Kingdoms of Amalur: Reckoning
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Created by

crtzrms

Uploaded by

kc0rtez

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Safe to use

About this mod

KOAR mod framework is a tool to streamline modding in kingdoms of amalur

Requirements
Permissions and credits
Changelogs
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The goal of this tool is to streamline modding in kingdoms of amalur, making it easier to create, share and manage mods that modify game code.


Installing:
Copy the DLL file into the game's folder
Put mods in the same folder as the game

Update 1.3 notes
Added support for masks in patches; Can be used by putting "??" in the patch, making the engine ignore that specific address
Added some error-checks
Added more information on what is going on


Creating mods:
Any JSON file within the game's folder is considered a mod and the tool will try to load and parse it. The format of the JSON should be like the following (All fields are required)


{
"description": "Mod name goes here",
"extended_description": "Description of the mod",
"patch": [
{
  "address": "0x400000",
  "bytes": "E8000000909090"
},
{
  "address": "0x500000",
  "bytes": "CCCCCCCCCCCC"
},
{
  "address": "0x600000",
  "bytes": "90909090"
}
]
}


A mod can have an infinite number of patches in different memory addresses; You can also create an override for any offset within a patch that was already written to enable user to configure something in the mod (if necessary)

Mods can use float values by prefixing the bytes with "f" as in the following example:
"bytes": "f2.3"


Planned functionality that will be added in the future:
Loading dlls and providing an interface to work with the game's variables (World objects, Camera, Player, etc)
Selective loading of the mods (Not a priority, so far you can just rename the extension to something other than .json)
AOB scan instead of a fixed address so more versions are supported (Are there any other versions at all? 1.0.0.2 might be a default everywhere and if so, this will get off this list)