Kingdom Under Fire: The Crusaders

Kingdom Under Fire: The Crusaders

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Mod Collection - Crusaders Edition
By 復活した黒 and 1 collaborators
A collection of Mods from collabing modders, since the Workshop does not exit.
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Introduction
Hi, im 復活した黒, also called Keaton, modder for KuF: Crusaders and now also Heroes. This Mod Collection will be expanded as time goes.

This Includes small things like EXP overwork to Overhauls in the future. For any Problem, just leave a comment.

I now have added 2 new modders as contributers, who learned to mod the game, while I can concentrate more on the things that aren't modable by "normal" means.

List of Contributers and their work directions:

復活した黒 - Mods, game expanding Tools, Tutorials, finding file formats, modeling, Multiplayer framework lead.
애플 - Mods, Tutorials, QoL Tools for Vanilla.
Weeb - Multiplayer framework, main modding tool, custom missions

Hello, I am 애플, fellow modder for KuF:TC/H. I will work together with 復活した黒 in order to reach new heights. I am really thankful for this opportunity, as im being teached on pretty much everything the games have to offer and will be able to offer on the coming months. Another person will be added to the contribution list shortly, who will work alongside us. I hope you are as excited as I am to see how far we can push the games to the limit. - 애플
Permissions
Every Mod, Texture, Video File, or rather pretty much anything can be re-uploaded freely to any other site, as long as it credits the Creator. Please do not claim any work from us as your own, as you can destroy the already small modding community with this.
Installation/Uninstallation
Installation
Almost every mod replaces Files. If you are prompted to replace a File, just do so.
There are 2 types of mods in here. One is called packed, the other is called loose.
A Packed file is a .rar/.zip File that has folders inside them. These folders are structured like your game installation, so you can find the path where it's put in properly.

Example Packed:
Packed file has data/SOX/Language folders inside. You can then open your game directory and open data/SOX/Language in there, just like how it was inside the Packed File. Now you can put all Files from the .rar/zip inside there and Windows will ask if you want to replace the files. Press Yes. You have successfully installed a Mod.

A loose file is the opposite. It is not packed inside a .rar/.zip and their install location is written down here. Please be aware that we explicitly state when a File does not belong inside a Language Folder for example.

Example Loose:
Loose file is not packed and the Info before the download link says to put it inside data/SOX. We open the game directory and open the data folder, then SOX folder. We copy the file inside and replace if asked. We do not paste the file anywhere else. You have successfully installed a Mod.

Mod does not work:
  • Make sure that the copied files did not get renamed by Windows. (Example: Mod.sox can be renamed to Mod (1).sox by Windows.)
  • Make sure the files have been replaced properly. (You can delete the old File and just put the Mod inside.)

The game crashes:
  • You have put the Files into the wrong folder. A common crash can occur if you for example download a SOX Mod and attempt to overwrite a file inside data/SOX/Language instead of data/SOX. Please be aware, that if a packed file does not contain a Language Folder, then it's not meant to be placed in there.
  • A certain Mission does not like a Mod. This is a Bug and should be reported as soon as possible.

Uninstallation
Redownloading - Uninstall and Reinstall the game over steam.
Verify - Let Steam verify the game
If mods are still loaded - Delete the Mods, let Steam verify.

Please be aware, that some Mods will be saved onto your savefile and cannot be changed anymore. Examples are Starter-, unlocker- and post-game Mods
Mods
Campaigns

Geralds Medium Mod
List of changes:
  • You will start with a Level 8 Blue Infantry Unit.
  • Units you receive are now higher level.
  • Requirements to change jobs increased.
  • Sometimes you will see enemies at or over level 100.
  • The difficulty will target that Gerald ups his level in 5 level increments per mission, starting from level 15 after you can access the Barracks for the first time.
  • At least that was the inital plan. I made changes after his 9th Mission to the EXP Table, meaning you need less to level up. (still, does not increase the mission cap). Overall you need 57061 EXP to reach Level 50 from level 1. (less than half)
  • Paladins on the second mission now wont engage, unless engaged by enemies. They will now cast curatio, if your unit falls under a certain threshold, BUT it wont prevent death if you are not careful!
  • Third mission is somewhat of a breeze, intended that way.
  • River Mission might be rage inducing if you don't rush to Hugh.
  • Regnier will now chase after he kills Hugh, unless you get to the objective by that time. The King now wont heal as often as before and only if you reach 30% HP.
  • I advise you to actually use traps against the Orc Horde on the sapper trap mission. Also, try to not go heads first with your Calvary there :)
  • River Mission to Hironeiden MIGHT be hard.
  • Escort Mission for Rupert. First of all, Rupert has received a Buff and can now fight. Secondly, I strongly advise against fighting the newly improved Orcs over level 100, unless you want to fail and lastly, the Dark Elven Troop that spams Meteor will now engage instead of running away.
  • Huge Possibility for the next mission to end in a failure :)
  • Orc Camp mission is meant to be easy. Be sure that all of your Units pick up the max EXP there.
  • Final Mission now stars Elfs and Dwarfes.

Download: https://drive.google.com/file/d/18zgFJELv5zVi-InNZcAMAeokIY0yMs6Q/view

Regnier is Immortal
What does this Mod do?
  • This Mod will make Regnier himself and his own Troop Immortal. You will not receive any damage.
  • This does not include any other Troop that you command!
  • It messes with the Bonus EXP at his first Mission.
  • It has an integrated starter Mod, that changes your Troops to the Heavy Orc Infantry from Geralds 5th Mission.
  • This Mod also has an integrated Troop Mod, that changes the number of Troops you can take into a Mission to the Max.

This is not compatible with any Starter Mod, unless you want to lose immortality for his first Mission.

Download: https://drive.google.com/file/d/1G7i6KFbgydmDFZmRxyTzDvNftmQXv9oy/view

Troop Mods
This will allow you to take more Units into a Mission for Campaigns. This is incompatible with Geralds Medium Mod or anything that alters those Files. These are compatible with SOX Mods. These are also compatible with starter mods.

Gerald
  • Added Slot for 3rd Mission, the Dark Elves chase Mission.
  • Added Slot for 5th Mission, the Hugh vs Regnier Mission.
  • Added Slot for 6th Mission, the Sapper Trap Mission.
  • Added Slot for 7th Mission, the go to Hironeiden Mission.
  • Added 4 Main Slots for 8th Mission, the Rupert Escort Mission. (= 6 Infantry Troops)
  • Added 2 Main and 1 Support Slots for 9th Mission, the Hironeiden Defense Mission.
  • Added 2 Main and 1 Support Slots for 10th Mission, the Burn the Orc Mission.
  • Added Slot for the Final Mission.

Download: https://drive.google.com/file/d/1ZD4zZNnbakCliot2Ez4ZO0lmBWEL3ngq/view

Lucretia
  • Every Mission after the 3rd (basically when you get Barracks Access) have added Slots
  • Since I do not have save Games for anything after the 5th Mission, I edited Troop Numbers to 5.
  • Added Slots are all Infantry. Lucretia during her 4th Mission for Example can take herself and 5 other Troops to a Mission. While other Mission she still can take up to 4 Infantry excluding herself.

Download: https://drive.google.com/file/d/1y1KQ9TdFNDTkC5hh3rotvNwIMwDfh5yg/view

Kendal
With a bit of a delay (had to play the campaign to make sure it works), here is his Troop mod.
  • Every Mission after his Intro has increased Troop numbers to the max.
  • Repositioned newer Troops to make it look cleaner and not bunch of Troops stacked on one like the other ones.
  • I am aware that Nowart second part will loose you the extra Troops for that part, I will fix it later on, but for now im really tired.
  • Added slots are mostly Infantry, few Missions have a support slot.

Download: https://drive.google.com/file/d/1fAiDqT64nvBm6P5A-xmtT1YFA0YwLrBK/view

Nowart Fix(Not included in the main download!):
https://drive.google.com/file/d/1M3ZKNfX-MuAawcgXz_yL9rUmmub0rIj5/view

Kendal V2
By request, here is a alternative version
  • Every Support slot in the campaign is now a Infantry slot, the only exception is the Battaloon in the Final Mission.
  • Includes Nowart Fix

Download: https://drive.google.com/file/d/1AfrkNyHxwBUIPjhO9rg4j1a2lMvyCbCx/view

Regnier
No, I did not forget to do one for Regnier. Had some Bugs that made it impossible to test a Troop Mod from Modding.

This will change the Following Things:
  • Every Mission after his Intro has increased Troop numbers to the max.
  • Repositioned newer Troops to make it look cleaner and not bunch of Troops stacked on one like the other ones.
  • Added slots are for Infantry

Download: https://drive.google.com/file/d/1pJY4qm3gBHD6hGFhb_avNgeEiMldYNVt/view

Starting Mods
These will change the Troops you start with and can add some spells to them, for example: Gerald with Holy.

Some explaination: Mods that alter Spells can be single Files. Let's take Gerald as a example. He cannot cast Curatio in Mission 1 and 2, due to a flag, but will be able to cast Curatio from Mission 3 onwards with Holy. Due to this, I only need to change his first Mission, so he knows Holy and Barracks knows "Oh, this guy also has Holy, neat.". Whereas Mods like 100 Troops in a Unit for Gerald does not increase in his second mission, as the Troop data will be taken from the .stg File and not from the Barracks.

To oversimplify: First Mission will tell what the Unit looks like in the Barracks. If the second Mission does not have a Barracks Access, I have to edit his second mission if it's a Mod that affects his Troop and not himself (Paladins as Unit, more Troops in his unit etc.)

These will be slowly added as time goes on. They are incompatible any Mod that alters these Files. You can still use them for Geralds Medium Mod for example, but the Missions will play out like in Vanilla.

In all cases, these Files go into data/Mission. Not Briefing or any other sub folder. Rename the File so it's appropiete. For example: "Gerald with HolyH0000.stg" > "H0000.stg"

Current Limits: Changing Jobs to Paladin for example will lock you out of any Jobs, even Infantry.

You can also find other Starting Mods here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2359990895

Gerald

Gerald knows Holy:
https://drive.google.com/file/d/1606RdFPJePJWYQmCvGliyH-bsHONNMIG/view

Gerald has 100 Infantry Troops in his Unit:
Mission 1 - https://drive.google.com/file/d/1GXI44oZ23bRfo0Qk8UIhEprfnCAP36wH/view
Mission 2 - https://drive.google.com/file/d/1MXFRt3_NetBLjasGhQK_hlWAhmzpKGnD/view
- Fixed Mission 2 not having Paladins

Gerald has 100 Knights in his Unit:
Mission 1 - https://drive.google.com/file/d/18ieh5Or5y2Uu4xu-MgRkEAxRXtxSQlQ2/view
Mission 2 - https://drive.google.com/file/d/1ukvJJYlK6IFOLmIRczItTMQLeAc_lV8p/view
- Fixed wrong stats
- Fixed a Bug that caused a crash in Mission 2
- Fixed wrong Knight appearance

Gerald has Paladins and knows Holy: (Warning, will lock you out of any Jobs, even Infantry)
Mission 1 - https://drive.google.com/file/d/1dh96cGYwV5_enLYjsvS8uo9Srh12Iggc/view
Mods Part 2
Mission 2 - https://drive.google.com/file/d/1lKusUoLmDW6KP2G8ruvqerCV9hFKYN6C/view

Kendal

Kendal has 100 Infantry in his Unit: (Warning, changing jobs will reset troop numbers)
https://drive.google.com/file/d/1-DtgWOpTzjclpOdl_81QBUsSS3gJ1Gan/view

Kendal has 100 Knights in his Unit: (Warning, changing jobs will reset troop numbers)
https://drive.google.com/file/d/1FxVL_xoPTxk-IWAIMO6Hpo4PvklYIK01/view

Kendal has 100 Knights in Black Armor in his Unit: (Warning, changing Armor and Jobs will reset their Appearance/Troop Numbers)
https://drive.google.com/file/d/11JqaMk92zEKN0HWJ1_3AI0syhBk8OGHo/view

Kendal knows Holy:
https://drive.google.com/file/d/1QadAlmUph7omDSLGXTmbSSEgRYyAXgIO/view
- You can use Curatio Mission 1 and onward

Kendal knows Holy and has Paladins: (Warning, this will lock you out of any Job, even Infantry)
https://drive.google.com/file/d/1UkM2EhreuiDOdEciTnTjUpzzzOHdiYfJ/view
- Fixed Paladins not able to cast their Spells

Kendal knows Holy and has Patriarch Paladins (Golden ones): (Warning, this will lock you out of any Job, even Infantry. Changing Armor will reset their appearance)
https://drive.google.com/file/d/1rlem6IbFxdy_28VaEs3ZOzbP2h6NIaqz/view
- Can use all Paladins Abilities.

Lucretia
Didn't know any fun ones, so if you got any Ideas give me a comment below.

Lucretia has 100 Infantry(Warning, changing Jobs will reset Troop numbers)
Mission 1 - https://drive.google.com/file/d/11gCXrjVcL2uPDZ01sfb3A4t-sHr8eWhi/view
Mission 2 - https://drive.google.com/file/d/1m1rYxttOBuuYMHn2lJ-E6g5ieBVYAHR_/view
Mission 3 - https://drive.google.com/file/d/1WnWqD6gJ_gPi0pRUxWZpmeBGQ1v2X8rF/view

Lucretia has 100 D.Knights(Warning, changing Jobs will reset Troop numbers)
Mission 1 - https://drive.google.com/file/d/1q0Czq93dT4bxTnhn3MtqNyvU6m3y5Xcq/view
Mission 2 - https://drive.google.com/file/d/1rHoyk7NpXRG6KtmqFRhDyvwrUyk8_gDf/view
Mission 3 - https://drive.google.com/file/d/151ojyBe7FSrOMXDQfe89sv3gGEGW17Lh/view

Lucretia is Level 50
Mission 1 - https://drive.google.com/file/d/1cJgp-XChWZmHydDmeZe9NfA5JVitQMMy/view
Mission 2 - https://drive.google.com/file/d/1hl6xjt4-I8-N8QmR5XONj9N28AKus6Rc/view
Mission 3 - https://drive.google.com/file/d/1CV5rukg-L4uLJhtdhpboxEhDhX3GJ-Xs/view

Lucretia has Rumen's Troops
Comes with the normal Infantry Job and the DKnight Job. Troops are at their default size.
All Missions are in this rar:
https://drive.google.com/file/d/1P-CJAHYyjByFM8_hyVNTLGGXgvorgIwo/view

Regnier
The following Starter Mods are in this rar
Regnier has DKnights
Regnier has 100 DKnights
Regnier has 100 HOrcs
Regnier has 100 Orcs
Regnier is Level 50
Regnier knows Holy (Can cast Curatio)

Download: https://drive.google.com/file/d/1tZ26q3kIv-qSbNjedsmjGJSTt-pwNyEl/view

SOX Mods
SOX Mods work for every Campaign.

EXP Mod 1
This will set the required EXP you need to level up to those from KuF Heroes. Overall, you need 38975 EXP from level 1 to 50 with this, instead of the 205194 you would usually need.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1M87R8KRbIN6cHiZfOFV6XZo195WMS_Oy/view

EXP Mod 2
This will set the required EXP you need to level up to 1 in cost for every level.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1azWNmbhSvUF81YkzOPpwHIKAGPJV5M0m/view

Skill Mod 1
This will increase the Skill cap from max level 50 to Level 99 for all Skills, except for Elementals.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1oRpBCYibpIzpi2QEGNRAEwaXAwtkgJpb/view

Skill Mod 2
This will increase the Skill cap from max level 50 to Level 99 for all Skills, except for Elementals. This will also set the Slot numbers of every skill to 1. Fire/Ice/Riding etc. as example.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1nsdaPPkMMuoXF7q_sLwZnIiyfMmECUlU/view

Spell Mod
This will set every spell there is, like Meteor for example, to 1 in cost. Meaning you can spam Meteor or any other spell forever.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1TXgk4e9HUps0qp75ntm9bD8zTWgyL3mn/view

- Fixed Scorpion Shockwave not damaging walls, left some skills as is, like fire Arrows(only cost 15sp after all).
- Readded Traps to 1 SP in cost.

Pub Mod Number 1
This will let you recruit the Hero Officers, except for Urukubarr, in the Pub for their respective Faction. For example, Kendal can recruit Ellen and Rupert in the Pub with this. Duplicates of a Unit are not possible, hence Kendal cannot recruit another Thomas/Duane.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1RfTw2_jqZkWUqkj99MgbWFrDcjhCHJNB/view

Pub Mod Number 2
This will let you recruit the Hero Officers, except for Urukubarr, in the Pub for their respective Faction. For example, Kendal can recruit Ellen and Rupert in the Pub with this. Duplicates of a Unit are not possible, hence Kendal cannot recruit another Thomas/Duane.
This Version sets Levels from officers you can hire between level 20 to 26.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1YSMSJTc0YujR_AIlgR6U9vsrI96Ap73-/view

Equipment Mod
This will set the Cost of every Equipment there is to 1 Gold.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1-syOMXmVSA7NEc5hVuQ2w-WAD_v9Y4pn/view

Shop Mod V1
Enables your Humans to buy other Armor, for example your usual Infantry can not only buy the Blue Armor, but Heavy and Plate as well. This also changes your look to them, meaning your usual Infantry can have the look of a Knight Troop with Sword and Shield.

This File goes into data/SOX, please do not put it into a Language folder there.
Download: https://drive.google.com/file/d/1Cxr58ug5b7TpfmPCFG3sAIpKNrl57D3Z/view

Unlocker
Gerald's Unlocker
This is not savegame compatible. (You can save. What I meant was that the changes only take effect on new games. It wont crash old saves, it wont break them, it will just not unlock them. You can play them like always. Saves you create with the unlocker will have their stuff always unlocked, even if you remove the Mod.)
This will Unlock the following things:

V1
  • Pub Officer after first Mission
  • Barracks and Pub at every Mission

V2
  • Anything from the previous Version
  • Officer Slots - Can remove Ellen and Rupert freely
  • Gerald's Troop Tree

Current known Bugs:
- Mission 2 wont allow Barracks changes to take effect. This will be addressed on a new Troop Mod.
- Sometimes Ellen still wont let you enter the Barracks/Pub. Just leave through the Main Gate and re-enter, should work then.

Download
V1 - https://drive.google.com/file/d/1I4b6rvOkmmfkc-sJ55by67VXdaVe8ENe/view
V2 - https://drive.google.com/file/d/1qNJ9jfXimbXSvGf5_j4n0Hzj7MdF0MOP/view
Sound Modding
Originally already discovered by me in early 2020 and successfully modded, there is still a problem with extracting and naming the files. No ETA when a Guide comes up for it.

https://www.youtube.com/watch?v=mtDh72evngs
Discord
Feel free to join the discord where we hang around: https://discord.gg/TJCGkFd
Channel at #modding-chat
Ignore this
Bone Dragon and Battaloon Starter

Received after the respective Mission

M1

M2

__

Gerald trigger fix for M3

Fixes our God Walden not moving to intercepting the Cavalry

__

Gerald Medium reworked

__

Lucretia Hard Mod
__

"Post-Game"
160 Comments
Gr1m_X 15 Apr @ 11:51am 
will these mods work on steamdeck?
halojohnson 27 May, 2024 @ 1:11pm 
Hopefully Crusaders will be updated one day to be playable on newer systems. Mission 4 for Lucretia never loads anymore, so I'm not able to unlock Regnier or Kendal when I have to do a fresh install.
JEJ 19 Oct, 2023 @ 5:04pm 
Amazing work. Thank you for the time and effort to create and share these.
NoblesseOblige7 19 Jan, 2022 @ 8:25am 
Great job on all of these, makes it an excellent immersive experience, personal favorites are the Troop Mods ( Can be difficult maintaining that many troops at once), and the unit starting mods that change appearance.
NoblesseOblige7 19 Jan, 2022 @ 8:21am 
Mods confirmed working as of 01/14/22
terminus est 14 Sep, 2021 @ 9:10pm 
hi keaton, thank you for the mods
The Dragon King 10 May, 2021 @ 10:41am 
It says you canceled the other difficulty mods and post game mode too is there a chance in the future it might come back? ( didnt know people were flaming you in dm's ) I found your mods / guides fun to use and had a blast but I ran out of things to do now r.i.p
Woodyjr96 12 Mar, 2021 @ 12:25pm 
No its fine with whats been given , I didnt know it was not possible to do a vice versa thing. :)
復活した黒  [author] 12 Mar, 2021 @ 5:17am 
It's a different story on modded files, or rather on a completly re-written iteminfo file. I can make empty Armours that are placeholders that can also be used for custom models. While I am attempting this, the truth is that it wont be finished for quite a while, especially with the game not cooperating and with work starting again over here.
復活した黒  [author] 12 Mar, 2021 @ 5:14am 
Hey, thanks for the report, the correct file should now be up for Crusaders. Having the Heroes File used however doesn't result in a crash so no worries if you continue to use that.
Vice versa is not possible in vanilla files. To explain it a bit, each model has a number assigned to them, for example Brown = 0, Blue = 1, Heavy = 2, Plate = 3. Knights start at 3 and there is no way to go down in numbers, it can only bounce between it's initial number and the max assigned, so the next thing I may give would be Blue Armoured Officers for example. I say may, because there are no Armours available I can assign to a knight, since Officers don't have a Armour in the game.