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.
Is it just me, or does Kurt look an awful lot like Mark Vanderloo? He was the Dutch underwear model they based the default dudeshep from Mass Effect on. No one? Just me then? I should go.
This is fantastic! Just have a couple questions: Does it have to stay installed the whole game, or is it safe to uninstall at any time? Also, is there a way to change parts of the mod individually (ie if I wanted my dear cousin to keep his gloves and hat but still have everyone else's gear changed accordingly)? I have some experience with editing in Notepad++, as long as I know what I'm looking for :)
I don't think it has to stay installed since all the loadouts are generated when a new game is started, but I haven't tested it myself. And yes you can edit Constantin's entries in the file to whatever you wish :)
Yet another needed mod! Thank you. What outfit is your de Sardet in? It looks like the one from the DLC, but you have it at the beginning. I love the clothing from the DLC, but you have to wait forever to get it, so would love to have what you are using early on :)
I made a couple Congregation-themed armors for De Sardet and Kurt based on the DLC armor textures and cobbling together stats I like - the "Legate of the Congregation" set one is what's in the screens on this mod. I think you can see the "Legate's Personal Guard" set in some screens on some of my other mods.
I haven't released them because the textures replace ALL instances of the DLC armors, so it'd be on the baddies during the DLC too if it wasn't removed beforehand, and the new armor uses a file that a ton of other modders use so it's a nightmare for compatibility.
That being said, if there's interest I can release them :) I do think they turned out well.
Absolutely! I mean, the DLC isn't a long one like some games have, and I'd much rather have a really nice armor for my gal and not care if those in the DLC have it or not ;) I am loving all your mods so far and hope to see more. GreedFall is such an under-appreciated game, and getting to use mods with it is just one more way to love it all over again :)
Edit: I just saw the Kurt outfit too and yeah, love it! I would love to use them if you decide to share, they look so classy.
14 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?
No one?
Just me then?
I should go.
I haven't released them because the textures replace ALL instances of the DLC armors, so it'd be on the baddies during the DLC too if it wasn't removed beforehand, and the new armor uses a file that a ton of other modders use so it's a nightmare for compatibility.
That being said, if there's interest I can release them :) I do think they turned out well.
Edit: spelling
Edit: I just saw the Kurt outfit too and yeah, love it! I would love to use them if you decide to share, they look so classy.
In items_autogen_equipements.sli you'll change the models used by the starter gear like so:
<!--## BODY PLAYER DEFAULT ##-->
<merge id="bod_hum_pla_default" inheritFrom="armor_body_base" quality="18" weight="6" bodysoundBank="auto" skeletonConstraints="MALE | FEMALE" questFlag="MERCHANT">
?<objects>
??<!--<model file="bod_hum_com_medium_07.pgz"/>-->
??<model file="bod_hum_spa_heavy_01.pgz"/>
?</objects>
...
<!--## GAUNTLET PLAYER DEFAULT ##-->
<merge id="han_hum_pla_default" inheritFrom="armor_gauntlet_base" quality="15" weight="3" bodysoundBank="">
?<objects>
??<!--<model file="han_hum_com_blacksmith_01.pgz"/>-->
??<model file="han_hum_spa_unique_01.pgz"/>
?</objects>
...
<!--## BOOT PLAYER DEFAULT ##-->
<!--<merge id="boo_hum_pla_default" inheritFrom="armor_boot_base" quality="15" weight="4" bodysoundBank="" customShiftColor="180, 40, -47" skeletonConstraints="MALE | FEMALE">-->
<merge id="boo_hum_pla_default" inheritFrom="armor_boot_base" quality="15" weight="4" bodysoundBank="" skeletonConstraints="MALE | FEMALE">
?<objects>
??<!--<model file="boo_hum_mdt_medium_01.pgz"/>-->
??<model file="boo_hum_spa_heavy_01.pgz"/>
?</objects>
Edit: I'm not sure why it's changing my tabs to question marks. Ignore the question marks