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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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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
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Author notes
This author has not provided any additional notes regarding file permissions
File credits
Credit to infarctus for some code for the load order functions in his Darktide extension.
Donation Points system
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Changelogs
Version 0.4.1
GOG version support added
Version 0.4.0
Made game discovery more reliable
Fixed load order errors that could sometimes occur when switching profiles
Version 0.3.2
The mod.manifest file for Steam Workshop mods is now read only from the root folder (folder with the Workshop ID)
Version 0.3.1
Fixed path replace functions for setting path to Steam Workshop mods folder
Updated some notification text related to Steam Workshop mods
Version 0.3.0
Added mods from Steam Workshop to load order. This obviously only applies to the Steam version of the game
Version 0.2.6
Changed the folder definition for the button to open kcd.log
Added a button to open mod_order.txt
Version 0.2.5
Added tool to launch the game with command line arguments "-devmode +exec user.cfg" (Steam only)
Removed notification about reinstalling mods
Version 0.2.4
Improved performance by making all the load order functions asynchronous
Load Order entries now show a more user-friendly mod name in addition to the modid
Version 0.2.3
Added code to create a clean mod.manifest file for mods with a corrupted one that cannot be read.
Version 0.2.2
mod.cfg files without a mod.manifest will now be installed to the correct location
The extension will attempt to create a mod.manifest file for mods that did not include one, so that they can be loaded by the game properly
Version 0.2.1
Fixed the mod installer properly falling back from checking the mod.manifest for a "modid" to a "name"
Version 0.2.0
Added full Epic version support (thanks to user Epsun)
Version bump for major changes in last patch
Version 0.1.4
Fixed and re-enabled the Load Order function with the mods_order.txt file. You must reinstall your mods to ensure they work properly.
Changed the required file and executable in anticipation of Epic version support (still need AppName)
Mod folders are now named based on the 'modid" or "name" parameters in the mod.manifest file. This is required for the load order to work.
Added buttons to open kcd.log and attributes.xml directly (Folder icon in mod toolbar)
user.cfg files now install to the game root folder
Added buttons to open config and save folders (Folder icon in mod toolbar)
Version 0.1.3
Temporarily disabled the load order function and creation of mod_order.txt file as it can potentially prevent mods from loading
Added a function at extension setup to delete the mod_order.txt file if the user had it from an earlier version
Version 0.1.2
Removed whitespace from folder names and load order entries, which could lead to installer errors if whitespace ended up at the end of the folder name
Version 0.1.1
Removed string "zip" from folder names and load order entries
Updated to include Steam Workshop mods in the Load Order. This allows you to use both Steam Workshop mods and mods from Nexus Mods at the same time.
This extension adds Kingdom Come Deliverance II modding support to Vortex Mod Manager.
The Steam and Epic versions should find the installation location automatically.
The easiest way to install the extension is to add the game in the Vortex Games tab.
Mod Installation Notes:
Installs mods to the "Mods" folder by default and includes Load Ordering. Includes any mod with mod.manifest, a mod.cfg file, or these folders: Data, Localization, Engine. The extension will attempt to create a mod.manifest file if the mod is missing it or has a corrupted file that cannot be read.
user.cfg mods will be installed to the the game root folder.
Any mod that does not suit the criteria above will be installed to the Binaries folder.
Includes a mod type to force mods to the game's root folder.
Upcoming Features:
Add Steam Workshop mods to mod_order.txt - DONE
Mod images in the Load Order view
GOG Support (once released) - DONE
Better mod names in the Load Order view - DONE
Create mod.manifest file for mods missing it - DONE
Mod Authors - You MUST have an appropriate modid in the mod.manifest for your mod. You MUST use only lowercase letters and underscores in the modid (no number, spaces, or other special characters). You should also make your mod's folder name the same as your modid as a fallback if there is a problem parsing the file. You should be doing this anyway if your mod contains a pak since the pak name must match the modid and the folder name. This is a requirement of how the game is programmed to handle mods and is NOT optional.
FOMOD Authors - Make sure your file output includes a top level folder. So if your mod contains mod.manifest and a "Data" folder, make sure you include a folder with a name matching the modid from the mod.manifest above those files. Otherwise, the mod will not be entered into the mod_order.txt Load Order file and will not be loaded by the game.
If you are having issues with mods being loaded by the game and used the extension before v0.2.3: Reinstall all the mods in your mod list by selecting them all and then selecting Reinstall in the blue ribbon at the bottom. This will make sure that all of your mod folders are named properly to be loaded by the game.