With the announcement of Kingdom Come 2, I have been looking into modding of the first game and seeing how this may play out for dealing with KCD 2. We already have some hints that the game will likely have some issues of contention, so if the tools are powerful enough (which it appears they may be) and KCD2 can be modified with this existing toolset (which may be the case, or at the least an updated toolset may be released), then the adjusting, additions, etc... of the game may be more straight forward than with some other mod projects.
The mod tool link is below from Nexus so you can take a peek at it:
https://www.nexusmods.com/kingdomcomede ... e/mods/864
Based on a general look of the interface, it does give a very nice means to access the games assets as well as the manipulation of them.
Here are some of the screens for the editor:
I have seen various mods on the original game, but most are just minor tweaks and editions (cheats, tweaks to existing mechanics, etc...), though there are some that add hair and model changes to various things and the like, so I think control on appearance will be pretty straight forward.
From the screens, it appears the quests and encounters are cleanly organized so basic changes such as dialogue and various changes to cut scenes, quests, etc.. should also be a clean and structured experience for adjustment.
Adding "new" quests, dialogue and cut scenes seems to be applicable as well, though I haven't toyed with this (I imagine you could easily test for this by copying an existing quest line and then implementing it with some modifications to see how easy it is to implement), but this also "appears" to be fairly straight forward.
What I am looking into is what other outside tools and utilities are needed in conjunction with this (creating and adding new models, audio, etc...).
Lastly, I am still trying to figure out how flexible the existing engine is in terms of new content. If it is like D:OS, many aspects of the game were hard coded into the engine making various modifications very difficult without implementing various 3rd party tools, which is what I want to avoid with this).
Anyway, going to toy with things as my time permits and see where this can go. Any input from the experienced modders (or anyone with knowledge) is always appreciated.
edit:
More information found, and possible issues:
Wiki for basic use of the tool:
https://wiki.nexusmods.com/index.php/Ki ... eliverance
Forum comments on some experiences with it, more specifically this:
https://www.nexusmods.com/kingdomcomede ... ?tab=posts
► Show Spoiler
Okay, I think I'm gonna save a lot of people a lot of trouble by pointing out that (unless I'm really missing something):
You probably don't want to download or set this up.
Why am I saying that?
I just wasted a whole day with it, set up all the databases and everything and checked out every option at your disposal as well as the official "tutorials" from the devs...
From what I understand, the only thing this modding toolkit allows you to do is create your VERY OWN map from scratch with your custom NPCs having their custom AI scripts and custom quests etc. You can obviously use assets from the game for that.
However from what I can see you CANNOT make simple modifications to the existing game world with this.. as that would require to save the whole level which then you couldn't distribute to people. (I could be wrong thou, I really don't understand most of this despite having an IT background)
It also seems that you cannot even use this to "streamline" your simple notepad mod creations as it's lacking half of the requirements.
Basically what I thought would happen is that I would have various useful interfaces that would allow me to alter the tables and simply make it easier to edit simple stuff and then package that into a simple patch-table mod.
From what I saw thou, it actually HAS the tools for "creating a mod" and also for "creating the patch tables"... however.. it lacks any sort of tool (at least I couldn't find it..) that would allow you to modify said tables in the first place..
For example, I just uploaded a mod I made in notepad++ that alters arrow speed / damage and I was attempting to recreate that as a test example in the modding tools.. So far I have not been able to do it.. as I can see the ammo table that I edited in my mod by using the WH Database Tool and that very same interface would allow me to generate patch tables directly for my mod... however I cannot "open" those tables or edit them in any way from that interface and I haven't found a place where I could..
Anyway, I had high hopes for this
I'm not a "real modder" just replaying the game and tweaking / making new mods here and there as a one-off, but I thought through some struggle I could make some fun stuff like patching in a second chest in your homes or some mannequin npc to store a set of armor on or maybe even figure out how to make the NPC archers "dumb" again through a mod without having to reenable bow aim swing so people could win archery competitions against them, etc. (you can still win with a faster bow, would still be fun watching them miss
)
Instead what I got was a very pretty window and an interesting insight as to how warhorse made their game, but frankly, I really cannot see the usefulness in this.. sure if you wanna make your very own game or something then fair enough, but as far as I see it has less potential than notepad when it comes to modifying the actual game.. and I think the devs should've clarified that if I'm right
Again, I am really uncertain whether I am correct in the above... I only spent a long afternoon with it and googled things as much as I could, all I'm saying is that with the best of intentions, and crawling through all available "documentation".. I could not export anything out of it that would function as a "mod" to this game no matter how low I set the bar.
And if I am wrong, then somebody should really make a tutorial on how to make an actual mod for the actual game.. and not some very abstract "how to make an empty level and add an NPC that waves to you" but then shy away from maybe telling us how to add that NPC to the actual game
Just thought I'd drop this here so people know what they're getting into. Also, devs / experienced modders / anyone who knows better
- Feel free to correct me on all of this or add some information here in a comment
Cheers
Discussion about what is possible with the tool:
https://forum.kingdomcomerpg.com/t/mod- ... ties/66999
From what I have gathered, the "claim" is that this can only be used to create "new" content as its own mod, not modify the existing game, though based on some of the mods I have seen, I am not sure if the issue is lack of knowledge/experience by some modders in using a development tool, or if it as some are saying, that this does not allow you to unpack the existing game files to edit them.
Though, there has been some success with others in this process, though I have not been able to find any information as of yet how they did it.
Anyway, we will see... seems rather pointless to release the tool as such, then not allow people to adjust or change the game itself for modding, which is why I "think" it might be an issue with the tool being a bit complex (or buggy as some have suggested) making it difficult to produce changes within the game. If this can be remedied, it would be a nice means to adjust the game, I guess it will just take someone digging and dealing with the issue to resolve it.
If it is a bug issue with the command line exporter, that might be something that could be fixed (or a new tool created that does it properly). /shrug
More information on the game files, modding, etc...:
https://forum.kingdomcomerpg.com/t/what ... -far/38589