Modding in Kingdom Come: Deliverance 2

Modding has always been a key part of our community, and in Kingdom Come: Deliverance II we’ve streamlined the process of installing and managing mods, making it more accessible than in Kingdom Come: Deliverance. Whether you’re looking to tweak gameplay mechanics, add new content, or completely transform the experience – we’ve got you covered.
How to Install Mods
There are three ways to install mods in KCD2:
Steam Workshop (Recommended) – simply click Subscribe on the mod page, and it will be automatically downloaded and enabled the next time you launch the game.
Manual installation – place the unpacked mod folder into the mods/ directory in the game’s root folder. Ensure it contains a mod.manifest file.
Third-Party Mod Managers – while not officially supported, these can also be used to manage mod installations
For more details on setting up and troubleshooting mods, visit our Modding Wiki.
Mod Loading & Order Customization
Mods load in the following order:
Steam Workshop mods (order determined by Steam API).
Manually installed mods in the mods/ folder (alphabetical order by default).
If you need to customize the order, you can create a mod_order.txt file in the mods/ folder. This file allows you to specify the exact loading sequence, and any mods not listed will not be loaded.
Creating & Publishing Mods
Want to create your own mod? The Kingdom Come: Deliverance II Modding Tools are available as a separate download on Steam. These tools replicate the game’s folder structure, allowing for efficient development and testing. Key features include:
Modding Tools & Editor – includes Editor.exe, our build of the CryEngine Sandbox, which allows for modifying assets.
Scripting & Debugging – the development build of the game provides debugging commands, runs an internal web server for real-time modifications, and loads loose files for easier iteration.
File Overrides & Compatibility – modify existing game data with structured overrides to ensure compatibility between multiple mods.
For installation instructions, workspace setup, and best practices, check out our Modding Wiki.
Packing & Publishing Your Mod
Before releasing your mod, make sure to:
Pack loose files – the published version of the game does not load loose files, except for mod.manifest and mod.cfg. All other files must be packed into .pak format (uncompressed ZIP). Tools like Total Commander work reliably. For more details on packing files, refer to this page.
Mods downloaded from Steam Workshop will not work in the modding tools environment. If you want to test a mod you’ve downloaded, install it in the published version of Kingdom Come: Deliverance II.
To properly test your own mod, upload it to Steam Workshop and download it into the published game. This ensures that it functions correctly outside the modding tools.
Once ready, upload your mod to Steam Workshop for easy sharing with the community – have fun!
Fan Modding Guidelines
We also want share some guidelines and FAQs around user-generated content. If you’re new to modding, these are pretty standard, and are meant to protect both us as creators and you, our fans.
Of course, there are legal rules we all need to follow too, so if you want more details on these, we have an 'end-user license agreement (EULA), which can be found here:
https://store.steampowered.com/eula/2429020_eula_0 . Bottom line - if there's any conflict between these guidelines and those official documents, the EULA wins.
User-generated content (UGC) guidance
We want you to unleash your creativity, but we also need to keep the game fair and enjoyable for everyone. So, here are some important rules to follow:
No commercial use
First of all, have fun, get creative and make all kinds of awesome stuff. Change the world, create new weapons, add new mechanics, and whatever else you can think of! However, you may not commercialise or sell any part of your UGC. You can't sell your mods or put them behind a paywall (like making it only available to paid subscribers) without our express written permission. Accepting reasonable donations is fine. But the point is that your mods should be made by fans, for fans.
You will own your UGC, but your usage is restricted by the EULA. Warhorse and PLAION have pretty much unlimited right to distribute or modify any UGC you create, forever and royalty-free. This is to allow us to promote and showcase your content without fear of frivolous lawsuits. We want to be able to show a cool mod on a live stream, post it on social media and so on. We never intend to sell your mods.
Finally, all players of Kingdom Come: Deliverance 2 will have permission to access your UGC through the game and under the same terms of this end-user agreement.
Keep it Separate
We are grateful for your contribution, but please make sure that it’s obvious that the content you created yours, not Warhorse nor PLAION. Don't do anything that might make people think we officially support your work.
Your mod should stand on its own. Don't incorporate it into other games or products. We also recommend you don’t use content from other games, movies, books, or real-life brands without permission. When in doubt, get permission from everyone involved.
Be Respectful
Be respectful to other players, fans, and the game itself! Don't create anything that is offensive, illegal, or harmful. This includes content that could damage Warhorse Studios or PLAION, its games, players, or staff.
You are responsible for your creation. This means that you are liable for any damages any other player or PLAION and its partners incur because of the use of your content, for example, if your UGC violates copyright from third parties or applicable law.
End user license agreement termination
Even if this end-user agreement is terminated, Warhorse & PLAION may continue to use your user-generated content in certain circumstances. For example, if the content has been combined with other UGC or integrated into Kingdom Come: Deliverance 2.
Your UGC only works together with Kingdom Come: Deliverance 2
Upon termination of the EULA, you are not allowed to use the UGC any further.
All rights and other matters not related to fan content are reserved to Warhorse & PLAION.
If anything is unclear, please ask! If you have suggestions for improving these guidelines, let us know. Again, you can contact us at info@warhorsestudios.cz.
Last updated on March 14, 2025