Updated Version now available. - v. 0.6.1 - 3000+ Objects - Contains all previous objects and sorts them in new logical hirarchy - Is compatible to previous versions of the mod and keeps previous build constructions - Is compatible to the Cheat Mod
This game still has the soothing setting. Very meditating atmosphere and thrilling moments of battle. That was the reason I always wanted to expand the list of objects to build. Nice to see that people still acknowledge the effort put in this mod!
Das Spiel hat wirklich ein angenehmes Setting. Sehr meditative Atmosphäre und spannende Kampfmomente. Genau aus diesem Grund wollte ich selbst auch die Objekt-Bandbreite ermöglichen. Freut mich sehr, dass das nun auch nach langer Zeit noch gewürdigt wird!
In-case my post below is buried at some point, it's important to note the change in the #select commands. The new Select commands in 0.6.1 are: #architect_select("TEXT") #architect_select(search("TEXT")) With TEXT to be replaced by search text of choice #architect_select(NR) with NR to be replaced by Number #selectFirst() #selectLast() The old Select commands in 057a-text were:
Spoiler:
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#select("TEXT") #select(search("TEXT")) With TEXT to be replaced by search text of choice #select(NR) with NR to be replaced by Number #selectFirst() #selectLast()
FYI I just found a simple solution to the grey cylinder bug that you might want to add in version 0.6.2.
SOLUTION Edit the following functions inside Architect/Data/Scripts/Entities/arc_LadderEntity.lua
Before:
function LadderEntity.Server:OnUpdate(frameTime) if(System.IsEditing() and self.Properties.Offsets.bShowHelpers==1) then local pos = self:GetWorldPos(); local frontDirection = self:GetDirectionVector(1); local upDirection = self:GetDirectionVector(2); local playerStart = pos.y;
local height = SumVectors(pos,ScaleVector(upDirection,self.Properties.height)); Game.DebugDrawCylinder(height.x,height.y,height.z,0.3, 0.001, 60, 255, 60, 100); end end
function TriggerBase:OnLoad(table) self.Runtime = table.Runtime; self.Properties.object_Model = table.object_Model; self.Properties.deletion_lock = table.deletion_lock; self.Properties.height = table.height self:LoadObject( 0,self.Properties.object_Model ); self:Physicalize(0,PE_STATIC,{mass = 0, density = 0}); self:SetInteractiveCollisionType(); self:SetViewDistUnlimited() self:SetFlags(ENTITY_FLAG_RAIN_OCCLUDER, 1) self:SetFlags(ENTITY_FLAG_CASTSHADOW, 1) end function TriggerBase:OnSave(table) table.Runtime = self.Runtime; table.object_Model = self.Properties.object_Model table.deletion_lock = self.Properties.deletion_lock table.height = self.Properties.height end
After:
function LadderEntity.Server:OnUpdate(frameTime) -- make it empty end
function TriggerBase:OnLoad(table) -- copied from vanilla ladder file self.Runtime = table.Runtime; end
function TriggerBase:OnSave(table) -- copied from vanilla ladder file table.Runtime = self.Runtime; end
This is just a summary, I posted the complete process and reasoning in the bug report https://www.nexusmods.com/kingdomcomedeliverance/mods/958?tab=bugs -- Big grey cylinders
Check that out and thanks to kaylo for starting me on the right foot.
Hi, do you know if this also fixes the invisble walls/object in the sassau monestery. If you enter the grounds of the monastery from the main big gate (where you cross the drawbridge) and look left there should be a building with a little balcony that overhanges the wall of the building. If you walk under this wooden balcony you will walk into an invisible wall/ object.
Also another wall in Hans Capon's room in Rattay. You simply cannot walk into his room even with the door open as there is an invisible wall.
@DieselBird i do not think it solves the invisble walls/object in the Sasau monastery and Capon's room. I saw those too. But they are not grey cylinders, so my fix does not affect them. In fact, I have no clue what these invisible walls even are as game object instances. If someone knows their id or the version in which they appear it may be possible to chase them down.
One other idea I have is that the trouble-making functions seem to be TriggerBase:OnLoad or Server:OnUpdate, so it may be possible to chase those. In other words, to get a problem like mystery invisible objects appearing you must have some functions that are called when the game loads/updates and contain some line that ""reacts" with whatever is in the monastery or capon's room (like cylinders "reacted" with tall crosses and some dead objects). So by reading all potential functions like that and comparing them to the vanilla ones (that don't create this problem) you might be able to find the culprit.
Hello everyone - long time no see - I've implemented a way to remove any leftovers from the architect mod in your savestates (I know, its a bit late, but whatever) - simply download the uninstaller i provided within the files section -> uninstaller - I've updated the mod's description page, but as a quick rundown:
If you're not happy with using the developer console, an alternative is to use uninstaller i provided
If you want to uninstall the mod dont touch anything in your kcd\mods directory, dont remove anything yet
download the uninstaller, extract it to your mods directory (yes its another mod for max. compatibility)
start your game - you should see a message that the mod has been removed
save the game and quit
now you're able to remove the mod without any trouble, your save-game is in its vanilla state again
Said last year, I say it again: We need this mod for KCD2! Modding tools to be released soon for KCD2, cant wait to see someone working on this, hopefully!
This is just the mod that I was looking for. I really enjoy base building and you nailed it. With the renewed and massive interest in both KCD 1 and 2 , I hope that you have the opportunity and interest to continue developing this mod and perhaps porting it to KCD 2.
how do we get this to work? not working for me, whenever i launch game i get an error saying i'm on an older version and all my mods have been moved to mods_old. i just installed the game yesterday
Are you installing the mod with Vortex or manually?
Personally, I would recommend completing the quest to rebuild Presbylitz before using this mod in case there are any bugs, however my opinion is not based upon any testing rather just being cautious
I am sure that with KCD 2 out, nobody looks here anymore but in the off chance someone does: What do I need to do to get a functioning alchemy table? I tried just the alchemy bench pieces. But I assume I also need to put some of the interactable parts (book, cauldron, fire) but I want to make sure before potentially messing up a save
First of all, this is an amazing mod for the game. This has to be the best mod for KCD that I've seen.
Is there any way to make objects lower or higher via hotkeys? For example, sink an object lower into the ground so it blends better with the terrain elevation.
Also, is there a way to rotate on a different axis? for example, x, y, z.
377 comments
- v. 0.6.1
- 3000+ Objects
- Contains all previous objects and sorts them in new logical hirarchy
- Is compatible to previous versions of the mod and keeps previous build constructions
- Is compatible to the Cheat Mod
Thanks a lot, that you still spend time for this mod, because of that i can enjoy this pearl of medieval set a very long time.
Kind regards
So oder so, einfach mega geil, dass nun noch mehr Objekte baubar sind.
Schöne Grü?e!
Das Spiel hat wirklich ein angenehmes Setting. Sehr meditative Atmosphäre und spannende Kampfmomente. Genau aus diesem Grund wollte ich selbst auch die Objekt-Bandbreite ermöglichen. Freut mich sehr, dass das nun auch nach langer Zeit noch gewürdigt wird!
The new Select commands in 0.6.1 are:
#architect_select("TEXT")
The old Select commands in 057a-text were:#architect_select(search("TEXT"))
With TEXT to be replaced by search text of choice
#architect_select(NR)
with NR to be replaced by Number
#selectFirst()
#selectLast()
#select("TEXT")
#select(search("TEXT"))
With TEXT to be replaced by search text of choice
#select(NR)
with NR to be replaced by Number
#selectFirst()
#selectLast()
FYI I just found a simple solution to the grey cylinder bug that you might want to add in version 0.6.2.
SOLUTION
Edit the following functions inside Architect/Data/Scripts/Entities/arc_LadderEntity.lua
Before:
After:
This is just a summary, I posted the complete process and reasoning in the bug report https://www.nexusmods.com/kingdomcomedeliverance/mods/958?tab=bugs -- Big grey cylinders
Check that out and thanks to kaylo for starting me on the right foot.
Also another wall in Hans Capon's room in Rattay. You simply cannot walk into his room even with the door open as there is an invisible wall.
no pressure lol just thought i'd point these out.
One other idea I have is that the trouble-making functions seem to be TriggerBase:OnLoad or Server:OnUpdate, so it may be possible to chase those. In other words, to get a problem like mystery invisible objects appearing you must have some functions that are called when the game loads/updates and contain some line that ""reacts" with whatever is in the monastery or capon's room (like cylinders "reacted" with tall crosses and some dead objects). So by reading all potential functions like that and comparing them to the vanilla ones (that don't create this problem) you might be able to find the culprit.
If you're not happy with using the developer console, an alternative is to use uninstaller i provided
Thank you for your efforts!
Personally, I would recommend completing the quest to rebuild Presbylitz before using this mod in case there are any bugs, however my opinion is not based upon any testing rather just being cautious
This has to be the best mod for KCD that I've seen.
Is there any way to make objects lower or higher via hotkeys?
For example, sink an object lower into the ground so it blends better with the terrain elevation.
Also, is there a way to rotate on a different axis?
for example, x, y, z.
And if not, is it possible to add these?