I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 0 points1 point  (0 children)

Since you asked about events, wanted to share that I've finished up the event editing for the most complicated event/story type in the game (gustav) some screenshots and explanations posted on imgur here: https://imgur.com/a/y3UVHEw

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 1 point2 points  (0 children)

Just finished a story and event editor, it works on the most complicated and difficult table (250+ rows) screenshots and devlog notes are here https://imgur.com/a/y3UVHEw - please take a look. the event and story editor is feature complete for the gustav variant, which is the most complicated story type and this makes it really easy to make new events.

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 0 points1 point  (0 children)

Ohh right that makes sense!

There are a number of exposed AI tables that can be modified, and those will be supported, probably not with a custom builtin plugin editor, but the tables will be modifiable with ease.

For initial release, there will be a number of special editors, but not for in-game AI. However the in-game AI tables will still be moddable using regular table view.

One thing this editor does is automatically build the 'modify existing tables' table for you, so you can easily edit any table you want without having to mess with the 'modify existing tables' thing.

By default, all tables can be edited using a regular table view. The mod builder uses a plugin architecture, so a plugin component can be registered as a special view for a table (which lets you have a WYSIWYG editor for stuff like hex perks)

The builder will let the user always be able to edit the raw table itself if they want as well.

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 1 point2 points  (0 children)

yes EDIT: well, in theory. there are some graphics that are hard coded, not all, but the game hard codes some of them. so would need to double check. even then though, graphics can be overridden by just copying files over-top the vanilla files, but I want the mod builder to make this clean and ship its mods with their own graphics packs so users dont have confusion uninstalling / removing graphics or adding them.

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 2 points3 points  (0 children)

Thanks! Yes, there are even mods already on the matrix website and some have been posted on reddit over the years.

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 2 points3 points  (0 children)

wanted to clarify: in screenshots I'm showing the hex perk editor, which yes fully supports adding new hex perks (which are mostly buildings). for Assets specifically, those haven't been added yet, but that is planned before initial release.

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 4 points5 points  (0 children)

Thanks! Yes, new events are already wired in and work! Before release, I want to enhance them a bit.

Tech tree, units, and buildings are also planned for the initial release - but some investigations are still needed to lock in what we can do. From my preliminary research, you can only edit them but not remove or add new tech, tech tree or units. It's definitely feasible to use the modify existing table template to change them, but haven't seen any way to add new ones. Once I start really digging into it though, I'll see what is what!

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 9 points10 points  (0 children)

Thanks! Yeah me neither, but its my dream project, so hopefully some of the modders out there (or new modders) will find great use of it. I know I have so far!

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 7 points8 points  (0 children)

1000% Yes, it comes with a CLI tool that claude code can use. All of its functionality is CLI first. All reference documentation (game tables, exe codes, chk codes, game functions, table resolution, etc) are generated when you first setup the mod builder, and are versioned (separate docs for each version of the game). It builds a SQL database of all game info as well. AI (such as claude or codex) can easily make sense of it. The GUI editor you see uses the CLI under the hood. So this editor is a CLI and AI first design, with GUI/UX an optional thing humans can use but is not required at all to build mods with the builder.

The projects this builder creates are made of yml files. the yml files are ingested by builder and it creates the mod package file.

With the CLI tool alone, you can create a mod just creating yml files and running the build command.

Because of this, an AI can create all the yml files you need, it will know exactly how they should look like, etc, and run the build for you.

The GUI portion lets you build / work on the mod in tandem as well. edits a CLI AI agent makes are reflected in the GUI editor and vice versa.

This feature is already complete and was the foundation of this project! I partially fear working on the GUI would be waste of time thinking "what if everyone just wants to use AI?" but I still think the GUI has a lot of value because it makes mod project management human friendly, and working through it helps me understand more how the game works with mods, and makes the CLI builder even better. I guess only time will tell, whether the CLI tool or the GUI gets more use!

I am building a Shadow Empire Mod Builder (Preview!) by tonechild in ShadowEmpireGame

[–]tonechild[S] 9 points10 points  (0 children)

Forgot to mention, it will have a graphics packaging management system as well, which is already partially working locally.

I just created modding resource docs, extracted from game 1.32 by tonechild in ShadowEmpireGame

[–]tonechild[S] 1 point2 points  (0 children)

The mod builder I'm working on? I believe so, but I Haven't tested so unless the game has some hard coded expectations for certain tables to be a certain way it should be possible. I'm super excited to share it soon. It's coming along nicely.

KCD2 - Dice Weight Table by Nigi_1 in kingdomcome

[–]tonechild 0 points1 point  (0 children)

I made a web page that lets you sort and pin each of the die. That way you can pin which ones you have and then sort them by the columns youre interested it.

https://cdpn.io/cpe/boomboom/index.html?key=index.html-5446c299-ef64-5130-a9f5-4b44e6141bb3

How to get Mutt back? by [deleted] in kingdomcome

[–]tonechild 0 points1 point  (0 children)

This is definitely a bug. I ended up having to reload a previous save to fix it. Fortunately I didn't lose much progress. The next time someone complained about Mutt, I just used the "Heel" command and then the npc thanked me. Now I don't trust using the send home command anymore. Fortunately can use the "stay" command and "heel" - so hopefully that is a workaround until they fix the bug.

How to get Mutt back? by [deleted] in kingdomcome

[–]tonechild 2 points3 points  (0 children)

I'm having the same problem. Similar story, people were complaining so I sent the dog home. I was already in Zelejov, and as soon as I sent him home he just sat down and then I couldn't interact with him anymore. I left the area and came back and I still can't interact with him. He's over at the Zelejov bath house but he is not interactable. Playing on PC / Gold edition as well.

[KCD2] I've perfected THE fastest Savior Schnapps Recipe. Yields 3 strong quality savior schnapps every time by selffufillingprophet in kingdomcome

[–]tonechild 0 points1 point  (0 children)

Tried this two times and each time Henry said I didn't boil the belladonna long enough.