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KingdomComeGlueMapper Setup v0.3.14
Setup 0.3.14 fixes full-build failures and the retail startup error caused by an oversized travel archive.
- Split bulky travel model and character assets into PAKs below 1 GiB during final packaging, preserving their virtual paths and payloads. This prevents the oversized archive from being rejected and leaving required database tables unavailable.
- Check archive sizes before installation so an unreadable oversized PAK cannot silently pass receipt verification.
- Accept the reviewed normalized LOD metadata when validating Rattay smithery geometry while continuing to reject unexpected changes.
- Fix speech relocation progress reporting that could abort finalization with a TypeError.
Validation: 94 targeted setup and installation tests passed; the packaged Windows EXE passed its frozen self-test. The repaired full-build package mounted all travel shards, reached retail main-menu initialization and exited cleanly. The user confirmed the repaired installation works. This startup validation does not certify every quest or gameplay system.
Download the Windows installer and SHA256SUMS.txt below. This is a pre-release, consistent with earlier setup releases. No new resume or upgrade workflow is introduced.
Commit: 3b8d7cf
KingdomComeGlueMapper Setup v0.3.7
Download
Download KingdomComeGlueMapper-Setup-0.3.7-win64.exe below. The source-code archives are for development, not installation.
Experimental prerelease for Windows x64 with Microsoft Edge WebView2. Python is bundled. KCD1 Map requires your installed KCD1 and KCD2 games and the official KCD2 Modding Tools from Steam. Setup builds from your local game data; no game archives or Warhorse compiler binaries are distributed in this installer.
Changes since 0.3.4
- Corrects the Skalitz test gates: opens six wooden door leaves at the three outer town palisade entrances, retains the gatehouses and walls, and restores the two incorrectly raised castle portcullises. Talburg's test override is retained.
- Fixes the observed return-travel crash in area teardown by removing duplicate compiled SmartAreaShape geometry while retaining inline areas and AI registration. Native TriggerArea geometry is preserved.
- Separates existing-save arrival from converted New Game initialization, so visiting the region does not invoke the starting-stat and opening-quest reset path.
- Incorporates PR #25 arrival contracts with the current native travel implementation and removes the old horse-recovery hook.
- Streams shadercachegen.log into the application's activity log during native shader compilation.
- Uses one playable converted world, kcd1_travel, and supports bounded migration of completed setup recipes 3–6 to recipe 7. Compatible completed work and lighting checkpoints can be reused.
- Adds a protected Mod Tools save-compatibility test launcher for development testing. This is not general save-format conversion.
Updating an existing build
Open this version of setup, choose Activity → Resume failed setup…, and select the original job folder containing job.json. Eligible completed packages are verified and migrated through the transactional resume path; unfinished work continues. A running older setup does not pick up the new code automatically.
This release does not require a fresh world conversion solely to apply these migrations. Lighting checkpoint compatibility is checked by setup; incomplete or incompatible work may still need processing. Keep the original job folder. Close the game before installation, then use KCD1 Map → Launch mod to enable the mod-contained shaders.
For a new installation, configure the game and Modding Tools locations, choose a build folder outside the game folders, select lighting options, and run Build & install. Fishing alone does not require the Modding Tools.
Validation and remaining limits
- 1,176 automated tests completed successfully; 16 skipped.
- The packaged 0.3.7 executable passed its frozen-runtime self-test, including worker pools and byte-equivalent CPU/OptiX output on the development GPU.
- The return trip to Trosky was confirmed working by the user in Mod Tools after the area teardown correction. This does not establish compatibility with every save or retail configuration.
- A read-only check against the installed Mod Tools map found all six outer gate leaves and both previously raised portcullises. Reapplying the correction produced identical output. The new outer-gate passage and visual clearance still need in-game validation.
- The full converted campaign, all NPC routines, clothing, roof/GI rendering, and broader mod compatibility remain experimental. The missing dog actor issue is not claimed fixed.
- The bundled GPU backend targets sm_120; unsupported hardware or backend failures use CPU fallback. No end-to-end build-time guarantee is made.
See the installation guide and gate correction details. The recipe migration instructions above supersede older guide wording requiring a full rebuild for every recipe change.
Verify the installer using Get-FileHash .\KingdomComeGlueMapper-Setup-0.3.7-win64.exe -Algorithm SHA256 and compare with the attached SHA256SUMS.txt. The attached self-test.json and build-info.json record validation and source provenance.
KingdomComeGlueMapper Setup v0.3.4
Download
Download KingdomComeGlueMapper-Setup-0.3.4-win64.exe below. GitHub's source-code archives are for developers, not the installer.
This is an experimental prerelease for Windows x64 and Microsoft Edge WebView2. Python is bundled. Setup converts content from your own installed games; the download contains no game archives or converted game content.
KCD1 Map now requires the official Kingdom Come: Deliverance II Modding Tools from Steam. Install them before building, installing an existing package, or resuming a map installation. Setup detects and validates the installed tools and uses them to compile shaders. Warhorse's compiler and SDK binaries are not bundled. Fishing alone does not require the Modding Tools.
Changes
- Redesigned setup interface: clearer typography, a compact Locations layout, visible prerequisite status, fixed navigation, and one primary action bar. Steps are Locations, Lighting, Opening movie, and Review.
- Connects recipe 3 to the normal map build: the bounded Skalitz opening, selected actors and equipment, initial player state, selected work routines, conversation triggers, quest combat and aftermath, and final streaming checks. This is a bounded slice, not the complete KCD1 campaign or every town routine.
- Compiles the reviewed shader changes locally and packages four shader archives inside the mod. KCD1 Map → Launch mod in the setup Library starts the unchanged retail executable through one reusable linked runtime inside Mods. Original retail Engine archives are not replaced.
- Includes PR #28: concurrent hashing and package reads, parallel voxel/container conversion and clothing texture baking, persistent workspace lighting-cache reuse, bounded process queues, and memory-based default worker limits. Frozen worker startup and cache-source bundling are covered by executable self-tests.
- Retains the hybrid CPU/OptiX surface baker and PR #26's protection for existing saves when starting the converted New Game.
- Successful map replacement uses temporary transaction rollback rather than retaining another full-mod backup. Existing build folders and older backups are not automatically deleted. Standalone Fishing retains its existing backup behavior.
Install and launch
- Install KCD2 1.5.6. For KCD1 Map, also install KCD1 and the official KCD2 Modding Tools through Steam.
- Open setup, select KCD1 Map, KCD2 Fishing, or both, and choose Configure installation.
- Confirm game and tool locations and choose a writable build folder outside the game folders. Choose Build & install or Build packages.
- Choose optional surface lighting: No Baking, Buildings, or All (Forest). Every fresh map build still compiles its shader archives, including No Baking.
- Leave the optional opening movie off unless wanted. It requires an installed RAD Video Tools encoder and FFmpeg/FFprobe on PATH. It replaces the shared New Game intro, including KCD2's; later campaign scenes are not included.
- Close the games, review the settings, start, and wait for installation to finish.
- Keep Steam running and choose KCD1 Map → Launch mod in Library. For coach travel, continue a Trosky save and choose Travel to the Rattay region. The converted New Game entry remains experimental. Fishing alone can use the ordinary Steam launch.
The map build reserves 200 GiB of workspace plus 64 GiB for installation staging. Allow an additional 30 GiB for Buildings or 60 GiB for All (Forest), and 10 GiB for the optional movie. Allowances combine on the same drive; they are not final installed sizes. Fishing alone needs approximately 1 GiB for build and staging.
Older recipe packages must be rebuilt with 0.3.4. Installation and resume reject packages missing the current gameplay, streaming, or shader checks. For a failed current-recipe job, choose Activity → Resume failed setup… and select its original folder containing job.json. Verified completed packages and compatible bake tiles can be reused.
Validation and limits
- Merged source: 1,148 tests run successfully, 15 skipped, on Python 3.14.7 / Windows. This includes UI checks and serial/parallel voxel equality using installed KCD1 data.
- The full release executable passed its frozen-runtime self-test: bundled resources, native extensions, CPU rasterization, real worker processes, a texture bake, and an actual OptiX job with byte-identical CPU output on the development GPU.
- Eleven packaged UI/launcher resources match the source byte for byte. The lighting cache signature source is bundled. No Warhorse compilers or game PAK archives are embedded in the executable.
- Mod-contained shader startup mounting was verified separately with the retail executable; that check did not load a save or level. This release is not a new end-to-end gameplay validation of the complete setup recipe. Roof/GI, clothing, broader compatibility, and campaign issues remain.
- The ordinary Steam launch uses retail Engine shaders. Launch mod enables modified shared shaders for the whole game session; other regions and mods still need compatibility testing.
- The bundled GPU binary targets sm_120. Unsupported hardware or backend failures use CPU fallback; broader GPU compatibility has not been validated. The CUDA toolkit is not required to run setup.
- PR #28's full-build timing improvements are contributor measurements with warm-cache caveats. Recipe 3 adds gameplay and shader work, so this release has no measured end-to-end build-time guarantee.
- Standalone Fishing in native KCD2 regions still needs runtime validation. KCD1 saves are not converted. GitHub Actions remains manual-only.
See the installation, recovery, and removal guide and shader loading details.
Verify the installer with Get-FileHash .\KingdomComeGlueMapper-Setup-0.3.4-win64.exe -Algorithm SHA256 and compare it with SHA256SUMS.txt. The attached self-test.json, packaging-check.json, and build-info.json describe this build's validation and provenance.
KingdomComeGlueMapper Setup v0.3.3 — Hybrid lighting bake
Download
Download KingdomComeGlueMapper-Setup-0.3.3-win64.exe below. The GitHub source-code archives are for developers, not the installer.
Windows x64 and Microsoft Edge WebView2 are required. Python is included. Setup converts assets from your own installed games; this download contains no game archives or converted game content.
This is an experimental prerelease, not a complete KCD1 campaign conversion.
Changes
- Restores the established hybrid surface-lighting bake: two compiled CPU workers for smaller tiles, persistent OptiX for dense tiles, 64-brick GPU batches, and overlapping CPU preparation/encoding.
- Bundles the GPU DLL, PTX and integrity metadata. GPU failures are logged and fall back to CPU.
- Includes the mod-library installer for KCD1 Map and KCD2 Fishing, guided configuration, planned-step progress and measured-throughput estimates.
- Supports resuming failed or cancelled setup jobs with verified completed packages and compatible tile checkpoints.
- Retains the geometry fix for the unbound burned-fabric mesh that previously stopped baking.
- Includes reviewed PRs #21, #22 and #23: Python 3.13 compatibility, contributor instructions and unused-code cleanup. Python 3.14's existing native buffered scheduling is preserved.
Fresh installation
- Install KCD2. For KCD1 Map, also install KCD1. Current game compatibility is documented against KCD2 1.5.6.
- Run the setup executable. In Library, select KCD1 Map, KCD2 Fishing, or both.
- Choose Configure installation. Confirm the game folders and select a writable build folder outside either game installation.
- Select Build & install, or Build packages only if you do not want installation yet.
- Choose the optional lighting mode:
- No Baking: skip the extra surface-data bake; visible buildings and vegetation are still installed.
- Buildings: bake structures, static props, ground and roads, excluding forest instances from this extra pass.
- All (Forest): include the Buildings scope plus eligible trees and foliage.
- Leave optional opening-movie conversion off unless wanted. It requires an installed RAD Video Tools encoder plus FFmpeg/FFprobe on PATH. It currently replaces the shared New Game intro, including ordinary KCD2 New Game; later campaign scenes are not included.
- Review the choices, close the games, and start. Wait for Selected mods installed before launching KCD2.
The map-build preflight reserves 200 GiB of workspace plus 64 GiB for installation staging. Allow an additional 30 GiB for Buildings or 60 GiB for All (Forest), and 10 GiB for opening-movie conversion. These are planning allowances, not final installed sizes. Standalone Fishing requires approximately 1 GiB for build and staging.
Resume an existing failed or cancelled setup
- Open this new executable and go to Activity.
- Choose Resume failed setup….
- Select the original timestamped job folder containing
job.json,packageandmap-job—not a subfolder or your installed Mods directory. - Setup verifies completed work, restores saved options and continues the remaining stages.
A verified completed map conversion does not need to repeat because optional baking failed. Tile checkpoints are reused only when their inputs, converter signatures and backend policy are compatible. This update can rebuild older CPU-only tiles or regenerate incompatible scene plans; it does not bypass validation to reuse stale outputs. Use Cancel safely before closing an active job.
Validation and limitations
- The combined source passed 1,110 tests on Python 3.13 and 3.14, with no skips in the development environment.
- The rebuilt executable passed its frozen-runtime self-test, including an actual OptiX raster job with byte-identical CPU output on the development GPU.
- One 7.86-million-triangle scene tile took 10.877 s on OptiX, versus 69.063 s in the earlier CPU-only run, with identical output. This is a single-tile development comparison, not a full-world timing guarantee.
- The measured map conversion took 43m 10s, excluding optional baking and installation. The current complete hybrid setup has not yet been timed end to end.
- GPU limitation: the bundled GPU binary targets
sm_120. Other architectures or unsupported drivers use CPU fallback when the GPU backend cannot run. Broader GPU compatibility has not been validated. The CUDA toolkit is not required to run the executable. - Baking remains experimental, including layered-material and foliage approximations. Setup does not clear the game's shader cache.
- Standalone fishing in native KCD2 regions still needs runtime validation. Known gameplay issues remain on the issue tracker; the arrival/mounting reports #3 and #20 are not claimed fixed by this release.
- GitHub Actions remains manual-only. Publishing this release does not enable automatic tests.
See the full installation, recovery and removal guide and contributor guide.
Verify the download against SHA256SUMS.txt using PowerShell: Get-FileHash .\KingdomComeGlueMapper-Setup-0.3.3-win64.exe -Algorithm SHA256.
KingdomComeGlueMapper v0.2.0-alpha.4
One build, one installed mod. Setup now converts the KCD1 world, builds coach travel and Rattay services, combines the package, verifies it, and installs everything in one run.
Install
- Download KingdomComeGlueMapper-Setup-0.2.0-alpha.4-win64.exe below.
- Select your installed KCD1 and KCD2 games and a build folder with enough space.
- Close the game and choose Build and install once.
- Start KCD2, Continue your existing Trosky save, and talk to the coachman. Choose Travel to the Rattay region.
There is no separate travel-build or manual overlay installation step. Build package only also produces the complete world-and-travel mod.
Fixes
- Installs the coachman dialogue patch instead of leaving it in an uninstalled build folder.
- Uses one
kingdomcomegluemappermod identity for database patches and level-table paths. - Preserves the native Kuttenberg travel option and labels.
- Removes the old Play KDC1 New Game menu from the combined package.
- Backs up and retires recognized old
gluemappertravelinstallations; updates existing mod order while preserving other entries. - Includes Pillow in the EXE, fixing the
No module named PILimporter startup error. The frozen self-test exercises image encoding/decoding and NumPy.
Validation and limits
The user confirmed the combined Trosky travel fix in retail. All 297 automated tests pass, and GitHub checks pass on Python 3.11 and 3.14. The Windows EXE passes its frozen dependency/resource self-test. Its clean, end-to-end build completed all 15 stages in 15 minutes 20 seconds, imported 79,301 world assets and produced a verified 31-file, 18.0 GiB combined package. All 15 generated database tables passed the official modding-tools serializer. This fresh package was built without changing the installed game; it was not separately replayed in retail.
Requires installed copies of both games; targets KCD2 1.5.6. No game assets are distributed. Allow at least 90 GiB for the build and 35 GiB for installation staging (combined when on the same drive). Existing owned installations are backed up.
This remains experimental. Haggling, full companion persistence and the original KCD1 campaign are unfinished. Existing KCD1 saves are not converted. The installer is unsigned.
KingdomComeGlueMapper v0.2.0-alpha.3 — Rattay Quest and Trading
KCD1 in KCD2: the Rattay test quest, working innkeeper trading, and corrected region map registration.
Download KingdomComeGlueMapper-Setup-0.2.0-alpha.3-win64.exe below. It bundles the setup interface, Python/Tk, NumPy and conversion tools. Both games must be installed; no separate Python or modding-tools installation is needed to run setup.
New in this version
- Imports the KCD1 map, region locations, icons and local detail maps instead of showing Trosky markers over the KCD1 map.
- Registers the destination region and assigns the test quest A visit to Rattay to it.
- Adds the original innkeeper outside Rattay's upper gate through a reusable person importer, with original placement, appearance and imported shop stock.
- Completes the visit quest by talking to the innkeeper, while keeping the dialogue menu open.
- Adds an explicit Trade option that opens the native shop. Buying now works; the latest gameplay recording shows a beer purchase.
- Fixes required database fields and managed table patches that previously caused startup failures, along with merchant dialogue and shop ownership/storage binding.
Installing the update
- This experimental release targets retail KCD2 1.5.6 and requires both installed games.
- If the converted base world is not installed, use Build and install first. See the setup guide for conversion and staging space requirements.
- Use Build region travel to rebuild the overlay from the installed static converted world at
Mods/kingdomcomegluemapper/Data/Levels/kcd1_rataje. - Close the game, back up the existing
Mods/gluemappertravel, and replace that folder with the newly generatedregion-travel/gluemappertravelfolder. Keepkingdomcomegluemapperinstalled for the converted world assets. Preserve existingmod_order.txtentries and include both mod IDs if that file is used. - Launch retail KCD2, load your Trosky character and use the coachman route to the KCD1 region. This is separate from the experimental Play KDC1 / New Game route.
Build region travel builds the overlay only; its installation remains manual. Install existing package is for the base world package, not the travel overlay.
Known limits
- Haggling is not implemented yet. Basic buying is confirmed; selling, restocking and comprehensive save/load behavior remain unverified.
- This is one test quest and an imported merchant, not the complete KCD1 campaign. The original opening and full quest/voice/AI integration remain unfinished.
- Full companion persistence, horse calling and repeated travel need further verification.
- Existing saves can retain older entity relationships. Back up saves before testing; compatibility across all earlier test packages is not established.
- The EXE is unsigned. No original or generated game assets are distributed; setup reads the user's local installations.
Validation
- 273 automated tests passed locally.
- Frozen EXE self-test passed: ten converter modules, Tcl startup and three Lua resources.
- The actual frozen worker built the updated travel package from installed game archives and an existing converted world in 34 seconds.
- All nine generated file hashes and package CRC checks passed.
- User retail testing confirmed the map/icons/detail levels, conversation-based quest completion, retained dialogue menu, shop opening and successful buying.
- The newly generated release-test overlay was not installed or replayed during this packaging check. These packaging checks are distinct from the user retail evidence above.
The release includes SHA256SUMS.txt, self-test.json and release-validation.json.
See the Windows setup guide and region travel guide.
KingdomComeGlueMapper v0.2.0-alpha.2 — Region Travel
Experimental KDC1 region travel for an existing KCD2 character, with an updated standalone Windows setup tool.
Download KingdomComeGlueMapper-Setup-0.2.0-alpha.2-win64.exe below. It includes Python/Tk, NumPy and the conversion tools; Python and the modding kits do not need to be installed separately.
New in this version
- Adds Travel to KDC1 to the native Trosky coachman's dialogue while preserving the original destination and localization labels.
- Builds a separate KDC1 travel region with a grounded cart and return coachman near the original game's epilogue departure camp.
- Carries native level registration, navigation, inventory UI resources and player/horse scheduling data into the destination package.
- Places the original owned horse at an importer-selected road position with clearance from the coachman and cart, retaining its identity rather than creating a replacement horse.
- Adds return-coachman runtime dialogue participant registration and bounded arrival diagnostics.
- Adds Build region travel to the setup EXE, using the installed converted world. Existing world build/install options remain available.
- Includes the character-upgrade and campaign-import groundwork committed since alpha.1. These are development tools, not a finished KDC1 campaign.
Using region travel
- Install both games. This release targets retail KCD2 1.5.6.
- Use the setup's existing Build and install option if the converted base world is not already installed. Full world conversion needs at least 60 GiB of temporary space plus installation staging space.
- Select Build region travel. It reads
Mods/kingdomcomegluemapper/Data/Levels/kcd1_ratajeand writesregion-travel/gluemappertravelinside the setup output folder. A world with campaign initialization is rejected; use a static converted world. - Close the game, back up any existing
Mods/gluemappertravel, and copy the generatedgluemappertravelfolder into KCD2'sModsfolder. Keepkingdomcomegluemapperinstalled for its converted assets. Ifmod_order.txtexists, preserve its entries and include both mod IDs. - Start retail KCD2, load an existing Trosky character and talk to the coachman. Choose Travel to KDC1. This route is separate from Play KDC1 / New Game.
Build region travel currently builds only; installation of that overlay is manual. The setup's Install existing package option is for the base campaign/world package, not this travel overlay.
Known limits
- This is a prerelease. Back up saves before testing.
- The KDC1 map transfer and inventory have been observed working. Retail logs confirmed the original horse became visible at the new road-derived arrival position with the same owner.
- Horse calling with X, repeated trips, and full companion persistence are not verified. Having a visible rideable horse does not establish working AI scheduling.
- The latest return-coachman participant fix is included, but Talk → Travel to Trosky still needs visual confirmation. Its additional diagnostic currently reports a caught Lua inspection error.
- The original KDC1 opening, quests, complete NPC/gameplay integration and campaign save/load remain unfinished. KDC1 saves are not converted.
- The EXE is unsigned. Generated mod packages and original game assets are not distributed; conversion uses the user's installed copies.
Validation
- 255 automated tests passed locally; GitHub validation covers Python 3.11 and 3.14.
- Frozen EXE self-test passed: ten converter modules, Tcl startup and three Lua resources.
- The actual frozen worker built a travel overlay from installed KDC1/KCD2 archives and an existing converted world in approximately 19 seconds.
- All nine generated package file hashes and archive CRCs passed verification.
- This release test did not install or replay its generated output in retail. Earlier retail observations are separate evidence; no completed gameplay round trip is claimed.
See the Windows setup guide and region travel guide. SHA256SUMS.txt verifies the executable; release-validation.json records the local release checks.
KingdomComeGlueMapper v0.2.0-alpha.1 — Windows Setup
Standalone Windows setup for importing the KCD1 world into retail KCD2.
Download KingdomComeGlueMapper-Setup-0.2.0-alpha.1-win64.exe below. It includes its Python/Tk runtime; users do not need Python or either modding toolkit installed.
Setup features
- Detects both Steam games, including installations in separate Steam libraries, with manual folder selection.
- Converts terrain, vegetation, buildings, props, water, roads and static object visuals from the user's installed game archives.
- Packages the retail mod and enables the Play KDC1 New Game entry with the original Skalitz spawn.
- Shows stage progress, measured packaging/copy progress and a live log, with saved logs and cancellation between conversion stages.
- Supports Build and install, Build package only, and Install existing package.
- Verifies package hashes, stages installation, and retains an existing owned installation as a backup. A failed final replacement restores the previous installation.
Requirements and current limits
Both legal game installations are required. This experimental release supports KCD2 1.5.6 only. Allow 60 GiB free for conversion and approximately 25 GiB free on the target drive for installation staging; these estimates are combined when using one drive. Close the games before installing. The executable is unsigned.
This is a world-import prerelease, not a completed KCD1 campaign. Original quests, the KCD1 intro, full NPC/gameplay integration, and campaign save/load validation remain unfinished. Existing KCD1 saves are not converted. No game assets are distributed in this release.
Validation
- 101 automated tests passed locally.
- Frozen EXE self-test passed: nine converter modules, Tcl/Tk and both Lua resources.
- The compiled worker successfully installed a synthetic package; tests cover backup, rollback, cancellation and tamper rejection.
- The visible EXE detected both installed games and correctly blocked installation on an undersized destination drive.
- A fresh source-backend build completed all 12 conversion stages and verified a 15.7 GiB package containing 79,301 imported assets. This newly generated package has not been replayed in retail because the local game drive lacked staging space. Earlier world/menu runtime tests are separate evidence.
See the Windows setup guide for installation, logs, disk requirements and rollback. SHA256SUMS.txt checks the release executable.