Kingdom Come: Deliverance

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Created by

MadHoek

Uploaded by

MadHoek

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About this mod

This mod adds three brand new items "Barding - Leather", "Barding - Mail" and "Barding - Scale" (Armor for your horse)
-It does not replace a single thing
-Each barding uses the correct horse armor slot
-Choose from 2 different versions: only available in Sasau or available in Rattay and Sasau
-Localized English/German

Permissions and credits
Changelogs
outdated since game version 1.9.1C

Hi there. Thanks for your interest, kind words, bug-reports and suggestions.
I will try to find some time to have a look over it again, but I can't promise anything.

Still no armor for the horse in KCD?  Unbelievable.

If the game did not change too much since 1.9.1C it should be relatively easy to update the mod by your own,
as I commented my edits in every file I changed and, if you scroll down in the mod's description, I added some kind of "how to…".
This mod never was finished, but it still is not dead for me.
And it never will be forgotten (even if it's buried) :)
I just don't feel like modding KCD  and I got other stuff to do at the moment.

Nevertheless, thanks again for everything and stay healthy.

Cheers

outdated since game version 1.9.1C


Info


Update to mod version 1.4:
updated all files to game version 1.9.1C

removed "localization.xml" as it was obsolete

to do:
Textures: Fixes/Refining
Icon: Dedicated icon for every set of armor (probably a "global" icon for some of the caparisons while every barding gets it's unique one)
Stats: Refining -> suggestions are welcome (too expensive/cheap; too heavy/light; too powerful/weak...)
Description: New description for leather barding/Refining



About:


"MadBarding" adds three types of horse armor, a leather version, a mail version and a scale version all three are added as actual new items.
This means they won't replace anything. 


As a consequence, and because I'm too lazy to mess with the gfx files,
they use some kind of "global" icon for horse armor (the one for the horse head armor).

  • Every set of horse armor can be bought, depending on the version you choose, at the armorers.
  • All of them are repairable by the armorers or skilled blacksmiths like Mikesh. (every set of barding tested at 50% durability)
  • Each barding uses the correct horse armor slot "Body armour"
  • It is possible to equip all three horse armor slots with different items at the same time (Head armor; Body armor, Caparison).
  • The mod is localized english/german.
  • Easy to merge (every edit is commented and placed at the end of the table)

Find more info, little guides and tutorials by scrolling down...




Installation

Extract the content of the downloaded zip-file to the "Mods" folder of your game.
If you don't have one, just create it.

It should look like this: ...\KingdomComeDeliverance\Mods
Full default path for a steam-installation: C:\Program Files (x86)\Steam\steamapps\common\KingdomComeDeliverance\Mods





Notes

In case you want to spawn them in, the new item IDs are:

Scale:  df1b7bc5-770c-4f9a-857f-7ca77ae53799
Chainmail:  100c0a43-d863-4c8e-b49e-375c3fc825fb
Leather:       cd23e264-eabb-49fe-973c-3d86c7910931




As already stated above, they can be bought at the armorers of the game depending on the version you download,
you have to wait 1-3 ingame days till the traders reset in order for them to appear. (they are expensive, but worth it :)

Every set of armor got the correct armor type set to either "plate" "chain" or "heavy leather".

I created a new armor archetype (id:999; name:HorseArmorTorso_full) it's protection zones also protect the legs of the horse.
This means each barding uses the horse's "Body armour-slot "

You get quite high charisma with these armors, as barding should be very impressive.
The Scale version gives 25 charisma, 20 charisma for the chainmail version and 15 charisma for the leather version.

All three have set conspicuousness to 1 as you clearly will stand out when your horse wears one of them.

I've created brand new textures along with specular- and normal/gloss-maps (_ddna)....

It is possible to equip all three horse armor slots with different items (head armor; body armour, caparison).
The caparison glitches inside the barding though, this probably is because they use the same 3D-model (see screenshot).
But an additional caparison still gives additional values.


Every new entry I made is commented and you will find them at the bottom of
each file I modified, so you can see/change what I did.
This way it should also be fairly easy to merge with other mods which make use of the same files







...Enjoy!






Changed files
(this mod will be incompatible with other mods using the same files)
(if you can't do it on your own, you could try to ask the author of your
favourite mod to create a compatibility version for it, it shall be
granted)

Libs\Tables\item:

armor.xml
armor2clothing_preset.xml
armor_archetype2body_subpart.xml
armor_archetype.xml
clothing.xml
clothing_raycast.xml
equippable_item.xml
item.xml
pickable_item.xml
player_item.xml

Libs\Tables\shop:
shop_type2item.xml

KingdomComeDeliverance\Localization (English_xml.pak; German_xml.pak):
text_ui_items.xml

New files:

Objects\characters\animals\horse\cloth\
sh1_p2_l1_v0_tx997m.mtl
sh1_p2_l1_v0_tx997m_ddna.dds
sh1_p2_l1_v0_tx997m_diff.dds
sh1_p2_l1_v0_tx997m_spec.dds
sh1_p2_l1_v0_tx998m.mtl
sh1_p2_l1_v0_tx998m_ddna.dds
sh1_p2_l1_v0_tx998m_diff.dds
sh1_p2_l1_v0_tx998m_spec.dds
sh1_p2_l1_v0_tx999m.mtl
sh1_p2_l1_v0_tx999m_ddna.dds
sh1_p2_l1_v0_tx999m_diff.dds
sh1_p2_l1_v0_tx999m_spec.dds






Info regarding Horse Armor by AJStoner and the mod in general

Of course I am aware of Horse Armor made by AJStoner but this was not updated since April and his last activity was back in August.
Of course I had a look at his work but except for the main item names "Barding - Mail" and "Barding - Leather" (there obviously is not much of a choice),
the fact that they can be bought from the armorers (it just makes sense) and
that they use armor archetype 74 along with the 3D model for caparisons (update 1.2 uses armor archetype 999 - finally the correct slot),
they are pretty different.

Adding fully functional new items instead of replacing existing ones is a whole different story.
Nevertheless the basic idea of using one of the caparisons and convert it to some kind of armor was his (much credit to him for that).

I completely started from scratch as my goal was to add actual new and useful items, including unique textures for them.
Slash, stab and crush defense got new values weight and price got increased and durability decreased in comparison to AJStoner's version.
See the screenshots or the files I modified, for more details on the values.

I actually tried to create the armor for the "horse body armor slot" (horse slot 2) but I did not manage to pull that one off (I did pull that one off in update 1.2),
so I had to use armor archetype 74.
Armor archetype 74 is the one which is used for the caparisons, I added the horse's legs to the protection zones of this armor type.
Because it kind of covers them, I guess.











Little guide on how to mod your game without breaking it
1: READ the desription of the mod you're interested in
2: Watch out for which version of the game the mod was made for and if it got updated to the most recent one.
    Chances are very high, that you will break your game by one or another way if you install mods made for an old version of it.
    Your game could be cut in content or even crash.
3: Find out which files are modified by the mods you want to use, most of the authors will state this in their mod desription.
    Some mods simply won't work at all or not like intended (because their files got overwritten by another one).
4: Make sure the load order of the mods you want to use is correct/makes sense.
    For this game it is possible to use a mod_order.txt (very useful and recommended)






Basic guide on how to merge this mod with another one
(you should be able to edit/open/extract the "mod_name.pak" with programs like 7zip)
1: This mod mostly adds not more than three lines to each file it modifies so best would be to copy them, to the conflictig mod's file.
2: Scroll down to the end of the file. You will see the line <!--MadBarding--> that's a comment it won't be seen by the game and marks the entries I made.
3: Copy the three lines below that comment and paste it below the last line which holds real info,
    of the conflicting file from the mod you want to merge mine with.
    Be sure it is inside the table structure. Below my lines should be the following:

    </rows>
  </table>
</database>




Example for shop_type2item.xml:




original:

.
.
.
      <row amount="20" default_on="False" item_id="dfea5d01-b25c-414a-9ab4-6911a5f82118" shop_type_id="90" />
      <row amount="10" default_on="False" item_id="e5b3f681-3714-4623-97be-4015fa454797" shop_type_id="90" />
      <row amount="5" default_on="True" item_id="f2e16499-8a27-4acc-a4af-f29e00300507" shop_type_id="90" />
      <row amount="20" default_on="False" item_id="f879ac63-2ce2-4114-83a2-89643c1ed102" shop_type_id="90" />
      <row amount="2" default_on="True" item_id="f961d38d-12e6-430c-92d5-d7e7e45a87e9" shop_type_id="90" />            <----last line
    </rows>
  </table>
</database>



Merge:

.
.
.
      <row amount="20" default_on="False" item_id="dfea5d01-b25c-414a-9ab4-6911a5f82118" shop_type_id="90" />
      <row amount="10" default_on="False" item_id="e5b3f681-3714-4623-97be-4015fa454797" shop_type_id="90" />
      <row amount="5" default_on="True" item_id="f2e16499-8a27-4acc-a4af-f29e00300507" shop_type_id="90" />
      <row amount="20" default_on="False" item_id="f879ac63-2ce2-4114-83a2-89643c1ed102" shop_type_id="90" />
      <row amount="2" default_on="True" item_id="f961d38d-12e6-430c-92d5-d7e7e45a87e9" shop_type_id="90" /><----last line

<row amount="1" default_on="True" item_id="100c0a43-d863-4c8e-b49e-375c3fc825fb" shop_type_id="8" />  <---MadBarding
<row amount="1" default_on="True" item_id="cd23e264-eabb-49fe-973c-3d86c7910931" shop_type_id="8" /> <---MadBarding
        <row amount="1" default_on="True" item_id="df1b7bc5-770c-4f9a-857f-7ca77ae53799" shop_type_id="8" />                           <---MadBarding

    </rows>
  </table>
</database>











Basic tutorial for modders
adding a new item along with unique textures based on an
existing one

Tools:
SC Texture Converter
Online UUID Generator Tool
CryEngine SDK
GIMP
GIMP - Normal Map Plugin

1: See aTaco's post for a good basic example about adding a new item
2: Find your template for the new item you want to create
3: Search the xml-files found in "Libs\Tables\item" for the UUID of your template and copy the entries
4: Replace the UUID of this entries with a new one generated by the online generator
5: Find the textures which are used for this item and convert it with the "SC Texture Converter" so you can see the exact placement of them
6: Create your new textures and export them as .tif
7: Create a shortcut of "C:\Program Files (x86)\Crytek\CRYENGINE Launcher\Crytek\CRYENGINE_5.5\Tools\rc\rc.exe (default path)
8: Right click on this shortcut -> Properties and add "/userdialog=1" to the line you see at "Target"
    It should look like this: "C:\Program Files (x86)\Crytek\CRYENGINE Launcher\Crytek\CRYENGINE_5.5\Tools\rc\rc.exe" /userdialog=1
9: Drag and drop your tif-files at the shortcut and the crytif dialog should open ...it most likely will already load the preset for this kind of texture
    (respecting the naming convention for each kind of texture is key even caps matter, I think)
10: Hit "Generate Output" and it will process your file ...you will get a dds-file which is ready to be used in game
11: Find the "material_name.mtl" (they are text files) of your item, copy and rename it, edit the entries to match the names/location of your new textures

Note about _ddna:
These files are normal maps with gloss maps in the alpha channel.
In order to create a file which crytif is able to process correctly you need to create a layer mask for your normal map and paste the gloss texture on it.
Apply the layer mask so it will be the alpha channel, your normal map becomes transparent now but that is ok.
Just tick "Save color from transparent pixels" when you export the tif and crytif will be able to process it correctly.


Have fun...
 






Changelog


version 1.4
updated to game version 1.9.1C
removed "localization.xml" as it was obsolete

version 1.3
updated to game version 1.8.2
added new textures (more or less) for all armors

version 1.2
added new armor archetype (id:999; name:HorseArmorTorso_full)
each barding set to use this new armor archetype
Finally the horse armor uses the correct equipment slot!!!

version 1.1
added scale armor
reworked all textures
refined the values and item descriptions
2 versions: MadBardingSas   - armors only available at the armorer in Sasau
                    MadBardingRaSa - armors available at the armorers in Sasau and Rattay

version 1.0
initial release





Credits

Thanks to

Warhorse for not giving horse armor to us (but mostly thx for a great game)
AJStoner for the basic idea of his attempt and for not updating because that motivated me to make my own
aTaco for his post about adding a new item
Eppi for his SC Texture Converter
jojo-ojoj for his great scaleschainmail and ceramic scales textures
Tibull for his post about how to utilize crytif in combination with gimp
Longshot308 for testing