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kingofnuthin

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kingofnuthin

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20 comments

  1. BeardExquisite
    BeardExquisite
    • member
    • 0 kudos
    This mod makes it nearly impossible to gain experience for the houndmaster skill. No clue why, perhaps a conflict with another mod but disabling this mod was the only thing that fixed it for me.
  2. eternalinsane
    eternalinsane
    • member
    • 0 kudos
    hello,i choose the unmilited version and doesnt works
  3. mayatola
    mayatola
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    • 102 kudos
    Great mod, downloaded and endorsed, but uninstalled after I found out a couple of things. First is that it makes leveling skills much slower, possibly attributes as well. The ones I noticed immediately were herbalism, stealth, lockpicking, and maintenance (there could be more, but I didn't test all of them per experience point - it was immediately noticeable due to restarting without the mod and doing Skalitz). It takes almost five times longer for stealth for sure as I noticed that two takedowns is one stealth (from level 0 to level 1) without the mod, and it takes more than five with it. Same goes for using kits with the maintenance skill. It takes forever to level up. Second is that it seems to affect stamina and stamina regeneration negatively. When I uninstalled the mod, I noticed that my Vitality level and Speed level dropped by five points also. This is when I used the 500 lb weight limit version for 1.9.3 (latest update). Hope this helps you if you want to fix it, or if it's just a side effect of adding so much base carrying capacity. Thanks for the mod anyhow!

    Oh, can confirm this also affects combat skills. My previous save with the mod for 30+ hours (and several fistfights), my unarmed skill was still 0 (almost 1). After my first fistfight in Skalitz without the mod, I'm already past level 1 unarmed. Definitely affects combat skills as well.
    1. Sorlomon
      Sorlomon
      • supporter
      • 14 kudos
      You're either outright, bold faced, lying, or you have absolutely zero clue what you're talking about, or both.

      This has only one change to it, changes the "BaseInventoryCapacity" to X amount.

      EDIT: So you said 500. I downloaded 1k before this, and just downloaded the 500.

      This is what is in the rpg_param.xml:

      <?xml version="1.0" encoding="us-ascii"?>
      <database name="hammerheart">
      <table name="rpg_param" version="1">
      <header>
      <column name="rpg_param_key" type="character varying" />
      <column name="rpg_param_value" type="real" />
      </header>
      <rows>
      <row rpg_param_key="BaseInventoryCapacity" rpg_param_value="496" />
      </rows>
      </table>
      </database>

      Where the only change is at 496(or 996 for the 1k).

      I don't see how it would break anything along the lines of what you're talking about. I have another mod that changes the same thing, and it has all the other vanilla values of the original xml, but that difference shouldn't hinder anything(if anything, I'd assume including the vanilla values can interfere with other things). More likely, you missed a mod conflict or didn't take something that the extra carry weight was helping with, or you're not telling the whole story that would explain things.

      It's like saying you went to a mechanic to add a cup holder and now your fuel tank never takes gas anymore.
    2. Reianor1
      Reianor1
      • member
      • 2 kudos
      "It's like saying youwent to a mechanic to add a cup holder and now your fuel tank never
      takes gas anymore."
      That because of some weird old code in refuel.cpp and Vehicle.obj.
      You see, the code in the refuel.cpp used to do untill(this.vehicle.can_fill()==false) instead of
      untill(this.tank.can_fill()==false) and the code for can_fill() in
      vehicle.obj is basically some rudimentary placeholder code left over
      from the earliest days that goes through all the parts and returns
      'true' so long as even a single part returns 'true'.
      So they fixed that crap back in car ver. alpha II, but long after release, when they pushed
      the hastily made L4-AM3 hotfix, they managed to reintroduce this exact
      bug.
      And they didn't get rid of it until the L4-AM3R update, which, believe it or not, took them
      almost a year.
      And, as we all know, the installation of “hold yar cups” (TM) dlc uses ridiculously
      forceful updating methods, so now any holder hardware produced
      between the L4-AM3 and L4-AM3R updates, which is basically the entire
      2019's batch of cup holders, reintroduces this bug when first plugged
      in.
      So basically you need to use console to force the refill.cpp to update to the current version.
      That or you'll have to have a full cap of coffee, full tank for front window washer, full trunk, AND all
      4 seats taken in order to prevent refill.cpp from aborting as a
      result of cycle_cnt overflow until you install a newer cup holder
      model.


      So yeah never underestimate the impact of even something as trivial as a cup
      holder.


      Now, the above was mostly a joke but it's still a joke with a lot of real estate in programming
      reality.

      And after getting acquainted with some other KCD quirks I wouldn't be surprised if
      that's EXACTLY how KCD rolls.
      For example the weird interactions between skill caps, perks and skill effects.
      I mean how many games would you expect to dynamically calculate perk points per skill level
      based on max skill level and max number of perks for that skill?
      Even Bethesda doesn't do weird hoops like that and their games basically have community-made
      content as the key selling point.
      And yet KCD does EXACTLY that.
      So who's to say it isn't using encumbrance percentage in sneaking difficulty and sneaking
      experience calculation?


      What I'm trying to say here is that while it's not likely for it to have the full effect
      described (at the very least, I'm pretty sure, there'd be more people
      noticing that if it were actually true), it's not entirely impossible
      for weight capacity tweak to have unforeseen undesirable effects on
      some parts of the game either. Though seeing how the forth most
      endorsed mod off all time for KCD on nexus is the “unlimited
      weight” mod, I'd expect all the effects of such a tweak to be long
      known by now.
  4. Szaver
    Szaver
    • member
    • 0 kudos
    No longer works as of 1.9.6
    1. trif55
      trif55
      • member
      • 0 kudos
      Is there no working Inventory Capacity mod anymore?
  5. pathological
    pathological
    • member
    • 1 kudos
    Works beautifully for me on 1.9.5, no issues, thanks!
  6. Ashura11
    Ashura11
    • member
    • 0 kudos
    After multiple tries, I found out that If I have 'Stay Clean Longer - Get Dirty Gradually' mod this mod will not activated. Other than that it works as intended

    (It's a shame that I have to let stay clean longer go though, hha)
    1. kingofnuthin
      kingofnuthin
      • supporter
      • 5 kudos
      Then the "Stay Clean Longer" Mod alters the same line than my Mod. It's just a single line with the carry value that I have edited. Try using "Joew's Mod Manager" and move my Mod above the other. Maybe that way, it overrides the base weight in the "Stay Clean Longer" Mod with your preferred value.

      Would be great if you can give me some intel if it worked. Then I can put that in my FAQs.
    2. Ashura11
      Ashura11
      • member
      • 0 kudos
      Sorry I'm not on my computer for a few days.

      But after what you said I tried downloading Joew's Mod Manager and made your mod number one but that still didnt change anything. It only works when Stay Clean Longer taken off.
    3. kingofnuthin
      kingofnuthin
      • supporter
      • 5 kudos
      Dangit. But thanks for your response. Have a great day!
    4. GoVoR
      GoVoR
      • premium
      • 0 kudos
      there is a way to do it. it will involve some file editing if you up to it.

      In the Stay Clean Longer mod's description, follow Mad General advise on the file merging. and if you're using Vortex you need to confirm to use a newer file.

  7. GoVoR
    GoVoR
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    • 0 kudos
    deleted, see reply
  8. gundamofgod
    gundamofgod
    • member
    • 0 kudos
    Somehow it does not work for me. I used the Mod Manager, yet it is still not working like other weight limit mod.
    1. kingofnuthin
      kingofnuthin
      • supporter
      • 5 kudos
      Do you have any other mods installed? If any other mod changes the capacity value, too and is loaded after this mod, it won't work. Maybe load only this mod and look if it's working.
      Also check, if the content is installed like this:
      \Steam\steamapps\common\KingdomComeDeliverance\Mods\customweight_250\
      In this file there should be the 'data' folder and 'mod.manifest'.
    2. gundamofgod
      gundamofgod
      • member
      • 0 kudos
      Ok, When I start a new game, the number did not change, but when I quit then reload the save, it start to work.

      I can identify 1 of the conflicted mod is Herb Gather Radius x10 and the likes.

    3. kingofnuthin
      kingofnuthin
      • supporter
      • 5 kudos
      Interesting. But good to know. Thanks for sharing your solution.
    4. gundamofgod
      gundamofgod
      • member
      • 0 kudos
      After some test with reload method, most of the mods are compatible, but not the Herb Gather Radius
  9. Pickysaurus
    Pickysaurus
    • Community Manager
    • 731 kudos
    Hello there!
     
    Thank you for sharing your excellent new mod with the Nexus Mods Community!
     
    We like it so much we're going to promote your mod on our Social Media.
     
    Look out for your mod appearing on our Facebook or Twitter over the next few days!
     
    Keep up the awesome work!
     
    - Nexus Mods Staff