Kingdom Under Fire: The Crusaders

Kingdom Under Fire: The Crusaders

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The Beginner Guide to Savegame Modding.
By SwaagJawhnsin
Hey, everyone!

Modding has slowed down quite a bit considering most modders live in the United States, which has recently relaxed a lot of its quarantine restrictions, allowing us to get back to our lives somewhat. However, fret not, prospective modders, for we are here to help. While the nitty-gritty stuff is best left explained by Keaton, I'll help you guys out with the very basics of savegame modding.

First off, it's important to have a Hex Editor, as always. I personally use Hex Editor Neo, which you can download here https://www.hhdsoftware.com/Downloads

To find the Savegame files, they're probably located in your documents (or equivalent) folder under KUF2 Crusaders.

Alright, cool, now you have a Hex Editor. As an aside, troop editing is pretty much all you can do here. Troop editing in this context will primarily be defined as:
  • Modifying the troop job;
  • Modifying the equipment of the troop;
  • Modifying the skills of the troop;
  • Modifying the in-game models of the troop, and;
  • Getting that sweet, sweet, Battaloon or Bone Dragon. (So far, to actually get this through savegame modding, you also must use a method we will discuss further along in the guide in conjunction with Gideon's CheatEngine script.)

    Now lets talk about some of the stuff you're likely wanting to change. For this example, I'll be editing Gerald's troop.
    https://gyazo.com/a7d0c58126a858214cec36b0af118ff5 here's what we're starting off with. Don't worry, it may look a bit overwhelming (I know I was overwhelmed) but with my help you won't have to go through the hours of troubleshooting I did.

    So, according to the picture here's what we're looking at: https://gyazo.com/32d9f219eb79bd1e6adc5acc9f27e659. (Note, my term "Equipment Traits" refers to the buffs applicable to items. I.e. adding Autoblock or Curse to Attacks; NOT basic things like Melee skill.) Here is the general formula for how troops are structured in the savegame files. Every troop will follow this formula. Some things I've omitted are Skills, Troop Equipment, and Equipment variations, because they're a tad more complex and will be gotten to later (and not because I forgot to include them in the screenshot!)

    As you can see, for Gerald's troop, there is [20 00 00 00] [20 00 00 00]. The first [20] is how he's displayed in the Barracks, and the latter [20] is what model he in-game. If I changed the latter-most [20] to say, [21], I'd still have Gerald in the Barracks Menu but Ellen in-game, and vise-versa. Take a look. I'll change the 2nd [20] to a [21], and in-game I'll have Ellen. https://gyazo.com/0137d12d3ed064d5b4c000b17f9e6a88

    Okay, I've changed Gerald to Ellen, and now I want to turn my regular Infantry into, say, a bunch of badass Black Knights or Golden Paladins! What do I do? Well, luckily for us, Infantry/H.Infantry/Knights use the same skeleton (Paladins use a separate base skeleton). So, I'll change the hexes at 000005b0 from [00 00 00 00] to [0c 00 00 00], and... voila - Black Knight troops. Check it out: https://gyazo.com/76958a8d86331274500a57cf2f508960

    But say you want to have Kendal along with some Paladins (the cool gold ones) to beat back Regnier? No problem, here's what you change: at the address 000005ac you have [01 00 00 00]. That hex indicates the troop; so by changing that, you get a different one. Firstly, as described earlier, I'll change from Ellen to Kendal ([21 > 25]) and my Infantry to Paladins ([01 > 0d]). But we're not done yet. We still have to change the models so the Paladins dawn their badass gold armor. At the address we went to earlier, 000005b0, we'll change from the Black Knights to Golden Paladins ([0c > 02]). Paladins use a separate model hierarchy than Infantry. ......and.... done! I've applied the changes in the Hex Editor - let's see what we have: https://gyazo.com/7003d0fe07b2668b9e9906ecf7ab5e76

    Alright, alright! Here's a cheat sheet for you guys detailing all the models and corresponding hex values for you to mix and match.
    (NOTE: trying to use Officers will break the Barracks Menu, so be careful. The game will allow to have Ellen as troops if you want, but will crash if you try to enter the Barracks. Also, if you want to use regular troops like Cavalry as officers, the game will either crash or do nothing if you want them to use what would be their "officer ability," so beware of that as well.) Anyways, here's the values:

    Barracks Menu Mercenary/Officer Hex Orders:
    Merc/Officer 2 starts at 00000783
    Merc/Officer 3 = 00000966
    Merc/Officer 4 = 00000b49
    Merc/Officer 5 = 00000d2c
    Merc/Officer 6 = 00000f0f
    Merc/Officer 7 = 000010f2
    Merc/Officer 8 = 000012d5
    Merc/Officer 9 = 000014d1

    Troop Hexes:
    01 = Infantry
    02 = H.Infantry
    03 = Sapper
    04 = Archer
    05 = Spearman
    06 = Cavalry
    07 = Pyro
    08 = Ballista
    09 = Javelineer
    0a = Knight
    0b = Battaloon
    0c = Mortar
    0d = Paladin
    0e = Storm Rider (X)
    0f = Bomber Wing (X)
    10 = Catapult
    11 = D.Archer
    12 = D.Fighter
    13 = D.Cavalry
    14 = Cav. Archer
    15 = Dirigible (X)
    16 = Black Wyvern (X)
    17 = Ghoul
    18 = Bone Dragon
    19 = Orc Infantry
    1a = Urukubarr
    1b = Orc Sapper
    1c = Orc Rider
    1d = Orc Axeman
    1e = Scorpion
    1f = Swamp Mammoth
    20 = Gerald
    21 = Ellen
    22 = Rengier
    23 = Morene
    24 = Rupert
    25 = Kendal
    26 = Cirith
    27 = Encablossa (X)
    28 = Castle Guard
    29 = Catapult?
    2a = Ballista?
    2b = Lucretia
    2c = Leinhart
    2d = Elf
    2e = Thomas
    2f = Duane
    30 = Wizard
    31 = Dark Elf Male
    32 = Flagman
    33 = Orc Flagman
    34 = Dark Elf Flagman
    35 = Dwarf
    36 = Lich
    37 = Encablossa
    38 = Leader?
    39 = Orc Leader
    3a = Dark Elf Leader
    3b = Knight Leader
    3c = Castle Archer
    3d = Encablossa (Crashes Game in Barracks Menu)
    3e = Crashes Game
    3f = Crashes Game
    =============================
    Troop Armor model hexes:
    00 = Brown Armor
    01 = Light Armor
    02 = Heavy Armor
    03 = Knight Armor
    04 = Tyrone Armor
    05 = Smith Armor
    06 = Andrew Armor
    07 = Eldric Armor
    08 = Byron Armor
    09 = Gabriel Armor
    0a = Rygar Armor
    0b = Gavald Armor
    0c = Garbrand Armor
    0d = Hugh Armor
    0e = King Armor
    0f = Patriarch Armor
    10 = Walden Armor
    ================
    Paladin armor model hexes:
    00 = Paladin Armor
    01 = Edward Armor
    02 = Harold Armor
    03 = Otho Armor
    04 = Walter Armor
    ====================
    Troop Armor model hexes (Dark Elf)
    00 = Light Armor
    01 = Knight Armor
    02 = Endith Armor
    03 = Rothaal Armor
    04 = Khelzahaar Armor
    05 = Vowiel Armor
    06 = Hathiel Armor
    07 = Rumen Armor
    ====================
    Troop Armor model hexes (Orc)
    00 = Rag Armor
    01 = Light Armor
    02 = Heavy Armor
    To be added

    Hope this helps guys!
   
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18 Comments
LaBarbe 15 Aug, 2022 @ 8:10am 
What about gold & XP ?
Arcturus 24 Jan, 2021 @ 5:10am 
I recommend using HxD, its free and comes with useful search functions in both numerical and hex values, and a list of all search results. Very helpful functions.
Arcturus 24 Jan, 2021 @ 5:08am 
No, if a hex editor isn't capable of reading binary files and converting them to hex values then it isn't a hex editor.
Dannboy_047 23 Jan, 2021 @ 6:49am 
Does it matter if I need the free hex editor or the one you have to pay for
terminus est 3 Sep, 2020 @ 11:58am 
thanks for the guide
Activision's CEO 16 Jun, 2020 @ 6:23pm 
Here's a complete list of all leader and officer troop locations in the savegame files for hex editior
(05A0 is Hero/Player Character, 0783 and 0966 are Original Officers like Ellen and Rupert, the rest are Mercs/Leaders)
0. 05A0 – 0782 (#0 is the Hero Leader)
1. 0783 – 0965 (Original Officer)
2. 0966 – 0B48 (Original Officer)
3. 0B49 – 0D2B
4. 0D2C – 0F0E
5. 0F0F – 10F1
6. 10F2 – 12D4
7. 12D5 – 14B7
8. 14B8 – 169A
9. 169B – 187D
10. 187E – 1A60
11. 1A61 – 1C43
12. 1C44 – 1E26
13. 1E27 – 2009
14. 200A – 21EC
15. 21ED – 23CF
16. 23D0 – 25B2
17. 25B3 – 2795
18. 2796 – 2978
19. 2979 – 2B5B
20. 2B5C – 2D3E
21. 2D3F – 2F21
22. 2F22 – 3104
23. 3105 – 32E7
24. 32E8 – 34CA
25. 34CB – 36AD
26. 36AE – 3890
27. 3891 – 3A73 (#27 and #28 are just in case there were more troops, but the most troops to have is 26)
28. 3A74 – 3C56
SwaagJawhnsin  [author] 13 May, 2020 @ 2:37pm 
Yeah, but I couldn't remember where it was (the address where you can re-position officers/mercenaries) so I've not really not done much with it. Once I can find it, I'm going to see what happens when I move the hero farther down on the list.
Arcturus 13 May, 2020 @ 9:08am 
Good to know. I know one of the values in their block is related to whether they're locked into place as an assistant, and I think one of the values may be relating to which assistant position they have (for when you add other officers to that position, though I didn't test).
SwaagJawhnsin  [author] 13 May, 2020 @ 7:44am 
@Anqryboy yeah, they're accurate. The assistants (Officer two and three) retain the same hex addresses and formula irrespective of being in the Hero's troop.
Arcturus 12 May, 2020 @ 8:26pm 
Are your numbers for the Officer Hex addresses right? Just looks a tad off from my notes.

For those asking about specific officers:
Officer 1 is the player character (so whoever's campaign you chose)
Officer 2 and 3 are the officers attached to your main troop.
Officer 4 onwards are those who command their own troops.

I've not tested moving one of your assistants to their own troop yet, so can't say for certain how that will function.

However each officer's block of data is structured in the same way. The position of the character, their troop role/model, equipment, stats etc will always be the same offset.