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Russian mods [TRANSLATED]
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As I've promissed...
The first portion of russian mods (originally by SayNt) :)
NOTE: All of these mods need KBMaster (compatibility mod) to work. |
I thought you wanted some help with that? :P
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Umm...there is not so much text in them...and it's really...strange (idiotic)
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are you the one who created this mods?? can i modify the files? hehee
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I believe he simply translated them, and there's nothing stopping you from modifying any mod files, although if you plan on redistributing them, I suggest you give original authors some credit.
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@ Lestas and Keneth
The above Link to the KB Master Mod has a readme in the zip file, which is unfortunately in russian. I want to know what exactly the KBMaster Mod is. And what does it do ? Currently I am using different mods, which does not need the KBMaster mod. They work fine: mod_164_eng_camera , mod_164_de_interface , mod_164_eng_armywalk , mod_larger_mapobj (almost all of them can be found here: http://kbmods.nm.ru/eng/164/) They keep on working with Game Vers. 1.7 Will they continue to work with KB Master mod in the mod folder ? I am playing german Kings of Bounty and changed some lines in the interface mod to german language. Will that be affected by the KB Master mod (can KB Master handle german lines) ? Thank you very much for your answer. Seven PS: Last question: Does the 1.7 version from KBMaster mod work with 1.64 game ? Or is there a special 1.6.4 KBMaster mod ? |
KBMaster is a compatibility mod that allows mods that modify the same files to work at the same time. It is, unfortunately, not compatible with any mods that are not made specifically for KBMaster with a few rare exceptions (like those that don't actually modify any game files). It also includes the interface mod by default, I'm not sure about backwards compatibility though, ideally you should only use it with 1.6.5/1.7 versions.
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ooh the army shop sounds great!
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where should i put the kbmaster mod?
will it be in the ..game\data\mod folder?
wana test this mod along with the other mods.. wana tweak something...tnx |
and sorry forget to ask this question..i modified exp aquisition of spirits..(faster leveling) slightly inc damage and added animation (soul drain..underground blade..blackhole)
wifes and children..items..and im trying to level my char to lvl 30 so i can see if my boost max level hero cap to lvl 35 is working..will this mods work with kb and along with the other mods? i saw the files contained in the mods i download, and as far as i can see..data redundancy and i was thingking..will the mods in this site overwrite my mods? |
It's recommended to remove all mods that are not compatible with KBMaster (or to remake them so they'll be compatible with KBM) if you want to install KBMaster-compatible ones.
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2.) changing .lng files has not play-impact on the game, you can even use the mods/play the game without them... you will just get the CODE instead of explanation text... but as long you know what it does... :) so no worries in changing the text/language 3.) I removed interface MOD - as it is part of KB Master MOD (at least so I believe) but I kept camera mod - and it worked (I am not using armywalk mod at all) But here is totally bulletproof double-check anyone can do anytime: open all mods and write down / or remember / or screenshot the files it contains (even in sub-folders) if you see the same file is in more MOD's - this could be and probably is a problem... if none of the MOD's contains a file from another, means that each MOD has unique file system in it. you are FINE. (in praxis this means that you may have 20 mods, but in these mods is only one "wifes.txt" file... should you have 2 of this file - you better remove on of these two mods 4.) I have tried KB Master in 165 (not in 164) and it worked fine (but I have not played for long... next day I upgradet to 1.7) -> but there is real chance that it may cause problems, as the patches change many of the files that the MOD is based on |
So...I'll clear the situation :)
KBMaster is a mod for modders. It allows to make replaces or to sdd lines to core .lua files. So if one mod uses arena.lua and another one does the same they were not compatible with each other. Now this problem is solved by KBM (thanks to NyRe, tav and others). But the mods need to be designed specially for KBM to work together. If someone needs to know how does it work..I'll describe :) P.S. It also contains interface mod (eng_translation is comming this night :)) |
iv got trouble updating to v 1.7...after i use the patch it will prompt a msg box saying unknown error..iv already removed the previous mods iv done...my ver is 1.6b7..what seems to be the problem?
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fyi I converted the army-shop mod to be non-KBMaster so I could use it with my other mods along with the english interface mod (none of which use the same files as the army-shop mod). If anyone wants it, I'll upload it to this thread unless Lestas' objects.
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lol
English interface mod is included in KBMaster (it'll be uploaded here this night). So there's no need to download uncompatible mods ;) |
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bman can you post a link to your work? if possible..it would be much appreciated..tnx
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Is there any mod that allow enemies to respawn? Thank you:)
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Hi all,
I have refactored the Army Shop mod in a way that it does not require the KBMaster framework anymore. Be sure to check the readme (included); there is a trade-off to getting rid of the KBMaster framework(!): Code:
Army Shop Mod u5 This is for the 1.7 English version. *** Edit2 Updated the package. See note about "u1". *** Edit3 Updated the package yet again. See note about "u2". *** Edit4 Updated the package yet again. See note about "u3". *** Edit5 Updated the package yet again. See note about "u4". *** Edit6 Updated the package yet again. See note about "u5". |
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Hi all,
I have refactored the Training Camp mod in a way that it does not require the KBMaster framework anymore. Be sure to check the readme (included); there is a trade-off to getting rid of the KBMaster framework(!): Code:
Training Camp Mod u1 ***Edit: This is for the 1.7 English version. ***Edit1: Updated the package. See note(s) on u1. |
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Hi all,
I have refactored the Rune Changer mod in a way that it does not require the KBMaster framework anymore. Be sure to check the readme (included); there is a trade-off to getting rid of the KBMaster framework(!): Code:
Rune Exchange (aka. Rune Changer) Mod u1 Note: if you wish to use this with the any of the other "refactored" mods, you need to make changes to a few files (I made it easy though)! ***Edit The package has been updated. See the note(s) about u1. |
Hey Csimbi, I tried using all of your mods and they work great...sorta.
Like I can only use one of your mods at a time. If I try using all three, only the rune exchanger appears. If I remove that, I only get the army shop. And when I do get the army shop, the dialogue comes out all garbled and appears to just be lines of code. I've tried reinstalling the game to use your mods to no avail. Any idea what could be happening? |
Oh, and also sometimes my army shop thing doesn't appear to work. I'll try to talk to it, but I'll only get the single 'cancel' option.
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Obviously the mods can't work together, they probably use the same files, that's why they were rewritten for KBMaster compatibility mod. :roll: If you want to use all of them, use the mod pack.
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oh man, I didn't even see that. Thanks for the link.
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I am interested in modding the game, and by using part of this mod, I create another mod, however, I dun know how to rename the 11111111.chat so that I can run both this mod and my mod at the same time. Can anyone give some hint so that I can amend the mod?
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Look around and use the advanced search to search this forum. |
I just find out the answer at other web site. I just think the linking is so strang. It need a software to translate the 02000000000000000100000001000000020000000C00000042 454 line into some meaningful words. After hours of work and improvement, my mod work fine now:)
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