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.
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.
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.
"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.
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)
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.
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.
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.
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'.
20 comments
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.
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.
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.
(It's a shame that I have to let stay clean longer go though, hha)
Would be great if you can give me some intel if it worked. Then I can put that in my FAQs.
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.
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.
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'.
I can identify 1 of the conflicted mod is Herb Gather Radius x10 and the likes.
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