Kingdom Come: Deliverance

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Benjamin Foo

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dataframe

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352 comments

  1. planetratshit
    planetratshit
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    Sticky
    Updated Version now available.
    - v. 0.6.1
    - 3000+ Objects
    - Contains all previous objects and sorts them in new logical hirarchy
    - Is compatible to previous versions of the mod and keeps previous build constructions
    - Is compatible to the Cheat Mod
    1. dataframe
      dataframe
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      All hail the mighty planetratshit! Thanks for your tremendous work, this is really appreciated!
    2. OobAxxAdoO
      OobAxxAdoO
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      Very cool - thanks for the update! :)
    3. bcpnexusmod
      bcpnexusmod
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      BEst Work for the best game!

      Thanks a lot, that you still spend time for this mod, because of that i can enjoy this pearl of medieval set a very long time.

      Kind regards

      So oder so, einfach mega geil, dass nun noch mehr Objekte baubar sind.
      Schöne Grü?e!
    4. planetratshit
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      This game still has the soothing setting. Very meditating atmosphere and thrilling moments of battle. That was the reason I always wanted to expand the list of objects to build. Nice to see that people still acknowledge the effort put in this mod!

      Das Spiel hat wirklich ein angenehmes Setting. Sehr meditative Atmosphäre und spannende Kampfmomente. Genau aus diesem Grund wollte ich selbst auch die Objekt-Bandbreite ermöglichen. Freut mich sehr, dass das nun auch nach langer Zeit noch gewürdigt wird!
    5. XxAarchangeLxX
      XxAarchangeLxX
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      In-case my post below is buried at some point, it's important to note the change in the #select commands.
      The new Select commands in 0.6.1 are:
      #architect_select("TEXT")
      #architect_select(search("TEXT"))
        With TEXT to be replaced by search text of choice
      #architect_select(NR)
        with NR to be replaced by Number
      #selectFirst()
      #selectLast()
      The old Select commands in 057a-text were:
      Spoiler:  
      Show

      #select("TEXT")
      #select(search("TEXT"))
        With TEXT to be replaced by search text of choice
      #select(NR)
        with NR to be replaced by Number
      #selectFirst()
      #selectLast()
    6. Cirdan42
      Cirdan42
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      Thanks for the great work planetratshit!

      FYI I just found a simple solution to the grey cylinder bug that you might want to add in version 0.6.2.


      SOLUTION
      Edit the following functions inside Architect/Data/Scripts/Entities/arc_LadderEntity.lua

      Before:
      function LadderEntity.Server:OnUpdate(frameTime)
      if(System.IsEditing() and self.Properties.Offsets.bShowHelpers==1) then
      local pos = self:GetWorldPos();
      local frontDirection = self:GetDirectionVector(1);
      local upDirection = self:GetDirectionVector(2);
      local playerStart = pos.y;

      local ladderGetOn  = pos;
      local ladderGetOff = SumVectors(ladderGetOn,ScaleVector(upDirection,self.Properties.height - self.Properties.Offsets.getOnDistanceAwayTop));
      Game.DebugDrawCylinder(ladderGetOn.x, ladderGetOn.y, ladderGetOn.z, 0.3, 0.001, 60, 60, 255, 100);
      Game.DebugDrawCylinder(ladderGetOff.x, ladderGetOff.y, ladderGetOff.z, 0.3, 0.001, 60, 60, 255, 100);

      local height = SumVectors(pos,ScaleVector(upDirection,self.Properties.height));
      Game.DebugDrawCylinder(height.x,height.y,height.z,0.3, 0.001, 60, 255, 60, 100);
      end
      end

      function TriggerBase:OnLoad(table)
          self.Runtime = table.Runtime;
      self.Properties.object_Model = table.object_Model;
      self.Properties.deletion_lock = table.deletion_lock;
      self.Properties.height = table.height
      self:LoadObject( 0,self.Properties.object_Model );
      self:Physicalize(0,PE_STATIC,{mass = 0, density = 0});
      self:SetInteractiveCollisionType();
      self:SetViewDistUnlimited()
      self:SetFlags(ENTITY_FLAG_RAIN_OCCLUDER, 1)
      self:SetFlags(ENTITY_FLAG_CASTSHADOW, 1)
      end
      function TriggerBase:OnSave(table)
          table.Runtime = self.Runtime;
      table.object_Model = self.Properties.object_Model
      table.deletion_lock = self.Properties.deletion_lock
      table.height = self.Properties.height
      end

      After:
      function LadderEntity.Server:OnUpdate(frameTime)
      -- make it empty
      end

      function TriggerBase:OnLoad(table)
      -- copied from vanilla ladder file
          self.Runtime = table.Runtime;
      end

      function TriggerBase:OnSave(table)
      -- copied from vanilla ladder file
          table.Runtime = self.Runtime;
      end


      This is just a summary, I posted the complete process and reasoning in the bug report  https://www.nexusmods.com/kingdomcomedeliverance/mods/958?tab=bugs -- Big grey cylinders

      Check that out and thanks to kaylo for starting me on the right foot.
    7. DieselBird
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      Hi, do you know if this also fixes the invisble walls/object in the sassau monestery. If you enter the grounds of the monastery from the main big gate (where you cross the drawbridge) and look left there should be a building with a little balcony that overhanges the wall of the building. If you walk under this wooden balcony you will walk into an invisible wall/ object.

      Also another wall in Hans Capon's room in Rattay. You simply cannot walk into his room even with the door open as there is an invisible wall.

      no pressure lol just thought i'd point these out.
    8. Cirdan42
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      @DieselBird i do not think it solves the invisble walls/object in the Sasau monastery and Capon's room. I saw those too. But they are not grey cylinders, so my fix does not affect them. In fact, I have no clue what these invisible walls even are as game object instances. If someone knows their id or the version in which they appear it may be possible to chase them down.

      One other idea I have is that the trouble-making functions seem to be TriggerBase:OnLoad  or Server:OnUpdate, so it may be possible to chase those. In other words, to get a problem like mystery invisible objects appearing you must have some functions that are called when the game loads/updates and contain some line that ""reacts" with whatever is in the monastery or capon's room (like cylinders "reacted" with tall crosses and some dead objects). So by reading all potential functions like that and comparing them to the vanilla ones (that don't create this problem) you might be able to find the culprit. 
    9. holynevil
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      -- copied from vanilla ladder file  < where is this "vanilla ladder file" , why cant you just show what you change instead
  2. dataframe
    dataframe
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    Sticky
    Hello everyone - long time no see - I've implemented a way to remove any leftovers from the architect mod in your savestates (I know, its a bit late, but whatever) - simply download the uninstaller i provided within the files section -> uninstaller - I've updated the mod's description page, but as a quick rundown:

    If you're not happy with using the developer console, an alternative is to use uninstaller i provided

    • If you want to uninstall the mod dont touch anything in your kcd\mods directory, dont remove anything yet
    • download the  uninstaller, extract it to your mods directory (yes its another mod for max. compatibility)
    • start your game - you should see a message that the mod has been removed
    • save the game and quit
    • now you're able to remove the mod without any trouble, your save-game is in its vanilla state again
  3. BigRhino34
    BigRhino34
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    Does this mod make it possible to add something like a bathhouse to Prib? Trying to hone in on the functionality here. Thanks so much! Looks VERY cool :) 
  4. Stalkir1236
    Stalkir1236
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    This mod is absolutely god tier
  5. dr50000
    dr50000
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    sorry. I want a little simpler mode. Can you help me build the building that I couldn't build together in Praslavic? As for construction, let Marius build it in the traditional way.

    1. Stables: Add a building similar to Mahomed's Stables to the empty lot at the top of the map behind the city hall (after completion, an NPC must be there as if the stables were built)


    2. Only guard barracks are built at the existing stables and guard barracks locations.

    3. Have only the butcher building built in the location where the butcher shop and bakery were built.

    4. Add a bakery in front of the Judgment Tree and the road leading to the city hall and church, or add a bakery building to the empty land in front of the beehive (after completion, there must be an NPC to run this place like an existing bakery.)

    To be honest, I wish they had implemented it properly in the Praslavic DLC.

    I'm sorry for making unreasonable demands.
  6. FAAAAAAAACCCCCCCCC
    FAAAAAAAACCCCCCCCC
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    You guys absolute geniuses
  7. swissmustard
    swissmustard
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    Hello i get grey circular blob things throughout my game with this installed, theres one at grave for miller  quest ring recovery, the church in rattay got one in cemetary and when i uninstal mod it disapear and turn into a stone cross. and theres another one some place else, they seem to appear in graves and cemetarys and death stuff. big round grey blobs circular tube shapes. what causes this and how do i fix it?

    1. kaylo
      kaylo
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      Bug that's been in the mod for a few versions - I'd reported it a while back. Version architect_056a is the last one added that doesn't include this bug.
    2. Cirdan42
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      Thank you kaylo for pointing the version out, I was able to find a solution. I posted it in the bug report https://www.nexusmods.com/kingdomcomedeliverance/mods/958?tab=bugs -- Big grey cylinders

      It works for the latest version (0.6.1) and should work on all versions too.
  8. AardvarKie
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    how to rotate objects around Z or X axis?
  9. Bergmanmalton
    Bergmanmalton
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    what is the exact "select" command? #select 200 : #select (200) : #select ('200') : #select '200' : #select(200) :  #select200 : #select('200') : Cant get any of these to work, do i need to disable the mod by pressing H and then do it or like what's going on? I have -devmode on, i can use the search command and fly mode but cant get this to work
    1. planetratshit
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      You find all known commands in here:
      https://benjaminfoo.github.io/Architect/

      The specific command you need is #select("777"), while 777 is an example number.
    2. XxAarchangeLxX
      XxAarchangeLxX
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      In Version 057a-test, its
      #select(NR)
      Where the NR you would replace with the number, being 1 to 377 for that version.

      In version 0.6.1, it has been changed to
      #architect_select(NR)
      replacing the NR with a number between 1 and 3047.

      I found it like this:
      Spoiler:  
      Show

      I cracked into "archetect.pak > Scripts > Manager > arc_CCommandManager.lua"
      Ctrl+F (search Function for Notepad ++ or regular Notepad)
      "Search"
      Line 93:     ("architect_select(nr)               - Select the construction at Number nr")
  10. XxAarchangeLxX
    XxAarchangeLxX
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    Having trouble with the Select command. Using 0.6.1. Lets say I want to select "chest02" which is item number 9 out of 3047 (for 0.6.1, it's 7 out of 377 for 057a-test).
    The exact text I use is
    #select("9")
    or
    #select(9)
    and nothing happens.

    TLDR; I found the correct command.
    On 0.6.1 has been changed to
    #architect_select(NR)
    replacing the NR with a number between 1 and 3047.

    A note on the changed Commands:
    The new Select commands in 0.6.1 are:
    #architect_select("TEXT")
    #architect_select(search("TEXT"))
      With TEXT to be replaced by search text of choice
    #architect_select(NR)
      with NR to be replaced by Number
    #selectFirst()
    #selectLast()

    The old Select commands in 057a-text were:
    Spoiler:  
    Show

    #select("TEXT")
    #select(search("TEXT"))
      With TEXT to be replaced by search text of choice
    #select(NR)
      with NR to be replaced by Number
    #selectFirst()
    #selectLast()


    This is me troubleshooting. It is lengthy and unimportant, but if you'd like to laugh at the time I wasted, here it is. It is pretty funny.
    Spoiler:  
    Show

    I tried doing with mod active/inactive (pressing "H"), tried changing the command around to try these:
    Spoiler:  
    Show

    #select(9)
    #Select("9")
    #select (9)
    #select ("9")
    #Select ("9")
    #select (9)
    #Select (9)
    #select9
    #Select"9"
    #select 9
    #select "9"
    #SELECT(9)
    #SELECT("9")
    #SELECT (9)
    #SELECT ("9")
    #SELECT ("9")
    #SELECT (9)
    #SELECT (9)
    #SELECT9
    #SELECT"9"
    #SELECT 9
    #SELECT "9"
    #select(chest02)
    #Select("chest02")
    #select (chest02)
    #select ("chest02")
    #Select ("chest02")
    #select (chest02)
    #Select (chest02)
    #selectchest02
    #Select"chest02"
    #select chest02
    #select "chest02"
    #SELECT(chest02)
    #SELECT("chest02")
    #SELECT (chest02)
    #SELECT ("chest02")
    #SELECT ("chest02")
    #SELECT (chest02)
    #SELECT (chest02)
    #SELECTchest02
    #SELECT"chest02"
    #SELECT chest02
    #SELECT "chest02"

    I get nothing. I even placed one in the world in-case it needed one
    active as a reference or something, though I doubt that's the case.
    #selectLast() and #selectFirst() both work in both versions.

    I am using the Cheat mod, which used to conflict.

    I'm using 0.6.1, but upgraded from 057a-test without uninstalling 057a-test
    with the uninstaller first. This shouldn't be an issue, as the
    uninstaller just removes the placed items, not any files or anything.
    Both versions were not installed simultaneously.

    Removed 0.6.1 with the uninstaller
    Reinstalled 057a-test with uninstaller still active as well, just in-case.
    Removed 057a-test.
    Reinstalled 0.6.1.
    Tried command again,
    #select("9")failed, nothing in console.
    Tried all variants again,
    failed, nothing in console.
    Removed 0.6.1 with the uninstaller
    Reinstalled 057a-test again.
    Tried command again,
    #select("9")Console:
    call spawnPreview
    call spawnPrevier  - prepare spawn
    Removing preview ...
    Nothing selected.
    Scroll-Wheel broken.
    H does not Enable, Disable message pops up on 2nd press.
    Tried command
    #selectFirst()Fixes issues, selects item 1 of 377, Town Book
    Tried Variants of command again
    #select(9)
    Success, selects item 9 of 377, (chest 01 or chest 03, I forget) on Version 057a-test
    Removed 057a-test.
    Reinstalled 0.6.1.
    Tried command
    #select(9)
    failed, nothing in console.
    Tried all variants again,
    failed, nothing in console.
    So I cracked into archetect.pak>Scripts>Manager>arc_CCommandManager.lua
    Ctrl+F
    "Search"
    Line 93:     l("architect_select(nr)               - Select the construction at Number nr")
    tried command
    #architect_select(9)
    Selects item 9 of 3047, chest02
    VICTORY.
  11. Frekko
    Frekko
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    What a great mod!  I plan on building LOTS of cool stuff.  Thanks so much
  12. TheAtomicWolf
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    Great mod always wanted a nice house for Henry.
    Question though, is there a way to disable the keybind hint (interduction) that appear on the side so it does not pop up each time when i simply load my game?
    1. kaylo
      kaylo
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      To disable the intro banner you can open architect.pak, go to Scripts/Manager and open the "arc_Eventmanager.lua" with notepad or
      other textformat. Search for the line:

      Game.ShowTutorial(message, 20, false, true)

      and change the number 20 to 0 seconds.
    2. TheAtomicWolf
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      Many thanks dear sir, now Henry can have a little house in an immersive way.
    3. PillClinton805
      PillClinton805
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      im so frustrated because im too dumb to understand what he's saying my .pak file dosent "open" and if i open it with notepad its just nonsense. I cant figure out what scripts/manager is and how to find it.
    4. planetratshit
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      You can open the pak file with 7zip for example. Maybe Winrar or other zip tools work too. Then you can extract the said "arc_Eventmanager.lua" file and make the changes as stated above.