Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: The Legend > Mods

Mods Everything about mods

Reply
 
Thread Tools Display Modes
  #1  
Old 11-28-2012, 01:22 PM
jukeey jukeey is offline
Approved Member
 
Join Date: Aug 2011
Posts: 16
Default Full Interface Mod, the "kbgui"

I tryied some small old mods for interface, as "interface mod", "camera mod", "bigfont" mod; and not enough all of these, buggy, and incompatible with localizations and some game versions.

Now i expanded the interface elements, added additional informations, wrote new hints, built-in new fonts, etc. I dont tolerate cheat-like mods, and i did not changes the game rules, only improve the interface. A few weeks ago, i created a beta version, now this is the release.

Install: unzip anywhere, copy the "kbgui_xy" folder content (data, sessions) to game folder, where is forders with same name.

Im not compressed the files, because:
1: Location of "kfs" files works differently, depends version of games. This uncompressed folders work correctly with all known versions (original, gog, etc).
2: Maybe if i will make changes and/or add more features as patch, then no need upload/download the whole again, only the new files.

The mod files:

For Legend: kbgui_legend.zip

For Crossworlds/Armored Princess: kbgui_crossworlds.zip

For Warriors of the North: kbgui_warriors.zip

Sounds for all 3 part: kbgui_solidsounds.zip


CHANGES:

Global
-Font size significantly increased
-Font type changed (calibri to verdana)
-Camera range and angle increased

Start
-Starting logo off
-New game window adjusted to big fonts

Mainpanel
-Extended gold indicator
-Add crystal indicator
-Add clock
-Adjusted for big fonts

Towns
-Items sorted
-Buttons renewed and rearranged
-Price indicators adjusted for big fonts

Merchants
-Buttons renewed and rearranged
-Price indicators adjusted for big fonts

Hero window
-Extended reward-tips (show all level requirements)
-Extended skill hints (show all level bonus and requirements)

Unit info and dialog
-Size double
-Abilities sorted
-Show resistances (only info, not work with reserved units)

Spellbook
-Extended spell-hints (show all level bonus and requirements)

Companions
-Levelup-panel size increased

Quest log
-Size increase for better appearance
-Show tasks in full height

Dialogs
-Size increase for better appearance

Arena
-Combat log adjut to left and background not transparent
-Show starting army (useful many situations)

SOLIDSOUNDS

-All spell volume decreased with 5 decibels
-Soothsayer swish volume decreased with 10 decibels (in wotn)
-Ice minion "zoo-sounds" replaced with icedragon sounds (in wotn)
Reply With Quote
  #2  
Old 11-28-2012, 01:28 PM
jukeey jukeey is offline
Approved Member
 
Join Date: Aug 2011
Posts: 16
Default

Some comparable pictures/screenshots:

_shop.jpg

_main.jpg

_unit.jpg

_battle.jpg

_hero.jpg

If anyone has comments, suggestions, or find bug, notify me.
Reply With Quote
  #3  
Old 11-29-2012, 03:18 AM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Cool Looks like you got the resistance screen working!

Looks like you got the resistance screen working!

Great job!



/C\/C\
Reply With Quote
  #4  
Old 11-29-2012, 11:44 AM
jukeey jukeey is offline
Approved Member
 
Join Date: Aug 2011
Posts: 16
Default

Thx.

Yes, resist-indicator works finally, but not satisfying. I used the "gen_army_map" function, which run when mouse over unit on mainpanel (or hero), set global variables with correct values. But this not work with reserved units, not work in shops, not work in battlefields; so this way not practical for dlg_chesspiece, only info_chesspiece roughly.
On battlefields, AU.resistance(unit, index) method "unit" parameter is attacker or receiver, not a concrete unit, no way to use a concrete unit. "on_round_start" function run when first damage in round, not when round starting, great logic . Most of label-generating functions run when c code want it, labels not work anytime. Events, buttons still inaccessible, so unfortunately, full lua code (and probably c too) is a big stinking bullshit, serious mods can not be made with available tools and possibilities, only some superficial cosmetics

Maybe in the near future, i will refine this mod, write an installer (and perhaps a tweaker), But im waiting for an official wotn patch.

So this game
Story, texts, humor > 10*
Graphics, models, animations > 10*
Tactic, abilities, spells, items > 10*
Sounds, effects > 10*
Battle AI = 5
Buildings, map AI = missing
Code and editor ~ zero

Last edited by jukeey; 11-29-2012 at 11:49 AM.
Reply With Quote
  #5  
Old 12-01-2012, 07:55 PM
MattCaspermeyer MattCaspermeyer is offline
Approved Member
 
Join Date: Aug 2010
Posts: 553
Exclamation on_round_start runs at the beginning of a round...

Quote:
Originally Posted by jukeey View Post
"on_round_start" function run when first damage in round, not when round starting, great logic .
This is not true - I use extensive functions in my H3B mod to change unit statistics on the first round, before combat has started, including resistances.

I'm not sure if the AU library is available here, but the Attack one is and so you can do everything with that library - see my "update_enemy_units_based_on_difficulty" and "apply_difficulty_bonuses" functions in my H3B mod to see how I manipulate the unit statistics (including resistances).

The function "on_round_start" begins at the beginning of each round and if you look at how I modded that function you'll see that I run quite a few things before discerning which round it is.

The function "apply_damage" is run whenever damage needs to be calculated (both for hints and actual damage) and so that one tends to use the AU library more extensively.

Let me know if you have any more questions...

/C\/C\
Reply With Quote
  #6  
Old 01-03-2013, 03:21 AM
misterslack misterslack is offline
Approved Member
 
Join Date: Dec 2012
Posts: 1
Default

The field of view for this mod has too much fisheye on 1920x1080.
Reply With Quote
  #7  
Old 06-06-2014, 08:42 PM
Wisler Wisler is offline
Registered Member
 
Join Date: Jun 2014
Posts: 1
Default

I noticed that speed and initiative no longer display in battles and alot of text in battle is overlapped.

Last edited by Wisler; 06-06-2014 at 08:50 PM.
Reply With Quote
  #8  
Old 07-08-2014, 08:32 AM
Aleryn Aleryn is offline
Registered Member
 
Join Date: Jul 2014
Posts: 1
Default

Thank you for the mod, its made the game much more comfortable to play with the larger text.

However, the text doesn't parse correctly in 16:9 resolutions such as 1280x720, 1360x768, 1920x1080. The spacing between the letters is inconsistent and results in it being unreadable.

I'm using the English version from Steam. The mod works correctly in 4:3 resolutions such as 1024x768, 1280x960, etc.

I doubt I'll get a reply as this is a 2+ year old thread, but thought I'd give it a shot.
Reply With Quote
  #9  
Old 08-10-2014, 08:10 PM
draknan draknan is offline
Registered Member
 
Join Date: Aug 2014
Posts: 1
Default

Great work.
Reply With Quote
  #10  
Old 08-11-2014, 09:24 PM
poorrabbit poorrabbit is offline
Registered Member
 
Join Date: Aug 2014
Posts: 1
Default

This looks great, and may make it so I can actually play the games.

To bad the forums won't let me download it
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 12:45 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.