Keep the folder name the same as <modid>exclusiveperks</modid> in mod.manifest file, and also for exclusiveperks.pak *****ModId can only contain lowercase characters and underscores.
For editing, first extract the .pak Go to sub-folders until you reach perk2perk_exclusivity.xml and open it Paste code below with Notepad++ or something similar
Now repack with a tool called KCD PAK Builder by Altire. ******don't repack with 7zip it won't work
Here's how my mod.manifest looks like just an example <?xml version="1.0" encoding="utf-8"?> <kcd_mod> <info> <name>exclusiveperks</name> <modid>exclusiveperks</modid> <description>removes exclusiveness from some perks.</description> <author></author> <version>1.0</version> <created_on>2025-05-29</created_on> <modifies_level>false</modifies_level> <dependencies> </dependencies> </info> </kcd_mod>
You don't need <support></support> to make it work in case the game updates to the new version
And yes, I have tested this with all perks active.
Basic troubleshooting for a version controlled mod after an update:
Open the mod.manifest file within the mod folder, ExclusivePerks in this case
Check if there is a <supports> header with values under it
Make sure the value at <kcd_version> matches up with the current version of the game
For the current version at the time of posting, it should be <kcd_version>1.3.*</kcd_version>
The game will simply not load the mod if the mod.manifest has a value under <supports> that does not match up with its current version.
You may ask "Why use it at all then?" Short answer, because it protects against changes to the game that may create major compatibility problems with the mod.
In this case, no new perks were added nor were any existing perks removed, so the chance of a conflict is low. Try changing the value for the version from "1.1.*" or "1.2.*" to be "1.3.*" and see if it works for you.
Thanks this works perfect. I notice a lot of mods don't bother with game version but those that do should either update their mods or update and the add the asterisk in the right place so that the mod will load when the game updates.
The mod works with 1.3. If you have problems just change the name to "aaExclusivePerks" so its higher up in the loading order. After that it should work or at least did for me.
It is working for me. Well, kind of. I think I need to drink Lethean Water and check all the perk boxes again. I noticed two exclusive perks were again available to choose, but I was out of perk points. That does leave me with a question about adding them both, though. Hmmm...
Mod doesn't work for me, tried changing manifest like I've seen here, nothing. Reset using the water and tried re-applying everything, didn't work. Anyone able to suggest something I can do? Thanks
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You can also refer to this link for more knowledge on basic modding, editing files here
Structure-of-a-Mod
I used a tool called Warbox for KCD
Keep the folder name the same as <modid>exclusiveperks</modid> in mod.manifest file, and also for exclusiveperks.pak
*****ModId can only contain lowercase characters and underscores.
For editing, first extract the .pak
Go to sub-folders until you reach perk2perk_exclusivity.xml and open it
Paste code below with Notepad++ or something similar
<?xml version="1.0" encoding="us-ascii"?>
<database xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" name="barbora" xsi:noNamespaceSchemaLocation="../database.xsd">
<perk2perk_exclusivitys version="1">
<perk2perk_exclusivity first_perk_id="" second_perk_id="" />
<perk2perk_exclusivity first_perk_id="" second_perk_id="" />
<perk2perk_exclusivity first_perk_id="" second_perk_id="" />
<perk2perk_exclusivity first_perk_id="" second_perk_id="" />
<perk2perk_exclusivity first_perk_id="" second_perk_id="" />
<perk2perk_exclusivity first_perk_id="" second_perk_id="" />
<perk2perk_exclusivity first_perk_id="" second_perk_id="" />
<perk2perk_exclusivity first_perk_id="" second_perk_id="" />
</perk2perk_exclusivitys>
</database>
save it
Now repack with a tool called KCD PAK Builder by Altire.
******don't repack with 7zip it won't work
Here's how my mod.manifest looks like just an example
<?xml version="1.0" encoding="utf-8"?>
<kcd_mod>
<info>
<name>exclusiveperks</name>
<modid>exclusiveperks</modid>
<description>removes exclusiveness from some perks.</description>
<author></author>
<version>1.0</version>
<created_on>2025-05-29</created_on>
<modifies_level>false</modifies_level>
<dependencies>
</dependencies>
</info>
</kcd_mod>
You don't need <support></support> to make it work in case the game updates to the new version
And yes, I have tested this with all perks active.
The game will simply not load the mod if the mod.manifest has a value under <supports> that does not match up with its current version.
You may ask "Why use it at all then?" Short answer, because it protects against changes to the game that may create major compatibility problems with the mod.
In this case, no new perks were added nor were any existing perks removed, so the chance of a conflict is low. Try
changing the value for the version from "1.1.*" or "1.2.*" to be "1.3.*" and see if it works for you.