STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
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29 November, 2016
Modding a Mod
So I've sort of been a lurking modder, doing stuff for my own fun, but never feeling like I had anything worth releasing, nor finish enough to release. I did grab some mods now that the workshop is up and running, but I ran into an odd problem. I'd like to change the name of some abilities in the game, since I liked all of the work I did modding my hero classes, but like a lot of the good bits in Pitch Black Dungeon, particularly the stuff I know I lack the technical ability to reproduce (like the huge enemy roster and speical enemy mods). But I can't get the tooltip and ability names to kick in. Ordinarily it's just edit name, and run the localization tool, but the games default localization tool only reads from its original files, which are then overwritten by the mods localization file and the mod lacks such a utility. I doubt I can just straight delete the mods localization files with ruining the parts it adds that are needed (like the added trinkets, new enemies, etc). Any thoughts on a fix that isn't rebuild someone elses mod from the ground up?
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Showing 1-2 of 2 comments
Swiss Army Knife 10 Apr, 2017 @ 12:12pm 
Yeah the way the Workshop system handles changing a mod's localization file is a pain for what you're trying to do.

One thing that should work is to just completely move the localization folder from the workshop directory and put it in your base game directory. Then just run the .bat file as usual. You will run into problems if and when the author updates his mod though.

The safer bet is to unsubscribe from the mod on the workshop and use the static one from the Nexus. That way at least you won't have to constantly keep on top of your changes.

Third option is a little harder but is the best of three. Create a copy of the localization directory of the workshop mod. Then cut out everything from the xml file that you didn't change excluding the necessary formatting like <?xml version="1.0" encoding="UTF-8"?><root><language id="english"> etc. Then go the through the workshop mod creation process and upload your mod to the workshop and set it as private when uploading. Then in game just make sure your tooltip tweak is above Pitch Black Dungeon.

That should work but if not the other two options definitely will.
Northern Ronin 10 Apr, 2017 @ 1:58pm 
Well, I can always copy the mod files then unsubscribe to the mod to prevent overwriting of my changes, so I don't think that'll be a big problem so long as I maintain a backup, it should be simple enough to fix to just reinsert the backup and rebatch it so that might be the easiest way to deal with it. The third option seems like the most desirable in the long run, though I'm not sure how to get stuff on the workshop just yet, but I'm sure I'll figure it out with a little poking about.

Thanks for the help.
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Showing 1-2 of 2 comments
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