Required for the .json version of the mod to work properly
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
The goal of this tool is to streamline modding in kingdoms of amalur, making it easier to create, share and manage mods that modify game code.
Installing: Copy the DLL file into the game's folder Put mods in the same folder as the game
Update 1.3 notes Added support for masks in patches; Can be used by putting "??" in the patch, making the engine ignore that specific address Added some error-checks Added more information on what is going on
Creating mods: Any JSON file within the game's folder is considered a mod and the tool will try to load and parse it. The format of the JSON should be like the following (All fields are required)
A mod can have an infinite number of patches in different memory addresses; You can also create an override for any offset within a patch that was already written to enable user to configure something in the mod (if necessary)
Mods can use float values by prefixing the bytes with "f" as in the following example: "bytes": "f2.3"
Planned functionality that will be added in the future: Loading dlls and providing an interface to work with the game's variables (World objects, Camera, Player, etc) Selective loading of the mods (Not a priority, so far you can just rename the extension to something other than .json) AOB scan instead of a fixed address so more versions are supported (Are there any other versions at all? 1.0.0.2 might be a default everywhere and if so, this will get off this list)