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 12-06-2008, 07:54 PM
Browser Browser is offline
Approved Member
 
Join Date: Nov 2008
Posts: 9
Lightbulb How to make mods and extensions.

I'm sure there's quite a few people who would like to make mods for King's Bounty, whether it's just for themselves or to share, I know I would and have some spare time for it lately. Though there doesn't seem to be anything included to make them but obviously there are ways since there are a (very) few mods.

Perhaps those that have made some mods could detail how they did it and what they used, more people making mods for the game can only be a good thing after all (if you don't like a certain mod ignore it).

Or even better, maybe the developers/publishers could release something to aid in making mods or at least some documentation.

The community making mods really adds to a games value and lifespan, a perfect example is Neverwinter Nights 1, it wouldn't have been nearly as popular if it wasn't for the people making mods and extensions.
Reply With Quote
  #2  
Old 12-06-2008, 10:22 PM
Keneth Keneth is offline
Approved Member
 
Join Date: Nov 2008
Location: here and there
Posts: 378
Default

NwN1 (and 2) was made with modding as one of its prime features and included both a toolset as well as detailed instructions and file definitions. That said, you obviously can't expect that kind of support for games that only offer modding as a viable option for those who like to fiddle around with game files. If someone decides to write a guide that's fine and all but it seems like a large waste of time since most of the things are easy enough to understand if you just take the time.

Here are some facts:
  1. Most of the files are archives (opened with an archiver like WinRAR), text files (opened with any text editor), or image files (Photoshop or similar software should be able to open most of them).
  2. Script files are written in Lua, a simple programming language that is compiled by the game when run
  3. Developers are a Russian group, so while they do offer help with modding, it's mostly limited to people who speak Russian
  4. There are already plenty of mods floating around and the best way to learn is by example, mod files are just unprotected archives
  5. If you don't get something, you can always talk to a modder that does, most of us don't bite
Reply With Quote
  #3  
Old 12-08-2008, 07:05 AM
Lestas Lestas is offline
Approved Member
 
Join Date: Dec 2008
Posts: 88
Default

Quote:
Originally Posted by Keneth View Post
Here are some facts:
  1. Most of the files are archives (opened with an archiver like WinRAR), text files (opened with any text editor), or image files (Photoshop or similar software should be able to open most of them).
  2. Script files are written in Lua, a simple programming language that is compiled by the game when run
  3. Developers are a Russian group, so while they do offer help with modding, it's mostly limited to people who speak Russian
  4. There are already plenty of mods floating around and the best way to learn is by example, mod files are just unprotected archives
  5. If you don't get something, you can always talk to a modder that does, most of us don't bite
  1. There are some files and their parts (.chat files and loooong numeric strings in files) which are compiled texts. If u need a decompiler for them..we can provide it
  2. yup ^_^
  3. I speak russian so u can ask me any question U want to ask developers.
  4. I'll translate some more of our mods to english...sou U'll have more examples.
  5. I have huge teeth ^,..,^ but I don't bite
Reply With Quote
  #4  
Old 12-09-2008, 10:46 AM
Gatts's Avatar
Gatts Gatts is offline
Approved Member
 
Join Date: Oct 2008
Location: Slovakia
Posts: 547
Default My first MOD

1.) I have no clue how to create *.KFS files - so I leached one - I am not an author, so the credits goes to creator of "mod_164_camera.kfs" by spamm MOD's (I have just renamed the mod, removed the camera.txt) [bman654 created fee battle camera - thanks for correction]

2.) I had no clue about advanced modding - so I just copied "wifes.txt" file (which was found by Keneth - thanx)

3.) I "notepad" edited the wifes.txt - found Rina / Zombie part - and added ",weapon" in slot 9 and 11 and ",regalia" to slot 10 - so now Rina has the same artefact options, but can ALSO have 2 weapons and one regalia items instead armor, belt and boots...(your choice)

4.) this looks quite non-balanced - but now you know how do it - so you can change it yourself...

5.) it should not intervere with Mirabella MOD, but it may strongly interfare with the "Next Generation" MOD - so I believe (did not test it)

I hope this can help other players to create it's own MODs as well it may show my gratitude to MODders whose work I used for my MOD, THANX!

Also Thanx to Lestas, whos great AoD MOD motivated me to pursue MODdin in KB

NOTE: .kfs Files will cause "Invalid File" when you try upload them... zip or rar it prior uploading it on this forum
Note 2: It works only on ZOMBIE RINA - not on human Rina
Note 3: It works on existing save games - but this is not thanx to me, but thanx to game devs - GREAT JOB!
Note 4: the usage of this "fan mod" is on your own risk - even if I totally believe nothing can get damaged, if it does - I told you that it was used on your own risk
Attached Files
File Type: zip mod_17_Rina_Zombie.zip (3.2 KB, 22 views)
__________________
WOK pan? You sure mean WOG...
Equilibrium? You sure mean Equlibris...

Last edited by Gatts; 12-11-2008 at 04:06 PM. Reason: corrected credits :)
Reply With Quote
  #5  
Old 12-09-2008, 11:15 AM
Lestas Lestas is offline
Approved Member
 
Join Date: Dec 2008
Posts: 88
Default

Creating .kfs files:
Step 1. Pack your files with any archiver to .zip format.
Step 2. Rename your .zip archive to .kfs
Step 3. Enjoy your mod.
Reply With Quote
  #6  
Old 12-09-2008, 11:28 AM
Keneth Keneth is offline
Approved Member
 
Join Date: Nov 2008
Location: here and there
Posts: 378
Default

TNG is not compatible with any other mod that changes wifes.txt, I don't think it can be made compatible with KBMaster either since afaik you can only add new lines to txt files with that, replacing existing ones is limited to script files.

So yeah, if you want to combine the mods you will have to edit the wifes.txt from TNG instead of the original and repackage it.
Reply With Quote
  #7  
Old 12-11-2008, 03:52 PM
bman654 bman654 is offline
Approved Member
 
Join Date: Jan 2008
Posts: 226
Default

I didn't make the camera mod. I made the battle camera mod
Reply With Quote
  #8  
Old 12-28-2008, 09:26 PM
Csimbi Csimbi is offline
Approved Member
 
Join Date: Dec 2008
Posts: 254
Thumbs up

Quote:
Originally Posted by Lestas View Post
Creating .kfs files:
Step 1. Pack your files with any archiver to .zip format.
Step 2. Rename your .zip archive to .kfs
Step 3. Enjoy your mod.
That's over-simplification. There is more to it than meets the eye...
KFS files are ordinary ZIP files - just with a different file extension.
So, create a ZIP file (using any application capable to do so).
When done, change the file extension to KFS.
Also, make sure that file name begins with "mod_" (without the quotes) - otherwise the game will not recognize it.
When done, put your KFS file anywhere in the game directory; \sessions\base\, \data\, etc. The game will scan the subdirectories for KFS files, so it will find them no matter where you put them. However, I recommend creating a directory just for the mods though (so you won't have trouble with find them later) - say \data\mods\ - you will see that several mods recommend putting the files there.

Quote:
Originally Posted by Lestas View Post
  1. There are some files and their parts (.chat files and loooong numeric strings in files) which are compiled texts. If u need a decompiler for them..we can provide it
Compiler/decompiler would be nice for the .act, .chat, .hero, .loc, .lu, .qst files.
Are these tools available somewhere?
Thank you!

Last edited by Csimbi; 12-28-2008 at 10:26 PM.
Reply With Quote
  #9  
Old 12-28-2008, 11:43 PM
Keneth Keneth is offline
Approved Member
 
Join Date: Nov 2008
Location: here and there
Posts: 378
Default

Actually that's an overcomplication on your part, mods folder is the default folder for mod files and there's no need for a "mod_" prefix. The game will look for files elsewhere but I don't really see what's the point, everyone should follow suit to make things easier for themselves and the modding community as a whole.

Both Lestas and I have the [de]compiler, you can get it if you really want to, and you know how to edit and write code. It's in Russian but there's only a handful of options anyway and they are more or less self-explanatory.
Reply With Quote
  #10  
Old 12-29-2008, 04:55 PM
Csimbi Csimbi is offline
Approved Member
 
Join Date: Dec 2008
Posts: 254
Default

Keneth,
I called my KFS file CSIMBI.KFS. It did not work, no matter where I put it.
Then, I noticed that the file off all mod files that you can download from this very forums are starting with MOD_ - so I thought I would give it a go and I name my file MOD_CSIMBI.KFS. It began working right away - no matter where I put the file.
That's why I posted the message above. Anyway, I learnt a lesson here - others might find it useful as well.

Yes, I would like to get those tools. How can I get them? Should I PM my email addy to either one of you?

One more question.
I looked into the text files, some of them contain HEX-coded pieces. Here is an example of what I mean from the wives.txt:
Code:
    onuse=100000001000000020000000C000000424547494E5F4449414C4F470200000005000000030000000100000075239C9877010000007306000000736E61705F30
Do you have a tool to (de)compile these as well (additionally to the act, .chat, .hero, .loc, .lu, .qst files)?
Thank you.
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 03:29 PM.


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