Raven's beak not only has the wrong icon, but also the wrong model with this mod. Same issue with spiked war-hammer. I think in your attempt to change the icon you changed the model. Can easily be verified by booting the game and looking at Raven's Beak and spiked war-hammer with and without mod active. Yes only this mod solo was used to verify. Both version of your mod have this error.
Edit: just confirmed it in the files - in "pickable_item__MoreSensible.xml" if you switch the model for Raven's Beak to "weapons/war_hammers/warhammer_04.cgf" and for the spiked war-hammer to "weapons/war_hammers/warhammer_02.cgf" this fixes the issue and reverts it back to the correct state. Unfortunately I don't know how to swap the icons, but hopefully this will help you fix it.
Also this mod fixes the icons if you just want to take a look at how they fixed it for reference: https://www.nexusmods.com/kingdomcomedeliverance/mods/1693?tab=description
thanks mate, appreciate the help. it is a known issue but i didn't know there was a mod that fixes the icons, which indeed should help me troubleshoot. I get a lot of comments on this one (I guess people really like raven's beak!) and I will do my best to fix it in the near future.
I've been using No Stolen Items Tag. I'm starting a new run and wanted to clarify that if I use your 'MoreSensible alternate - No Stolen Tags' version then I don't need 'No stolen Item tags' at all. I've briefly looked at both pickable_Items.xmls and other than a few notes you made they are the same, correct? Thx
Yep that's right. You can use MoreSensible alternate which combines More Sensible and No Stolen Items. It's exactly the same as the base MoreSensible mod, just with no stolen item tags.
Longer explanation: If you install the no stolen item tags mod it will clash with moresensible because they edit the same items. Hence the creation of "MoreSensible alternate" for players that want both. Let me know if you need any more help with it - I hope you enjoy it!
Yeah, seems to work as intended. Did not install No Stolen Items Tag but used your 'MoreSensible alternate' and am getting no stolen tags from my thievery. Thx.
(Unfortunately, due to how the game handles stat requirements, armor strength requirements are a cosmetic change only).
Oh so dosen't stop you wearing armor? I was so excited when i sae this in armor.xml. I was planning to do mod, which just add str requirement. How i can also see what is light armor?
yeah it doesnt stop you wearing armor. It shows a red strength requirement in the armor info screen in the game, but you can still equip it.
You can also equip weapons you don't meet the requirements for, but those weapons will show a warning, swing slower and do a lot less damage. Afaict there's no equivalent effect for wearing armor you're not strong enough for.
All light armor is determined by its armor type which also controls the sound it makes. I forget the exact line of code, but open up the file with the armor values in it and ctrl + f "plate". Anything with type set to plate is automatically heavy armor, which also governs the sound it plays. A bit more info here: v1.1 comprehensive light armor rework at Kingdom Come: Deliverance Nexus - Mods and community
All gloves/gauntlets lost -1 defence point. With 11 defence, these were too strong relative to armguards (10-20) given how little of the arm they cover. This has been offset by granting +1 defence to all full-arm armpieces. (For arm armour, the overall result is that the lows are lower, and the highs are higher, with a wider range of choices in between).
Not sure about this one. Gauntlets cover less of the arm, but they cover the part of the arm that is by far the most likely to be hit by an attack in combat. I mean, in the game that isn't really represented well, you can't aim for hands, but in real life hands are the most vulnerable. They're the part closest to the opponent, sticking out from the rest of your body, and they're the part closest to your weapon, which is what your opponent's weapon spends a lot of time in contact with.
In HEMA, the gloves/gauntlets are typically heavier than the rest of the armor. There isn't generally a need for a lot of heavy armor, since the weapons are dull. But you get hit on the hands so often that even with a dull blade, the chances of eventually suffering a debilitating injury are high. So a lot of people train with plastic gauntlets but the rest of the body is mainly covered in padded fabric, just because your hands get hit a lot in the course of fighting.
Otherwise, this change list is amazing, and it's a minor nitpick anyway. Great work!
Edit: What's the reason for changing these to light armor? Seems like this adds some tension if you're using the perk that gives charisma for plate armor in sunny weather, and the rest of the matching set counts as plate.
Hey man, thanks for your thoughts. I thought pretty carefully about the gauntlet change and I agree with your comments. My rationale was thus:
arm defence in KCD relies on a flat number
hand and wrist are correctly very important which is why small gloves give large defence values; also the design of gauntlets would likely cover part of the arm (in the same way a kettle brim covers part of the face by deflecting strikes; fat gauntlets would also deflect blows from the wrist/forearm)
therefore gauntlets deserve a high defence value (which they have)
however, the gauntlet provides 33% of arm defence (11/33) for 27% of the weight plus there is also the weirdness of "I'm wearing gauntlets but my arm is completely naked therefore I'm pretty safe from arm strikes" which is weird from a gameplay perspective
overall this leads to "not sensible" behaviour in these circumstances.
as a result the gauntlets were adjusted downwards; now they provide ~30% of total arm defence for 27% of weight. While people are free to have different views, ironically I think this is one of the better changes I've made in the whole list.
Why change polish and meissen pauldrons to light armor?
there's a shortage of light armor pauldrons in vanilla
in vanilla there was ~no advantage to taking "half plate" gear other than saving maybe 1 unit of weight
polish and meissen pauldrons have fewer plates than other pauldrons
it seems unlikely to me that a shoulder plate and a bicep plate alone would be enough to meaningfully slow someone's dodge (remembering that light armor perk is specifically about the ability to dodge, not about whether the armor itself is "light")
the sunshine perk is an unfortunate casualty (I haven't actually checked the specific requirements but I believe you), however, there are still like 10 other plate pauldrons to choose from.
I hope that helps, and thanks a lot for your thoughtful comments. I hope you enjoy the mod.
Thanks for the response. I guess the unfortunate source of many problems is that an item can't be both light and plate. I really hope they fixed that in KCD2. As for arm defense, I see your point. The weight did not occur to me.
it seems unlikely to me that a shoulder plate and a bicep plate alone would be enough to meaningfully slow someone's dodge (remembering that light armor perk is specifically about the ability to dodge, not about whether the armor itself is "light")
The ability to dodge (as presented in the game) is affected only by the strength and freedom of movement of the legs. As well as the total weight of the upper body. I don't think that a kettle hat with a larger brims will affect the balance so much.. unlike, for example, a shield or Chainmail greaves (which for some reason are light armor in this mod).
Generally, dodging in this game is not a particularly unbalanced way of self-defense. Therefore, it may not be necessary to limit the "light armor" perk so much. ( Come on, these kettle hats with a larger brims are depicted even on the perk itself,)
Yeah I agree it is not perfect. Like you say, the really frustrating thing is that they've assigned it to a type of metal ("plate") rather than a specific item or weight. The dark souls 30%/60% weight break points would have been perfect.
I've made some notes to have a look at this if i make another pass.
Why is Italian Bascinet a lot heavier than other bascinet even though half of it are mail while other bascinet are plate armor? With the mail, it should've less thrust resistance and lighter Moreover, the pointy bascinet should have higher thrust resistance because of its shape, which can deflect thrust and incoming arrows
The arm armor seems to be a bit strange, Lamellar pauldrons is 50 noise, but when equipped, the noise is higher than some of the other arm armor, and Lamellar pauldrons itself seems to be too heavy
Thanks for the suggestions kelvin, I've put these on my list and will give them a sanity check. Looks like it needs another update but it may be a way off yet.
About the only thing there pongkelvin said correctly in regards to RL counterparts of the armor is that the Hounskul helmets should have high thrust defense. Yes, those helmets were designed to deflect popular weapons away from the face. (Fun side note: half-swording as a technique was developed specifically to be able to guide a sword point between the gaps in armor with greater accuracy, which was the direct offensive counter to armor like the hounskul.) However, mail armor actually has EXCELLENT thrust and cut resistance, with historical accounts of mail clad soldiers and knights looking like walking porcupines with all of the arrows stuck in their mail, that failed to cause penetration wounds to the flesh underneath. Plate's advantage is to deflect blows outright, but mail is still excellent at absorbing blows; and there's a reason mail would be worn underneath plate, at least as mail voiders. You still need to be able to help defend against blows that make it past the plate.
Chainmail is heavy and noisy. Whether it's heavier than plate is going to depend on how much there is and how thick it is. For example, a full hauberk is going to be far heavier than a breastplate because there's a lot more metal there. What's important with the aforementioned helmets is that the mail you're referencing is a full mail collar and partial coif attached to the helmet, vs helmets that end at the base of the plate, with no neck-protecting extensions. Even in a 1:1 coverage comparison, most mail was about 14-16ga steel riveted and solid link layers while most plate was 16-18ga steel . . . which would -in the end- make it about a wash in overall weight when you consider air gaps in rings vs. thinner/lighter plate.
Metal lamellar is also heavy and noisy; and acts as a parallel to scale armors (of which a few small examples of scale are seen in some of the neck guards on helmets; and even the scaled skullcap) with similar timeline introduction across different regions of the world. Warhorse does some things great in the game, and some things not-so-well. The fact that some of the armor noises in game aren't done well is one of the faults, but it's a minor fault and a nit-pick. If you want accurate stats, then they're not necessarily lining up with the in game audio.
Metal mail armors are going to be louder than plate armors because there's more moving around, clattering and clanking. Well fitted plate isn't going to have as much noise as you think because it's solid plate that's personally tailored to have appropriate articulations and movements without a lot of loose clanking or clattering. "Munitions grade" armors (more generic armor for rank and file or men at arms, which isn't personally tailored) would make more noise, but not that much. Higher quality armors even used leather fittings between moving plates to lessen noise and increase comfort, especially armor made for nobles that may be wearing their armor in parade or even court/ball settings or other public events. I can tell you my personal steel gorget, for example, has a nice leather lining for the neck harness to make it more comfortable.
Just a little extra info from an old HEMA practitioner.
@Caratar You are correct partially, I didn't notice the Italian Bascinet has large coverage over the neck area. And mail armors are of course louder than most other armor especially plates, the only armor comparable in noise are scale armors which is not present in the game, because of the overlapping and clinging of metals
However, there are various wire diameter and ring diameter if you describe a mail armor, if you compare the SAME plate thickness with same wire diameter using the same kind of metal, given the armors cover the same amount of area on body, the plate should be heavier using simple logic
For thrust resistance, it is well known that mail armor is weaker against plate undoubtedly, a mail armor can be pierce through quite easily with strong bow and arrows except using thick mail wire or multiple layers of mail (neck area where there are aventail and neck mail), you can watch it on Tod's Workshop on Youtube, while you can almost never penetrate plates except the plate area is real thin or at those weak moving parts. There's reason why late-medieval soldiers adopted plates armor in the first place, they work better than mail armor alone, in early medieval period, people use mail armor only, it's not until later they started putting plates on top of mail for additional protection and more importantly against thrust and arrow attacks
@pongkelvin, clearly you didn't actually read thoroughly what I wrote, because I already addressed everything you said, even citing common strengths and thicknesses in metal. You failed at having any sort of "gotcha". Good day.
In my personal experience with a custom harness of plates, it can be pretty noisy. Brigandine is surprisingly quiet, the tight fitting muffles the sound. Mail is quieter than people think too. Yeah there's lots of tiny pieces hitting each other, but that's just it. They're tiny. The bigger the object, the louder it vibrates when struck. It's the same reason necklace chains don't make noise, I mean they do make noise but it's generally too quiet to hear.
I think the difference is, plates aren't constantly making noise, but when they do make noise, it's louder than tiny rings hitting each other. Whereas it's impossible to move in mail without making some noise, but it's really a quiet noise you can't hear outside from more than 10 feet away. There are a lot of factors so it varies, but I feel like I can hear plates banging around from a further distance. Well-fitting mail is also muffled to an extent by the padding under it, and clothing worn over it.
That's true for plates as well. The noise just seems more robust to me. The noise is mainly coming from the articulations, not from ill-fitting pieces banging together. The plates are designed to come in contact with each other. Look at a gauntlet, any time you move your finger the lames are creaking and scraping against each other at the rivets where they're bound together, one on top of the other. There's no gasket in between them, since noise wasn't a concern. And then at the maximum extension, the lames all hit each other, resulting in a "clang" sound. I think it's like that for all pieces of armor with lames.
This is why I think it's odd you said that metal lamellar armor is heavy and noisy, but you said plate armor is not. Both are made of metal plates. In both cases, the thing making the noise is the lames hitting each other. That's why it's called lamellar armor, from Latin lamina, meaning metal plate. Late medieval plate armor is much like lamellar armor, it just has bigger plates where articulation is not necessary, like the breastplate. But articulation is needed in a lot of places, so it naturally has small lames in a bunch of other places, like gauntlets, sabatons, even the inner elbows and inner knees for some field armor worn for tourney foot combat.
Look at King Henry VIII's field armor for the Field of Cloth of Gold for example. Here's the backside, so you can see the inner knee articulations. NASA famously studied it when they were working on the first EVA space suits, to understand how a suit could be rigid but articulable. It's also noteworthy for its epic codpiece (though not as epic as some of Henry's other suits). As the wearer moved around, you'd hear the lames chafing against each other at the rivets, and you'd hear them clanging against each other when they reach the limit of their extension/contraction.
I picked up KCD after more than year thinking "I might learn how to mod it to add a little more nuance to the armors". Lo and behold, you've done EXACTLY what I was dreading to face for some time now (my only experience tinkering games is Skyrim with Tes5edit). Will download immediately and comment after experimenting a bit, but thanks in advance for your work!
Ahahah, thanks a lot. You are most welcome, and just in time to enjoy the latest v0.90 edition! (it was uploaded 10 minutes before your comment, def grab it as it has a tonne of additional changes). Would definitely appreciate any feedback once you have time to try it out!
After a few hours of gameplay, yor mod lived up to the expectations good sir! An absolutely essential add-on for my playhtroughs from now on, thank you so much.
One year later I pick up KCD once again and... ONCE AGAIN you have just updated this wonderful mod less than a week ago. You spying on me bro? Hahaha! Thank you so much for the wonderful work you've put into this
you are most welcome, glad you are enjoying it! It should be in a *much* better state than it was last June too. Been a couple of really chunky patches so most items in the game have been updated and tested by the community for quite a while now.
Also...you know...squashed most of the bugs. haha! Enjoy!!
Is there a reason for this mod not being PTF? As I understand it, these mods being PTF mean that they work well together when editing the same files. I'd very much like to install your mod, and I even had it installed before, but it conflicted with other mods that I have. The mods I have installed seem to work well with each other exactly due to PTF, as far as I understand it. I've got Black Items Fix (PTF), Yet Another Sorting Mod (PTF), Weightless Food PTF, and Weapon Cruncher Fix (PTF).
So what gives? Is there a reason not to make this mod PTF? No hate or anything, I'm not knowledgeable on KCD modding, as you can probably tell. I'm merely commenting because I really want to use it. It's a great mod. Anyways, thank you for the work that you do.
What does PTF stand for in mods? : r/kingdomcome "Mod A changes the stats of a sword. Mod B changes the stats of an axe. Since both changes would happen in the file that handles weapon stats, Mod B will overwrite what Mod A does, as it would overwrite the entire weapons file. With PTF, mods ONLY contain the specific changes they do, so you'd be able to run both Mod A and Mod B, despite both of them changing the same file."
This is the gist of it. I don't know how to do it, as I'm not a modder for KCD, but it's what other modders do to ensure the best compatibility.
Thanks, I wasn't actually aware of PTF so that's good to know. I originally designed my files that way but I couldn't get it to work properly (probably because I didn't have PTF files installed).
As it happens the changes i've made affect almost every weapon and armor item in the game, so the core of the changes are not really compatible with other mods unfortunately, even if i used PTF. Some of the minor files might benefit from it (e.g. tailor kit durability), but they aren't the point of the mod.
Did you also boost the armorer kit efficiency from 200 to 500 to match the other large kits?
Also for whatever reason raven's claw icon is not swapped in the no stolen version. Do you know what could be causing it? I have just this and the yet another sorted inventory mod, nothing else affects items.
I haven't touched the blacksmith or armorers kit as you find so many of these on bandits (and smiths are more frequent in the world; most villages have one) I didn't feel a need.
Re Raven's beak, the no stolen items version will be exactly the same as the base one (it's the exact same file; I literally upload the base file and then make a copy just with stolen durations reduced to 0). I'll have to check this again - I already swapped the raven's beak once as the original change got it wrong so I"ll have to have a closer look at what's going on. Thanks for letting me know
Regarding the armorer's repair kit, I think it would be within the scope of this mod to incorporate the change from this mod, as it is definitely an oversight from the developers
@sirbob592, you have a typo under the Devil Scowl Shield. The listed value in the table is 140, and since the values in the file are listed at 1/10 the game value, this shield has a defense of 1400 in game, which is absolutely silly.
160 comments
I think in your attempt to change the icon you changed the model.
Can easily be verified by booting the game and looking at Raven's Beak and spiked war-hammer with and without mod active.
Yes only this mod solo was used to verify.
Both version of your mod have this error.
Edit: just confirmed it in the files - in "pickable_item__MoreSensible.xml" if you switch the model for Raven's Beak to "weapons/war_hammers/warhammer_04.cgf" and for the spiked war-hammer to "weapons/war_hammers/warhammer_02.cgf" this fixes the issue and reverts it back to the correct state. Unfortunately I don't know how to swap the icons, but hopefully this will help you fix it.
Also this mod fixes the icons if you just want to take a look at how they fixed it for reference: https://www.nexusmods.com/kingdomcomedeliverance/mods/1693?tab=description
I'm starting a new run and wanted to clarify that if I use your 'MoreSensible alternate - No Stolen Tags' version then I don't need 'No stolen Item tags' at all.
I've briefly looked at both pickable_Items.xmls and other than a few notes you made they are the same, correct?
Thx
Longer explanation: If you install the no stolen item tags mod it will clash with moresensible because they edit the same items. Hence the creation of "MoreSensible alternate" for players that want both. Let me know if you need any more help with it - I hope you enjoy it!
You can also equip weapons you don't meet the requirements for, but those weapons will show a warning, swing slower and do a lot less damage. Afaict there's no equivalent effect for wearing armor you're not strong enough for.
All light armor is determined by its armor type which also controls the sound it makes. I forget the exact line of code, but open up the file with the armor values in it and ctrl + f "plate". Anything with type set to plate is automatically heavy armor, which also governs the sound it plays. A bit more info here: v1.1 comprehensive light armor rework at Kingdom Come: Deliverance Nexus - Mods and community
In HEMA, the gloves/gauntlets are typically heavier than the rest of the armor. There isn't generally a need for a lot of heavy armor, since the weapons are dull. But you get hit on the hands so often that even with a dull blade, the chances of eventually suffering a debilitating injury are high. So a lot of people train with plastic gauntlets but the rest of the body is mainly covered in padded fabric, just because your hands get hit a lot in the course of fighting.
Otherwise, this change list is amazing, and it's a minor nitpick anyway. Great work!
Edit: What's the reason for changing these to light armor? Seems like this adds some tension if you're using the perk that gives charisma for plate armor in sunny weather, and the rest of the matching set counts as plate.
Why change polish and meissen pauldrons to light armor?
I hope that helps, and thanks a lot for your thoughtful comments. I hope you enjoy the mod.
The ability to dodge (as presented in the game) is affected only by the strength and freedom of movement of the legs. As well as the total weight of the upper body.
I don't think that a kettle hat with a larger brims will affect the balance so much..
unlike, for example, a shield or Chainmail greaves (which for some reason are light armor in this mod).
Generally, dodging in this game is not a particularly unbalanced way of self-defense.
Therefore, it may not be necessary to limit the "light armor" perk so much. ( Come on, these kettle hats with a larger brims are depicted even on the perk itself,)
And yes. Great mod! Thank you for your work. <3
I've made some notes to have a look at this if i make another pass.
Moreover, the pointy bascinet should have higher thrust resistance because of its shape, which can deflect thrust and incoming arrows
The arm armor seems to be a bit strange, Lamellar pauldrons is 50 noise, but when equipped, the noise is higher than some of the other arm armor, and Lamellar pauldrons itself seems to be too heavy
Chainmail is heavy and noisy. Whether it's heavier than plate is going to depend on how much there is and how thick it is. For example, a full hauberk is going to be far heavier than a breastplate because there's a lot more metal there. What's important with the aforementioned helmets is that the mail you're referencing is a full mail collar and partial coif attached to the helmet, vs helmets that end at the base of the plate, with no neck-protecting extensions. Even in a 1:1 coverage comparison, most mail was about 14-16ga steel riveted and solid link layers while most plate was 16-18ga steel . . . which would -in the end- make it about a wash in overall weight when you consider air gaps in rings vs. thinner/lighter plate.
Metal lamellar is also heavy and noisy; and acts as a parallel to scale armors (of which a few small examples of scale are seen in some of the neck guards on helmets; and even the scaled skullcap) with similar timeline introduction across different regions of the world. Warhorse does some things great in the game, and some things not-so-well. The fact that some of the armor noises in game aren't done well is one of the faults, but it's a minor fault and a nit-pick. If you want accurate stats, then they're not necessarily lining up with the in game audio.
Metal mail armors are going to be louder than plate armors because there's more moving around, clattering and clanking. Well fitted plate isn't going to have as much noise as you think because it's solid plate that's personally tailored to have appropriate articulations and movements without a lot of loose clanking or clattering. "Munitions grade" armors (more generic armor for rank and file or men at arms, which isn't personally tailored) would make more noise, but not that much. Higher quality armors even used leather fittings between moving plates to lessen noise and increase comfort, especially armor made for nobles that may be wearing their armor in parade or even court/ball settings or other public events. I can tell you my personal steel gorget, for example, has a nice leather lining for the neck harness to make it more comfortable.
Just a little extra info from an old HEMA practitioner.
However, there are various wire diameter and ring diameter if you describe a mail armor, if you compare the SAME plate thickness with same wire diameter using the same kind of metal, given the armors cover the same amount of area on body, the plate should be heavier using simple logic
For thrust resistance, it is well known that mail armor is weaker against plate undoubtedly, a mail armor can be pierce through quite easily with strong bow and arrows except using thick mail wire or multiple layers of mail (neck area where there are aventail and neck mail), you can watch it on Tod's Workshop on Youtube, while you can almost never penetrate plates except the plate area is real thin or at those weak moving parts. There's reason why late-medieval soldiers adopted plates armor in the first place, they work better than mail armor alone, in early medieval period, people use mail armor only, it's not until later they started putting plates on top of mail for additional protection and more importantly against thrust and arrow attacks
I think the difference is, plates aren't constantly making noise, but when they do make noise, it's louder than tiny rings hitting each other. Whereas it's impossible to move in mail without making some noise, but it's really a quiet noise you can't hear outside from more than 10 feet away. There are a lot of factors so it varies, but I feel like I can hear plates banging around from a further distance. Well-fitting mail is also muffled to an extent by the padding under it, and clothing worn over it.
That's true for plates as well. The noise just seems more robust to me. The noise is mainly coming from the articulations, not from ill-fitting pieces banging together. The plates are designed to come in contact with each other. Look at a gauntlet, any time you move your finger the lames are creaking and scraping against each other at the rivets where they're bound together, one on top of the other. There's no gasket in between them, since noise wasn't a concern. And then at the maximum extension, the lames all hit each other, resulting in a "clang" sound. I think it's like that for all pieces of armor with lames.
This is why I think it's odd you said that metal lamellar armor is heavy and noisy, but you said plate armor is not. Both are made of metal plates. In both cases, the thing making the noise is the lames hitting each other. That's why it's called lamellar armor, from Latin lamina, meaning metal plate. Late medieval plate armor is much like lamellar armor, it just has bigger plates where articulation is not necessary, like the breastplate. But articulation is needed in a lot of places, so it naturally has small lames in a bunch of other places, like gauntlets, sabatons, even the inner elbows and inner knees for some field armor worn for tourney foot combat.
Look at King Henry VIII's field armor for the Field of Cloth of Gold for example. Here's the backside, so you can see the inner knee articulations. NASA famously studied it when they were working on the first EVA space suits, to understand how a suit could be rigid but articulable. It's also noteworthy for its epic codpiece (though not as epic as some of Henry's other suits). As the wearer moved around, you'd hear the lames chafing against each other at the rivets, and you'd hear them clanging against each other when they reach the limit of their extension/contraction.
You spying on me bro? Hahaha! Thank you so much for the wonderful work you've put into this
Also...you know...squashed most of the bugs. haha! Enjoy!!
So what gives? Is there a reason not to make this mod PTF? No hate or anything, I'm not knowledgeable on KCD modding, as you can probably tell. I'm merely commenting because I really want to use it. It's a great mod. Anyways, thank you for the work that you do.
"Mod A changes the stats of a sword. Mod B changes the stats of an axe. Since both changes would happen in the file that handles weapon stats, Mod B will overwrite what Mod A does, as it would overwrite the entire weapons file. With PTF, mods ONLY contain the specific changes they do, so you'd be able to run both Mod A and Mod B, despite both of them changing the same file."
This is the gist of it. I don't know how to do it, as I'm not a modder for KCD, but it's what other modders do to ensure the best compatibility.
As it happens the changes i've made affect almost every weapon and armor item in the game, so the core of the changes are not really compatible with other mods unfortunately, even if i used PTF. Some of the minor files might benefit from it (e.g. tailor kit durability), but they aren't the point of the mod.
Also for whatever reason raven's claw icon is not swapped in the no stolen version. Do you know what could be causing it? I have just this and the yet another sorted inventory mod, nothing else affects items.
Re Raven's beak, the no stolen items version will be exactly the same as the base one (it's the exact same file; I literally upload the base file and then make a copy just with stolen durations reduced to 0). I'll have to check this again - I already swapped the raven's beak once as the original change got it wrong so I"ll have to have a closer look at what's going on. Thanks for letting me know
I'll have a look when I have a moment, i've just started a new job which , as i've been unemployed for a while, is my main focus atm.
Just an FYI.
**edit** - It's now fixed and the update is available on nexus. Thanks again!