Kingdom Come Deliverance Nswitch MOD

WiduraGoez

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Is there anyone Know How to Put Nexus Mod on Kingdom Come Deliverance v.1.96H Nintendo switch? Or Is Kingdom Come Deliverance can use MOD..Thank you
 

WiduraGoez

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no..i just have a cheat that post in cheat code forum..that why i need to find out how to put a mod to the game...but saddenly there is no comment how to put the mod..search the google..also not found the correct way...maybe waiting for someone that succesfully put a mod on the game
 

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Yeah... There is a few mod that interesting.. But i dont know how to put the mod on kingdom come switch.. Try to copy paste the mod to romfs.. But it is not working.. Maybe wait for someone that success to put a mod on kingdom come switch
 

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I don't know much about this game modding, but from what I read mods must be adjusted to newest version of game, otherwise mods can be refused to load.

And based on pak headers in hex editor from unlimited save vs Switch files, pak files headers differ
Mod:
1711275509330.png

Switch
data/developer.pak
1711275540060.png
localizations/polish_xml.pak
1711275571306.png
data/_fastload/startup_animations.pak
1711275655811.png

All Switch pak files follow certain pattern that is not matching mod.

You can try to open up pak files with 7zip, but Switch ones are using different compression unsupported by default 7zip, so you cannot even unpack it.

Plus few tips: it must be "mods" and "data" folder, not "Mods" and "Data". Filesystem in Switch is case sensitive and they are hardcoded with lower case.
 
Last edited by masagrator,

WiduraGoez

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I don't know much about this game modding, but from what I read mods must be adjusted to newest version of game, otherwise mods can be refused to load.

And based on pak headers in hex editor from unlimited save vs Switch files, pak files headers differ
Mod:
View attachment 427595

Switch
data/developer.pak
View attachment 427596
localizations/polish_xml.pak
View attachment 427597
data/_fastload/startup_animations.pak
View attachment 427598

All Switch pak files follow certain pattern that is not matching mod.

You can try to open up pak files with 7zip, but Switch ones are using different compression unsupported by default 7zip, so you cannot even unpack it.

Plus few tips: it must be "mods" and "data" folder, not "Mods" and "Data". Filesystem in Switch is case sensitive and they are hardcoded with lower case.
so you saying that the PC MOD not working or different header with the switch.....and about put the PC mods..so i must unpack the PC mod...and copy the inside of it in folder "mods" and "data"...is that it...I Will try it..Hope some MOD works with switch game..Thank you so much for your tips and guidance.....and also how do you get pak headers on pc MOD so that i can see what match the switch pak headers?
 

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so you saying that the PC MOD not working or different header with the switch.
my guess


mod...and copy the inside of it in folder "mods" and "data"...is that it...
no
You can't do anything. Would be nice to figure out what compression did they use on Switch and implement it to 7-zip. But first I would try to check if PC paks are working by putting one of language paks and replacing the one on Switch to see if it's working at all.
 

WiduraGoez

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my guess



no
You can't do anything. Would be nice to figure out what compression did they use on Switch and implement it to 7-zip. But first I would try to check if PC paks are working by putting one of language paks and replacing the one on Switch to see if it's working at all.
Oke thank you so much for your tips and hard work..i really want to mod the switch...have been try to put the PC Mod in mods then data folder...and it is not working at all..I'll wait for you if you succes to put the mod or how to convert the PC mods so it will work on switch too..Thank you so much for your replay...and If anybody or anyone have been success to convert the PC Mod..please share it in this forum..Thank you
 

WiduraGoez

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Is anyone have successfully unpack the .pak file in Kingdom Come Deliverance? or what kind of program to unpack it.....I have been extract the romfs...and in inside there is a .pak file..but can not unpack it using 7zip..it says "
Unsupported compression method : Libs\Tables\rpg\rpg_param.xml"
 

guily6669

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Have you tried with WinRAR too? At least for old mudrunner on PC I use WinRAR to Open the .Pak files, who knows if with luck it could open the switch ones...
 

masagrator

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Compressed file example "test.dat" extracted with hex editor (packed to zip otherwise site won't allow to upload it), expected decompressed file.dat size (not after unpacking uploaded zip, but actual decompressed size) is 0x67B bytes (1659 B).

Original pak is storing information about compressed method as ID 15, which is stated in documentation of zip as "reserved", so it's non zip standard solution. Tried already Oodle decompressor, no success. It's definitely some type of LZ compression.
 

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WiduraGoez

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Thank you so much for your effort....I try too with a lot off zip software..but still not found the software to extraxt it....If you find some way to extract the .pak file..can you help share what program can it be use to extract it..Thank you so much for your help
 

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Ok, confirmed it's Oodle. I had issues because I read wrongly decompressed size.
Now would be nice to incorporate it into 7-zip source code.

You can use quickbms script for ZIP files to unpack pak files, since it has incorporated ID 15 as Oodle, because it was used for few other games the same way.
https://aluigi.altervista.org/bms/zip.bms

What I have noticed for now:
- Textures are swizzled by default, so any texture/model mod must be converted to support Switch specifically.
- Repacked whole ui.pak with Windows built-in zip packer that uses Deflate method, game crashed.
 
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WiduraGoez

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Thank you so much for your information... I will try it now
Post automatically merged:

Ok, confirmed it's Oodle. I had issues because I read wrongly decompressed size.
Now would be nice to incorporate it into 7-zip source code.

You can use quickbms script for ZIP files to unpack pak files, since it has incorporated ID 15 as Oodle, because it was used for few other games the same way.
https://aluigi.altervista.org/bms/zip.bms

What I have noticed for now:
- Textures are swizzled by default, so any texture/model mod must be converted to support Switch specifically.
- Repacked whole ui.pak with Windows built-in zip packer that uses Deflate method, game crashed.
I'm sorry but i'm new in this kind of converting mods..so how can i use the quickbms script for ZIP files to unpack the .pak files.......Nevermind I have been found the way..Thank you so much
Post automatically merged:

So now..I will Have To try to modify the .Pak File to be use some of the PC MOD...But to put the .Pak File on to the switch..where must i put the .pak file?
Post automatically merged:

Have been try to modify the.pak file switch...but when i open one of the .xml file with notepad++ it become like this
Screenshot (791).png
 
Last edited by WiduraGoez,

masagrator

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Switch game has precompiled XMLs that they call "CryXml" in comparison to PC that has them in readable format.
Post automatically merged:

https://pypi.org/project/scdatatools/

It can convert them to readable format, but not back to CryXML. HappyXML doesn't work.

For now I'm writing Python scripts that can pack to zip files compressed with Oodle. I want to replicate ui.pak 1:1 if possible.
Post automatically merged:

It seems like QuickBMS script doesn't extract all files. This is why game was crashing with repacked ui.pak

So game supports normally zip files packed with Windows builtin zip compressor.

You can find my script that perfectly fine unpacks whole PAK here:
https://github.com/masagrator/NXGameScripts/tree/main/KingdomComeDeliverance

Tested with Python 3.10
You must download "Unpack_PAK.py", "zipfileKC.py" and "Oodle.exe".
in cmd you must use
Code:
python Unpack_PAK.py [pak_file] [folder_out]
For example
Code:
python Unpack_PAK.py ui.pak ui

I have added there also Pack_PAK.py if somebody would like to use Oodle for compression.
Post automatically merged:

Replaced xml files in ui.pak with files from UnlimitedSavingNS mod without converting it to CryXml format.
And they work fine :)

So only issue comes from the fact that game doesn't load additional pak files.
 
Last edited by masagrator,

WiduraGoez

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Switch game has precompiled XMLs that they call "CryXml" in comparison to PC that has them in readable format.
Post automatically merged:

https://pypi.org/project/scdatatools/

It can convert them to readable format, but not back to CryXML. HappyXML doesn't work.

For now I'm writing Python scripts that can pack to zip files compressed with Oodle. I want to replicate ui.pak 1:1 if possible.
Post automatically merged:

It seems like QuickBMS script doesn't extract all files. This is why game was crashing with repacked ui.pak

So game supports normally zip files packed with Windows builtin zip compressor.

You can find my script that perfectly fine unpacks whole PAK here:
https://github.com/masagrator/NXGameScripts/tree/main/KingdomComeDeliverance

Tested with Python 3.10
You must download "Unpack_PAK.py", "zipfileKC.py" and "Oodle.exe".
in cmd you must use
Code:
python Unpack_PAK.py [pak_file] [folder_out]
For example
Code:
python Unpack_PAK.py ui.pak ui

I have added there also Pack_PAK.py if somebody would like to use Oodle for compression.
Post automatically merged:

Replaced xml files in ui.pak with files from UnlimitedSavingNS mod without converting it to CryXml format.
And they work fine :)

So only issue comes from the fact that game doesn't load additional pak files.
In where do you put the .pak file mod on nintendo switch to make the mod works?
Post automatically merged:

In where do you put the .pak file mod on nintendo switch to make the mod works?
and can you help how to make the mods works perfectly..is it mody the .xml file...or just copy and replace the xml file the xml file...Thank you for your great works and guidance
 
Last edited by WiduraGoez,

masagrator

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In where do you put the .pak file mod on nintendo switch to make the mod works?
Nowhere. As I said, any additional PAK is not detected. And I cannot debug this for next weeks because for some reason GDBstub refuses working with my phone hotspot.

and can you help how to make the mods works perfectly..is it mody the .xml file...or just copy and replace the xml file the xml file...
1. Unpack ui.pak with my scripts
2. Unpack pak file from mod with 7-zip
3. Copy unpacked files from mod's pak and paste them to unpacked ui.pak files, replacing original ones
4. Pack all unpacked ui.pak files and folders to new ZIP, rename just generated archive back to ui.pak
5. Put new ui.pak to atmosphere/contents/0100650018FE0000/romfs/data
6. Launch game
 

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