all files within the Data folder before any files in paks. If your new file has the same name and it’s on the same path, the editor will use this new file instead of the old one.
 
 
 
&nbsp;
 
 
 
= Mod creation procedure =
 
 
 
A finished mod is a folder, placed in the Mods folder, containing the following files:
 
 
 
*Mods/mod_name/Mod.manifest
 
*Mods/mod_name/Mod.cfg
 
*Any number of .pak files
 
 
 
You have to create the folder and mod.manifest file by yourself. For the contents of mod.manifest file, see [[Mod_Creating_Procedure|Mod_Creating_Procedure]]
 
 
 
Then you can create your mod by placing new files in the Data folder, thereby replacing the original files in the game folder. For most files, you must replace the entire file, even if you only want to change a single line. When you have all the files you need in the Data folder, you can use the editor tool to pack all of them into a single PAK file. Once you do this, the game will start using your files.
 
 
 
The database is, in the end, exported as XML files in the Data folder, and you could use the above method for replacing files to replace one of these XML files. However, that would make your mod incompatible with any mod that changes the same file. Instead, you can use the editor tool to export only the differences between the original tables and your new tables, ensuring compatibility with any other mod. The editor tool can create these difference files and place them in a new PAK file, alongside the PAK for modified files. As before, once you create this PAK file, the game will start using your modifications to the database.
 
 
 
During the development of your mod, you will probably export the mod several times. The editor uses local changes, so you can partially test your mod’s functionality, but you are going to need to test it in the game as well. The game ignores your SQL database and your local files, and only uses PAKs in Data/ and Mods/mod_name/ folders. This behaviour can be overridden with sys_PakPriority cvar, but it is not recommended to do that. If your game only runs from PAKs, and you never modify the original PAKs (which you shouldn't), then you will be testing the “public” version of the mod. In other words, you are testing the exact same game state that any user of your mod will have.
 
 
 
After you are satisfied with your mod, you can simply just pack the entire mod folder into a single archive and distribute it.
 
 
 
= Mod loading order =
 
 
 
Some info about how diffs are loaded and possible data clashes
 
 
 
{{KCDNavigation}}<br/> &nbsp;
 
  
 
[[Category:Kingdom Come Deliverance]] [[Category:Getting Started]]
 
[[Category:Kingdom Come Deliverance]] [[Category:Getting Started]]

Latest revision as of 21:35, 31 October 2019


Kcd.jpg
Kingdom Come: Deliverance

Kingdom Come: Deliverance is an action role-playing video game developed by Warhorse Studios and published by Deep Silver for Microsoft Windows, PlayStation 4 and Xbox One. It is set in the medieval Kingdom of Bohemia, an Imperial State of the Holy Roman Empire, with a focus on historically accurate content.

Released: 2018

Genre: RPG

Engine: CRYENGINE

Nexus Mods


KCD Before You Start

Before you start for Kingdom Come: Deliverance


To have your wiki page appear here, tag it with the following categories: Kingdom Come Deliverance, Getting Started.

 


Installing mods

For installing mods, it is recommended to use the Vortex mod manager. For more detailed description see Installing Mods.

Developing mods

Download the tool pack, extract the contents and move it all into the game directory "steam\steamapps\common\KingdomComeDeliverance" (the package mirrors somewhat the directory structure of the game folder). Read the modding eula (modding_eula.txt) and make sure you agree before continuing. For detailed documentation of the modding tool pack, see modding tools overview.

Kingdom Come: Deliverance: Forum | Before you start | Tutorials & Instructions | Basic Mods | Tools | Documentation | Glossary | EULA