New in Version 2.0: KCD2 Mod Manager now integrates with the Nexus Mods API! With this update, you can: β Update mods directly from the manager (Nexus Premium only β this is a Nexus Mods restriction, not mine, and I can't change it). β Endorse mods without opening the browser. β Log in via the settings menu (found in the top settings bar). β Disable update checks if you prefer to check manually. β Disable mod_order.txt creation while keeping the custom mod order intact. For instructions on how to set up update detection, see the article: "How to Enable Update Checks for Installed Mods." If you encounter any bugs or issues, please report them so I can continue improving the manager.
Hey everyone, I'am continuously working to improve the KCD2 Mod Manager and would love your input. What additional features would make your modding experience even better? Feel free to reply directly to this post with your ideas. Thanks!
hei mister the goat ;-) so I tested it a little bit, so far I'm quite happy with it however it has also some issues as well which i really hope you can fix it.
1.For example every time you bring a newer version, I have to manually update the mod number of all my mods in the mod manager. I have over 60 mods, its a little bit tedious. Would be awesome if there is a way it can transfer all the numbers to the newer version of the manager too.
2. Sometimes it doesnt show the right version of the mod. for example i have the Richer Merchants PTF version 10k 2.4 but your mod manager shows me the version 2.3 and tries to upgrade it but whatever i do, delete the mod reinstall or delete and reinstall with the option add mod, it always shows still the version 2.3.
3.Furthermore it would be great if we could have multiple builds (possibility to save different modlists) for different playthroughs for example.
Please possibly add an option to enable/disable all mods within the load order. Adding a whitelist for mods as well, to circumvent the tedious nature of the formerly mentioned.
Aside from greater quality of life, these options would make it far quicker and easier with troubleshooting when encountering incompatible mods or crashes.
If it's not too much of a hassle or if its even possible, Stardrop mod manager has a filter where you can see when the mod was last updated, and I think that would be awesome for this mod manger. I have a lot of mods so it would be nice to just boot up this manager and see what mods need updated through here.
@E1jefe84 Did you extract the folder before trying to use the installer? Extract the main folder first ( With either NanoZip, 7zip, or whatever you prefer) then go into the new unzipped folder, and use the installer inside that one.
@ThePathologicCatatonic ο»ΏPlease possibly add an option to enable/disable all mods within the load order.
Second this. There's been a few times where I've had to disable all mods to track down why the game mechanics don't work as expected (specifically, why quests don't behave). My mod count isn't that high (mid-20s), but it's a tedious thing to disable/enable them all.
Also, the Manager won't start the game unless one mod is active. Consider modifying the warning dialog to add an option to "start anyway".
You should already know the risks when modding in any game. If you have a huge mod list then you should keep a backup folder in case of situations like this. (Plus not to mention the other reasons it's a good idea to keep one.) Seems like you didn't so my advice is go to your mod download history and get to redownloading. No need to whine about the MM when you did it to yourself by not being prepared for such events.
Having to do something tedious over a f*#@ up sucks man I know, been there before and I'm sure I will be again lmao but doesn't mean you gotta be rude lol could've explained it like someone with class. Just my 2 cents lol
I wanted to start KCD2, as always after i install new mods, i started your Mod Manager, but all mods dissappeared, not a single mod is loading since then, not even after unisntalling your mod loader and with my manual installed mods files. Any Idea how to fix? can't load mods anymore
My bad, I figured out the manager changes the folders names to the modid it finds in the modmanifest file inside each mod's folder. Just edited that file and got it fine again. It's a bit arcane but once figured out this manager is a good tool. Looking forward to what you'll build into it next, thanks mate
In the latest update, aren't there a lot of files missing in the folder? And I can't install this mod, my PC went crazy right away, or it should be like that? In which case the installation instructions are wrong and need update. I am sooooo confused.Like: π KCD2 mod manager.deps.jsonπ KCD2 mod manager.dll π KCD2 mod manager.dll.config π KCD2 mod manager.exe π KCD2 mod manager.pdb π KCD2 mod manager.runtimeconfig.jsonπ SharpCompress.dll π ZstdSharp.dll
can we get a portable version without the installation setup.exe? for some reason I can't get it installed because it doesn't load / bring me to the installation interface.
Hello, with modding support now added; there are some potential issues I'm wondering if this mod manager will be able to handle: 1) Currently, this mod manager cannot view the Steam Workshop mods. 2) Assuming there will be another release for this mod manager, is it currently being worked on for both Steam Workshop mods and manually installed mods to be detected by the mod manager? 3) Currently, is the load order file overwriting Steam Workshop items? Do the workshop mods overwrite any/all manually installed mods and/or load order file?
You cannot use Steam Workshop mods with this. It does not add them to your Load Order. If they are not in your Load Order, the game will not load them. Steam Workshop mods load before the Mods folder, by default, if you don't have a load order file.
Vortex has full support for including Steam Workshop mods in the Load Order.
221 comments
KCD2 Mod Manager now integrates with the Nexus Mods API! With this update, you can:
β Update mods directly from the manager (Nexus Premium only β this is a Nexus Mods restriction, not mine, and I can't change it).
β Endorse mods without opening the browser.
β Log in via the settings menu (found in the top settings bar).
β Disable update checks if you prefer to check manually.
β Disable
mod_order.txt
creation while keeping the custom mod order intact.For instructions on how to set up update detection, see the article: "How to Enable Update Checks for Installed Mods."
If you encounter any bugs or issues, please report them so I can continue improving the manager.
I'am continuously working to improve the KCD2 Mod Manager and would love your input. What additional features would make your modding experience even better? Feel free to reply directly to this post with your ideas. Thanks!
1.For example every time you bring a newer version, I have to manually update the mod number of all my mods in the mod manager. I have over 60 mods, its a little bit tedious. Would be awesome if there is a way it can transfer all the numbers to the newer version of the manager too.
2. Sometimes it doesnt show the right version of the mod. for example i have the Richer Merchants PTF version 10k 2.4 but your mod manager shows me the version 2.3 and tries to upgrade it but whatever i do, delete the mod reinstall or delete and reinstall with the option add mod, it always shows still the version 2.3.
3.Furthermore it would be great if we could have multiple builds (possibility to save different modlists) for different playthroughs for example.
thx again for your effort. keep up the good work
Aside from greater quality of life, these options would make it far quicker and easier with troubleshooting when encountering incompatible mods or crashes.
That be handy.
Conflict detection would also be nice.
Second this. There's been a few times where I've had to disable all mods to track down why the game mechanics don't work as expected (specifically, why quests don't behave). My mod count isn't that high (mid-20s), but it's a tedious thing to disable/enable them all.
Also, the Manager won't start the game unless one mod is active. Consider modifying the warning dialog to add an option to "start anyway".
Any idea what to do? I can't really do much since this happens.
Never mind, it wasn't extracting proper. All good now.
Having to do something tedious over a f*#@ up sucks man I know, been there before and I'm sure I will be again lmao but doesn't mean you gotta be rude lol could've explained it like someone with class. Just my 2 cents lol
I wanted to start KCD2, as always after i install new mods, i started your Mod Manager, but all mods dissappeared, not a single mod is loading since then, not even after unisntalling your mod loader and with my manual installed mods files. Any Idea how to fix? can't load mods anymore
π KCD2 mod manager.deps.jsonπ KCD2 mod manager.dll π KCD2 mod manager.dll.config π KCD2 mod manager.exe π KCD2 mod manager.pdb π KCD2 mod manager.runtimeconfig.jsonπ SharpCompress.dll π ZstdSharp.dll
1) Currently, this mod manager cannot view the Steam Workshop mods.
2) Assuming there will be another release for this mod manager, is it currently being worked on for both Steam Workshop mods and manually installed mods to be detected by the mod manager?
3) Currently, is the load order file overwriting Steam Workshop items? Do the workshop mods overwrite any/all manually installed mods and/or load order file?
Vortex has full support for including Steam Workshop mods in the Load Order.