I just installed this mod on the folder Mods list and it doesn't seem to work with the 4573af03-8382-d87c-93aa-5dbb6fc79698 : Vambraces. I'm running the GOG version with Patch 1.9.2 , would this receive an update to work on the latest patch or a file that someone already modify to work with the latest patch. It seems like the author has not updated the mod since last year, so if anyone can give me any direction on how to make this mod work with the latest patch.
The other mod that I'm running is the unlimited saving schnapps.
It works on 1.8.2! I'm wearing a hauberk and leather gloves and the perk is activated. Based off the comments here, I didn't think it would work. Came back after a minute in-game to endorse. Thanks :)
PS: Equipping a kettle helmet disables the perk. I'm guessing helmets just won't work with this? That's fine from a role-playing standpoint... one wouldn't be very nimble wearing a hunk of steel on their head. I'm actually glad it's this way so that it doesn't feel like cheating.
Not sure what I'm doing wrong. I used the latest armor.xml from KCD v1.7.1 and created my own mod based on the changes in this mod, but it doesn't work.
Ok, recently found out about this, it might help Go to the "vc_light_armor_fix.pak" > Right click > 7-Zip > open archive > navigate to "armor.xml" > right click > view > change whatever you want in the editor (for example change "armor_type_id="5" to "1", which makes it a light armor helmet to work with this mod") > save > then 7-zip asks "File 'armor.xml' was modified. Do you want to update it in the archive?" > hit ok > done. If you do it anyhow different it doesn't work, at least for me. I hope I was able to help ;)
I am trying to install this mod and it isn't working. I created the Mods folder and extracted the file VCLightArmorFix into it, then launched the game. Nothing.
Hi, so everything working since it's updated now ? Also I'm not sure what this mod does. Any info would be appreciated guys. I'm probably gonna use it with Blood and Iron Overhaul. Cheers.
But is it really based on the vanilla armor.xml from the game version 1.6? Why i ask is that the files look really different from each other when i compare yours with the vanilla 1.6 file, more different then you would think it would be if you just changed some armor from plate to light.
And if it is not based on the vanilla 1.6 file then we will miss out all the changes the Dev's did to this file for game version 1.6.
I didn`t change origin mod. I didn`t play for a while and yesterday, when I come back, I found origin mod is no longer support current version of game and fix it. I`ll have a look at new armorr changes, and if I have enought time, I`ll make thi mod works with vanila armor.xml from the current game version.
OK, but just as i wrote above...the Dev's have done a lot of Changes to almost every file in the game in game version 1.6, so any mod that uses old files as a base will be inaccurate, just so you know
You can compare the vanilla armor.xml and the armor.xml from the mod itself with different programs, for example Beyond Compare, and see what values are changed. I always do this when adding mods, to see what exactly it changes.
All anyone needs to update most mods, including this one, is to download Notepad++ and a plugin for it called "Compare"
Firstly, create two folders somewhere. One, named for the mod's version of the .xml you'll be comparing, and the second named for the original game .xml file.
Then, with WinRAR or 7zip, go into game files > Data > Tables.pak > Lib > Tables > Item > (find the .xml you're looking to compare and/or edit)
In this case, it's armor.xml. Copy armor.xml to the folder you created for the original game file. Then, copy the armor.xml from the mod to the mod folder you created. I do it this way if I'm editing a long list of .xml's at once, but I keep the process the same for single files as well, to keep things organized.
Now, open the mod armor.xml with Notepad++ > go to plugins at the top > Compare > set as "first compare" or whatever. Then, through the File menu, open the armor.xml from the original game folder you created so that both files have their respective tabs in the program. Now, go back to plugins at the top and finally, compare the second file to the first.
You'll end up now with the differences between the two files made obvious by the plugin. /Most/ modders, the smart ones anyway, place their additions/changes to the game at the bottom of their respective mod's .xml, making it easy to see the large portion of changes at the very bottom.
If this is the case, scroll to the very bottom, copy the changes from the bottom of the MOD file to the bottom of the original GAME file, and then save the GAME file in a third separate folder, or anywhere really. Just don't overwrite the original game .xml or the original mod .xml, because you might have made a mistake and need to use them again to figure out what you did wrong. But you won't know if you did anything incorrectly until you've already replaced the mod file within it's original .pak. It's just good practice to always keep your original files when editing things in this way.
Now, using WinRAR or 7zip, copy the new file you just saved back into the mod's Tables.pak file, overwriting the one within it, within the MOD (NOT THE GAME!) and then install the mod per the instructions in the description on this website.
For some reason, the black brigandine pauldrons are disabling the light armour perk for me. Leather/hunter's gloves seem to be ok though. Anyone else notice this?
Edit: Aha -- I changed the armor_type_id from 5 to 7 and problem solved.
22 comments
4573af03-8382-d87c-93aa-5dbb6fc79698 : Vambraces. I'm running the GOG version with Patch 1.9.2 , would this receive an update to work on the latest patch or a file that someone already modify to work with the latest patch. It seems like the author has not updated the mod since last year, so if anyone can give me any direction on how to make this mod work with the latest patch.
The other mod that I'm running is the unlimited saving schnapps.
PS: Equipping a kettle helmet disables the perk. I'm guessing helmets just won't work with this? That's fine from a role-playing standpoint... one wouldn't be very nimble wearing a hunk of steel on their head. I'm actually glad it's this way so that it doesn't feel like cheating.
Go to the "vc_light_armor_fix.pak" > Right click > 7-Zip > open archive > navigate to "armor.xml" > right click > view > change whatever you want in the editor (for example change "armor_type_id="5" to "1", which makes it a light armor helmet to work with this mod") > save > then 7-zip asks "File 'armor.xml' was modified. Do you want to update it in the archive?" > hit ok > done.
If you do it anyhow different it doesn't work, at least for me.
I hope I was able to help ;)
Please, if someone knows how to deal with that, please answer, it would be a great help.
Edit: nevermind, the mod is just out of date.
Cheers.
But is it really based on the vanilla armor.xml from the game version 1.6?
Why i ask is that the files look really different from each other when i compare yours with the vanilla 1.6 file, more different then you would think it would be if you just changed some armor from plate to light.
And if it is not based on the vanilla 1.6 file then we will miss out all the changes the Dev's did to this file for game version 1.6.
I`ll have a look at new armorr changes, and if I have enought time, I`ll make thi mod works with vanila armor.xml from the current game version.
No it still uses the old armor.xml from the original mod, so it is an outdated file.
I don't recommend using mods with old outdated files!
"I don't recommend using mods with old outdated files!"
How could we decide whether a mod is outdated, or not? That outdated file?
Thank You!
Firstly, create two folders somewhere. One, named for the mod's version of the .xml you'll be comparing, and the second named for the original game .xml file.
Then, with WinRAR or 7zip, go into game files > Data > Tables.pak > Lib > Tables > Item > (find the .xml you're looking to compare and/or edit)
In this case, it's armor.xml. Copy armor.xml to the folder you created for the original game file. Then, copy the armor.xml from the mod to the mod folder you created. I do it this way if I'm editing a long list of .xml's at once, but I keep the process the same for single files as well, to keep things organized.
Now, open the mod armor.xml with Notepad++ > go to plugins at the top > Compare > set as "first compare" or whatever. Then, through the File menu, open the armor.xml from the original game folder you created so that both files have their respective tabs in the program. Now, go back to plugins at the top and finally, compare the second file to the first.
You'll end up now with the differences between the two files made obvious by the plugin. /Most/ modders, the smart ones anyway, place their additions/changes to the game at the bottom of their respective mod's .xml, making it easy to see the large portion of changes at the very bottom.
If this is the case, scroll to the very bottom, copy the changes from the bottom of the MOD file to the bottom of the original GAME file, and then save the GAME file in a third separate folder, or anywhere really. Just don't overwrite the original game .xml or the original mod .xml, because you might have made a mistake and need to use them again to figure out what you did wrong. But you won't know if you did anything incorrectly until you've already replaced the mod file within it's original .pak. It's just good practice to always keep your original files when editing things in this way.
Now, using WinRAR or 7zip, copy the new file you just saved back into the mod's Tables.pak file, overwriting the one within it, within the MOD (NOT THE GAME!) and then install the mod per the instructions in the description on this website.
Edit: Aha -- I changed the armor_type_id from 5 to 7 and problem solved.
Thanks a lot for doing this, keep up the good work!