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Old 12-28-2008, 09:26 PM
Csimbi Csimbi is offline
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Quote:
Originally Posted by Lestas View Post
Creating .kfs files:
Step 1. Pack your files with any archiver to .zip format.
Step 2. Rename your .zip archive to .kfs
Step 3. Enjoy your mod.
That's over-simplification. There is more to it than meets the eye...
KFS files are ordinary ZIP files - just with a different file extension.
So, create a ZIP file (using any application capable to do so).
When done, change the file extension to KFS.
Also, make sure that file name begins with "mod_" (without the quotes) - otherwise the game will not recognize it.
When done, put your KFS file anywhere in the game directory; \sessions\base\, \data\, etc. The game will scan the subdirectories for KFS files, so it will find them no matter where you put them. However, I recommend creating a directory just for the mods though (so you won't have trouble with find them later) - say \data\mods\ - you will see that several mods recommend putting the files there.

Quote:
Originally Posted by Lestas View Post
  1. There are some files and their parts (.chat files and loooong numeric strings in files) which are compiled texts. If u need a decompiler for them..we can provide it
Compiler/decompiler would be nice for the .act, .chat, .hero, .loc, .lu, .qst files.
Are these tools available somewhere?
Thank you!

Last edited by Csimbi; 12-28-2008 at 10:26 PM.
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