Any mods that I have uploaded myself have been made to be compatible with the latest Gold Edition version of GreedFall; most can be used with or without the De Vespe Conspiracy DLC, with the ones requiring it having it noted on the mod page.
I've done what I can to make creating compatibility with previously published mods as painless as possible. That being said, even if my instructions are followed and the mods are successfully made compatible with each other, that will not magically make the other mod work with GE/DVC - the other mod's author will have to have updated their mod as well.
Given that GreedFall's been out for some time it could take a while for some of the older mods to be updated, assuming they ever are.
But never fear! You can update your personal copy to work with GE/DVC yourself for your own use but remember to NEVER publish/redistribute without appropriate permissions!
Note: Not every file wes updated in the GE; only the ones contained in data_patch were changed. If none of the files in your mod are in data_patch then it's good to go already.
If you already know how to look at games files then the TL;DR of the mess below is to compare the differences between the data, data_patch, and mod versions of each file and make sure the mod verison includes the data_patch updates. Done.
Spoiler:
Show
Things you'll need: - patience and/or a stiff drink - 7zip - Notepad++ - XML Tools plugin - Compare plugin
First you'll need to determine what changes the mod made to the original game. To do this we need to know what the game looks like before it's been modified:
1. In your GreedFall directory navigate to the folder called packs (typically C:\Program Files (x86)\Steam\steamapps\common\GreedFall\packs for standard Steam installations)
2. Find an archive called data.spk and copy it somewhere you can access and modify it easily. I normally make a temporary folder on my desktop called ExtractedData for this, so I'll be refering to this location as ExtractedData going forward.
3. Extract data.spk using 7zip or similar. It'll take a minute as there's a lot inside.
Now that we have the unmodified files for comparison we need the modded ones:
4. Download the mod and extract it somewhere. I normally make a temporary folder on my desktop called ExtractedMod for this, so I'll be refering to this location as ExtractedMod going forward.
5. Look through ExtractedMod and note the files that are XML-formatted - typically .sli or .sqg - as these are the ones we're going to be comparing.
6. Open one up for editing in Notepad++ (be sure to use NP++ or an equivalent as Windows Notepad/Wordpad doesn't always maintain proper file encoding).
This next step isn't strictly required but will significantly aid readability:
7. Use the XML Tools plugin for NP++ to format the text by going to Plugins > XML Tools > Pretty Print.
8. Next, find the unmodified version of the file in ExtractedData by searching for the exact name of the file you have open from ExtractedMod (e.g. example.sli)
9. Open and format it in NP++ as well. Now you should have two files of the same name open: ExtractedMod\example.sli and ExtractedData\example.sli
10. Use the Compare plugin for NP++ to compare the two files to each other by going to Plugins > Compare > Set as First to Compare on one file and then Plugins > Compare > Compare on the second.
11. Once the compare panes are up start scrolling through and make note of what's been added/removed/changed in the mod file versus the original. Personally I use line bookmarks (where you click by the line number in NP++ and it adds a dot) to mark modified lines in the mod file, but you could also write down line numbers, or like...memorize them? Idk, pick your poison.
12. Close the compare panes while leaving the files open by going to Plugins > Compare > Clear Active Compare.
Ok, at this point we know what the mod changed in comparison to the base game. Now we need to see what's different between the mod and the GE:
13. Back in the packs folder find an archive called data_patch.spk and copy it somewhere you can access and modify it easily. I normally make a temporary folder on my desktop called ExtractedPatch for this, so I'll be refering to this location as ExtractedPatch going forward.
14. Extract data_patch.spk. It won't take quite as long as data.spk did since it's smaller.
15. Find example.sli in ExtractedPatch, open it, and format it like we did above.
16. Run another compare using the same steps, this time between ExtractedMod\example.sli and ExtractedPatch\example.sli
This is where we actually start tweaking the mod file to work with the patch:
17. Most of the time what you'll see is that the mod file is missing lines that the data_patch file has - this is the stuff added by the GE/DVC. If a line is simply missing from the mod file (not changed - you made note of the changed lines, right? I hope so!) just copy it over from ExtractedPatch\example.sli
18. And now the less fun part. This is where you'll have to make some educated guesses. Go through each of the changed lines and take stock of the differences between the mod file and the data_patch file. Sometimes you won't need to do a thing. Sometimes you'll need to update an NPC name. It really depends, and as unsatisfying as this is I can't give you a hard-and-fast on what to do here. Go with your gut and be prepared to come back later and try something else.
19. Rinse and repeat for each mod file that's also in data_patch.
20. Copy your modded mod (lol) files into datalocal, fire up the game, and see what happens. If it blows up or something isn't working as it should open the files back up and try again, and again, and again, until you either make it work or get frustrated and ragequit.
I really hope anyone can help me. When i let the Mod support run it shows me this error. I tried to fix it but nothing worked. I just don't know what to do. Are the mods Mother's Gift and Naut-E Wares not compatible? And i also wanted to make them work with Leaving Serene Prepared but i can't do it.... Hope anyone can help me and thanks in advance.
[INFO] Attempting to merge config edits... [INFO] [SUCCESS] FILE [library_description_tags.sli] MOD [#naute_wares] [INFO] [FAILURE] FILE [library_description_tags.sli] MOD [MothersGift] Updated Line [282] Conflicts with Mod [#naute_wares] [INFO] [SUCCESS] FILE [library_item.sli] MOD [#naute_wares] [INFO] [SUCCESS] FILE [library_item.sli] MOD [MothersGift] [INFO] The following Mods should work fine (no conflicts): [INFO] [Better Compass] [INFO] [#romance_enhancer] [INFO] [#naute_wares] [INFO] [LCaHKR v1.0.2] [INFO] [quests] [INFO] [.] [INFO] [Better Legendary Items] [INFO] [attributes] [INFO] The following Mods had conflicts and may not work properly: [INFO] [MothersGift]
Ok, at first it appeard that i found a solution by using an older version, but now i can't get any money/coins...like at all. Can't pick up, can sell something but don't get anything...
If anyone is still looking for answer, I was able to use nautewares with this mod by just doing this: open this mod's library_item.sli and library_description_tags.sli, look for naut-e wares then you'll find something like uncomment this lines for compatibility, then uncomment it by deleting <!-- and --> surrounding the lines. After that I deleted naut-e wares' library_item.sli and library_description_tags.sli
Hi! I've been using this mod for a bit now. I noticed whenever I start a new game that when the notifications come up saying that I"m receiving the necklaces it starts with: <-ErrLoc: Mother's Gift then whatever Talent it is inscreasing. I'm just super curious to why it's doing that and if it is normal?
Thank you so much for this mod! For me, it served as a perfect example of how to get into modding for Greedfall. The way you introduced your items via your own custom .sli's is absolutely beautiful, without touching the item_autogen lists that are much edited by other mods. Thanks to your beautifully formatted code, I was able to create my own mods and introduced them into the game in much the same manner as yours with the quest_loot .sli.
Your mod is a fantastic introduction to those who want to get into modding for Greedfall! It makes the whole task a lot less intimidating than it would seem. It makes me very excited for Greedfall 2: The Dying World! Endorsed and Kudos!
I love the concept of this mod. Sadly none of the available advice to get it working has enabled GreedFall to launch with this installed.
As a very much older than average gamer I would be so delighted if it could be up-dated to work in 2024 by someone with a lot more patience than I have. Over the last 30+ years I have spent way too many hours in Notepad to enable mods to work together LOL
I really cant get this to work with Sheath, I am trying to do the uncomment but it doesnt work. am I only supposed to do it with the 2 lines in library_item.sli or is there something else I am missing? also in that specific file am I supposed to uncomment them one at a time or both of them together and if together then what I am I supposed to do with the codeline that is in the middle of the 2 codes?
Same. I've uncommented the two lines in the library_item.sli file for Sheathe compatibility, but all that does is allow the game to run. Mother's gift is not available once it's running
It could be that the Sheathe library_item.sli is loading instead of the library_item.sli you changed in MothersGift. Rename library_item.sli in the 0_Libraries_Sheathe folder to old_library_item.sli or something else identifiable that isn't the original file name to force the game to load the library_item.sli in MothersGift.
With the release of the mod Dress for the moment (DFTM) it is possible to stack bonuses. I was wondering if you could re-release the version that had all the bonuses in the same necklace, as an optional download for those of us that use that mod.
Edit: In the meantime, I manage to tweak one of the necklaces with this to get the effect: <addBonus operator="ADD_PREMULT" type="ITEM_TALENT_CHARISMA_ADD" value="1"></addBonus> <addBonus operator="ADD_PREMULT" type="ITEM_TALENT_CRAFT_ADD" value="1"></addBonus> <addBonus operator="ADD_PREMULT" type="ITEM_TALENT_ALCHEMY_ADD" value="1"></addBonus> <addBonus operator="ADD_PREMULT" type="ITEM_TALENT_INTUITION_ADD" value="1"></addBonus> <addBonus operator="ADD_PREMULT" type="ITEM_TALENT_LOCKPICKING_ADD" value="1"></addBonus> <addBonus operator="ADD_PREMULT" type="ITEM_TALENT_VIGOR_ADD" value="1"></addBonus>
But I think it would be better if you as the creator did it.
Edit 2: I don't have the foggiest idea why the code doesn't appear even after using the code tag. I guess I can include a screenshot with the lines if it keeps happening.
Hi wondering if you can help, I have tried to install your mod doesn't seem to want to work, I don't have any of the uncommentable files installed and was wondering if this mod is compatible with sheath as I see a file with the same name in both mods this is as far as I am aware the only mod with potential conflict.
*Update can confirm that sheath does conflict with this mod and I haven't the foggiest on how to patch would that be something you could enlighten me on?
You'll need to uncomment the lines in the sli files relevant to Sheathe as mentioned in the description. The specific lines are called out in each file.
True patching doesn't exist for this engine, only combining the changes from desired mods. The lines I have provided in the config files are the closest thing possible to a patch. I'm sorry you don't have time to read a text file and delete a few characters but there's not much more I can do.
69 comments
I've done what I can to make creating compatibility with previously published mods as painless as possible. That being said, even if my instructions are followed and the mods are successfully made compatible with each other, that will not magically make the other mod work with GE/DVC - the other mod's author will have to have updated their mod as well.
Given that GreedFall's been out for some time it could take a while for some of the older mods to be updated, assuming they ever are.
But never fear! You can update your personal copy to work with GE/DVC yourself for your own use but remember to NEVER publish/redistribute without appropriate permissions!
Note: Not every file wes updated in the GE; only the ones contained in data_patch were changed. If none of the files in your mod are in data_patch then it's good to go already.
If you already know how to look at games files then the TL;DR of the mess below is to compare the differences between the data, data_patch, and mod versions of each file and make sure the mod verison includes the data_patch updates. Done.
- patience and/or a stiff drink
- 7zip
- Notepad++
- XML Tools plugin
- Compare plugin
First you'll need to determine what changes the mod made to the original game. To do this we need to know what the game looks like before it's been modified:
1. In your GreedFall directory navigate to the folder called packs (typically C:\Program Files (x86)\Steam\steamapps\common\GreedFall\packs for standard Steam installations)
2. Find an archive called data.spk and copy it somewhere you can access and modify it easily. I normally make a temporary folder on my desktop called ExtractedData for this, so I'll be refering to this location as ExtractedData going forward.
3. Extract data.spk using 7zip or similar. It'll take a minute as there's a lot inside.
Now that we have the unmodified files for comparison we need the modded ones:
4. Download the mod and extract it somewhere. I normally make a temporary folder on my desktop called ExtractedMod for this, so I'll be refering to this location as ExtractedMod going forward.
5. Look through ExtractedMod and note the files that are XML-formatted - typically .sli or .sqg - as these are the ones we're going to be comparing.
6. Open one up for editing in Notepad++ (be sure to use NP++ or an equivalent as Windows Notepad/Wordpad doesn't always maintain proper file encoding).
This next step isn't strictly required but will significantly aid readability:
7. Use the XML Tools plugin for NP++ to format the text by going to Plugins > XML Tools > Pretty Print.
8. Next, find the unmodified version of the file in ExtractedData by searching for the exact name of the file you have open from ExtractedMod (e.g. example.sli)
9. Open and format it in NP++ as well. Now you should have two files of the same name open: ExtractedMod\example.sli and ExtractedData\example.sli
10. Use the Compare plugin for NP++ to compare the two files to each other by going to Plugins > Compare > Set as First to Compare on one file and then Plugins > Compare > Compare on the second.
11. Once the compare panes are up start scrolling through and make note of what's been added/removed/changed in the mod file versus the original. Personally I use line bookmarks (where you click by the line number in NP++ and it adds a dot) to mark modified lines in the mod file, but you could also write down line numbers, or like...memorize them? Idk, pick your poison.
12. Close the compare panes while leaving the files open by going to Plugins > Compare > Clear Active Compare.
Ok, at this point we know what the mod changed in comparison to the base game. Now we need to see what's different between the mod and the GE:
13. Back in the packs folder find an archive called data_patch.spk and copy it somewhere you can access and modify it easily. I normally make a temporary folder on my desktop called ExtractedPatch for this, so I'll be refering to this location as ExtractedPatch going forward.
14. Extract data_patch.spk. It won't take quite as long as data.spk did since it's smaller.
15. Find example.sli in ExtractedPatch, open it, and format it like we did above.
16. Run another compare using the same steps, this time between ExtractedMod\example.sli and ExtractedPatch\example.sli
This is where we actually start tweaking the mod file to work with the patch:
17. Most of the time what you'll see is that the mod file is missing lines that the data_patch file has - this is the stuff added by the GE/DVC. If a line is simply missing from the mod file (not changed - you made note of the changed lines, right? I hope so!) just copy it over from ExtractedPatch\example.sli
18. And now the less fun part. This is where you'll have to make some educated guesses. Go through each of the changed lines and take stock of the differences between the mod file and the data_patch file. Sometimes you won't need to do a thing. Sometimes you'll need to update an NPC name. It really depends, and as unsatisfying as this is I can't give you a hard-and-fast on what to do here. Go with your gut and be prepared to come back later and try something else.
19. Rinse and repeat for each mod file that's also in data_patch.
20. Copy your modded mod (lol) files into datalocal, fire up the game, and see what happens. If it blows up or something isn't working as it should open the files back up and try again, and again, and again, until you either make it work or get frustrated and ragequit.
So, uh, yeah. Enjoy?
When i let the Mod support run it shows me this error. I tried to fix it but nothing worked. I just don't know what to do.
Are the mods Mother's Gift and Naut-E Wares not compatible?
And i also wanted to make them work with Leaving Serene Prepared but i can't do it....
Hope anyone can help me and thanks in advance.
[INFO] Attempting to merge config edits...
[INFO] [SUCCESS] FILE [library_description_tags.sli] MOD [#naute_wares]
[INFO] [FAILURE] FILE [library_description_tags.sli] MOD [MothersGift]
Updated Line [282] Conflicts with Mod [#naute_wares]
[INFO] [SUCCESS] FILE [library_item.sli] MOD [#naute_wares]
[INFO] [SUCCESS] FILE [library_item.sli] MOD [MothersGift]
[INFO] The following Mods should work fine (no conflicts):
[INFO] [Better Compass]
[INFO] [#romance_enhancer]
[INFO] [#naute_wares]
[INFO] [LCaHKR v1.0.2]
[INFO] [quests]
[INFO] [.]
[INFO] [Better Legendary Items]
[INFO] [attributes]
[INFO] The following Mods had conflicts and may not work properly:
[INFO] [MothersGift]
I deleted Naut E Wares because it absolutely messes your game up. Everything worked without it, so I kinda gave up on this mod.
I like that we both came to the same conclusion xD
open this mod's library_item.sli and library_description_tags.sli, look for naut-e wares then you'll find something like uncomment this lines for compatibility, then uncomment it by deleting <!-- and --> surrounding the lines. After that I deleted naut-e wares' library_item.sli and library_description_tags.sli
Your mod is a fantastic introduction to those who want to get into modding for Greedfall! It makes the whole task a lot less intimidating than it would seem. It makes me very excited for Greedfall 2: The Dying World! Endorsed and Kudos!
As a very much older than average gamer I would be so delighted if it could be up-dated to work in 2024 by someone with a lot more patience than I have. Over the last 30+ years I have spent way too many hours in Notepad to enable mods to work together LOL
Though I cannot use this I have endorsed it.
I was wondering if you could re-release the version that had all the bonuses in the same necklace, as an optional download for those of us that use that mod.
Edit: In the meantime, I manage to tweak one of the necklaces with this to get the effect:
<addBonus operator="ADD_PREMULT" type="ITEM_TALENT_CHARISMA_ADD" value="1"></addBonus>
<addBonus operator="ADD_PREMULT" type="ITEM_TALENT_CRAFT_ADD" value="1"></addBonus>
<addBonus operator="ADD_PREMULT" type="ITEM_TALENT_ALCHEMY_ADD" value="1"></addBonus>
<addBonus operator="ADD_PREMULT" type="ITEM_TALENT_INTUITION_ADD" value="1"></addBonus>
<addBonus operator="ADD_PREMULT" type="ITEM_TALENT_LOCKPICKING_ADD" value="1"></addBonus>
<addBonus operator="ADD_PREMULT" type="ITEM_TALENT_VIGOR_ADD" value="1"></addBonus>
But I think it would be better if you as the creator did it.
Edit 2: I don't have the foggiest idea why the code doesn't appear even after using the code tag. I guess I can include a screenshot with the lines if it keeps happening.
*Update can confirm that sheath does conflict with this mod and I haven't the foggiest on how to patch would that be something you could enlighten me on?