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Darkest Dungeon - Workshop DD-Workshop
STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
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29 November, 2016
Scorpiova 23 Dec, 2016 @ 11:46am
Uploader working - but questions! :)
Hey guys,

So I have managed to upload 2 out of 3 hero classes that I have put through the uploader. I can edit details for them both in the workshop but I still have a few questions:

1. "If this is your first time, the tool should ask you to go to steam and sign off on the workshop user agreement." I do not understand where to go to do this.

2. My hero is now made public, but he does not show up anywhere in searching the workshop - other than my submissions. Blackguard_Mod is the file name. I have him set to public - how do I make him visible to people other than that?

3. I have managed to add images in the workshop - how do I add a cover image?

4. Is it normal that when I uploaded - all of my anim/images were deleted from my mod folder?


I have not tried hitting "subscribe" yet. I will delete the hero from my game and see what happens when I subscribe.
Last edited by Scorpiova; 23 Dec, 2016 @ 11:47am
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Showing 1-15 of 16 comments
Scorpiova 23 Dec, 2016 @ 12:16pm 
Ok so - I subscribed to my mod Blackguard_Mod - it downloaded, and I checked the workshop folder on my computer - but no anim, .json, or art files downloaded, only empty folders.

For example the blackguard_A anim folder is there - but it is empty. Also files like localization, upgrades, and camping are not there either.

Also my original my_mods/blackguard_mod folders are empty as well now. They were full before I uploaded. This seems odd to me.
Last edited by Scorpiova; 23 Dec, 2016 @ 12:17pm
Saint_Michaels_ 23 Dec, 2016 @ 12:48pm 
I can confirm that majority of scorpiovaeden's files for his class mods are missing on my end.

I to also did not get the workshop user agreement link, but that might be because I tried using it yesterday when it was constantly crashing.
Muscarine 23 Dec, 2016 @ 1:39pm 
Come in group chat scorpio
RedHookTyler 26 Dec, 2016 @ 11:24am 
1. Agreement: when it was flagging me, it was a big message that you can't miss. Also, uploading didn't work until I signed it. So, if you aren't seeing it and your upload is working, I wouldn't worry. :)

2. Hopefully Pierre can help us with that.

3. I was having the same problem. Let me know if you find a solution.

4. Yes--see discussion in the "Known Issues" thread, but basically removing files that are unchanged with relation to the vanilla install is intentional.
Scorpiova 27 Dec, 2016 @ 10:03am 
Originally posted by RedHookTyler:
1. Agreement: when it was flagging me, it was a big message that you can't miss. Also, uploading didn't work until I signed it. So, if you aren't seeing it and your upload is working, I wouldn't worry. :)

2. Hopefully Pierre can help us with that.

3. I was having the same problem. Let me know if you find a solution.

4. Yes--see discussion in the "Known Issues" thread, but basically removing files that are unchanged with relation to the vanilla install is intentional.

Thanks for the reply, Tyler.

In regard to these issues, the user agreement I guess was fine as I never got anything else about it since. The issue with files got resolved.

Cover image is mostly aesthetic and something we will need just before the workshop releases.

The only thing for me now that seems to be an issue - is that the Loclalization files for my game is messed up. Whether that is because of the uploader doing something to the loc files I am uploading which in turn is messing up the games loc file - or something else causing the issue. For me everything in game, every word, item, name (un-related to my mods) has a string file instead of names.So not sure what the issue that is causing the localization issue.
Last edited by Scorpiova; 27 Dec, 2016 @ 1:56pm
RedHookTyler 27 Dec, 2016 @ 5:09pm 
It might be something Pierre will have to look at once back. But just for clarity, the build update that went out Friday should all loc modding as follows:

1. Copy all .xml files from the game's localization folder to your mod's data/localization folder
2. Make changes you need to the .xml files in your mod's data/localization folder
3. Run the steam_workshop_upload.exe with your project's json.

The steam_workshop_upload should run the localization if necessary.

So if you haven't tried it since Friday, give it another go.
Scorpiova 27 Dec, 2016 @ 8:40pm 
Originally posted by RedHookTyler:
It might be something Pierre will have to look at once back. But just for clarity, the build update that went out Friday should all loc modding as follows:

1. Copy all .xml files from the game's localization folder to your mod's data/localization folder
2. Make changes you need to the .xml files in your mod's data/localization folder
3. Run the steam_workshop_upload.exe with your project's json.

The steam_workshop_upload should run the localization if necessary.

So if you haven't tried it since Friday, give it another go.

Huh ok, that sounds a bit different from what I have been doing. When you say copy "all" localization files to my hero mod's folder - which files do you mean?

Do you mean everything like, "menu_string" "dialogue_string" "journal_string" etc?
Scorpiova 27 Dec, 2016 @ 10:54pm 
Originally posted by RedHookTyler:
It might be something Pierre will have to look at once back. But just for clarity, the build update that went out Friday should all loc modding as follows:

1. Copy all .xml files from the game's localization folder to your mod's data/localization folder
2. Make changes you need to the .xml files in your mod's data/localization folder
3. Run the steam_workshop_upload.exe with your project's json.

The steam_workshop_upload should run the localization if necessary.

So if you haven't tried it since Friday, give it another go.


Ok! So it feels like I am inching closer and closer to getting my classes to work. What Tyler suggested in order to get the localization working, worked! I got my Apothecary class to show up in game and that the localization data for the game and for the class appears to be working normal. All classes, skills, items, places, words - are showing up with the correct info instead of strings.

But!

When I try to take the Apothecary on a mission - the game crashes. With several lines of error.

Now the question becomes - what step should I take next?

Error Info:

Assert failed
(Region != nullptr)
SpineDataBinaryLoader:: ReadAttachment in spinedata_binary_loader.cpp line 349
couldn't find region

I have never gotten this error with dozens of hours of gameplay with this class - so I can only assume it is related to how the class is working based on the uploader and/or workshop download. Thoughts?
Last edited by Scorpiova; 27 Dec, 2016 @ 11:01pm
Maester Silvio 27 Dec, 2016 @ 11:23pm 
Originally posted by scorpiovaeden:
Originally posted by RedHookTyler:
It might be something Pierre will have to look at once back. But just for clarity, the build update that went out Friday should all loc modding as follows:

1. Copy all .xml files from the game's localization folder to your mod's data/localization folder
2. Make changes you need to the .xml files in your mod's data/localization folder
3. Run the steam_workshop_upload.exe with your project's json.

The steam_workshop_upload should run the localization if necessary.

So if you haven't tried it since Friday, give it another go.


Ok! So it feels like I am inching closer and closer to getting my classes to work. What Tyler suggested in order to get the localization working, worked! I got my Apothecary class to show up in game and that the localization data for the game and for the class appears to be working normal. All classes, skills, items, places, words - are showing up with the correct info instead of strings.

But!

When I try to take the Apothecary on a mission - the game crashes. With several lines of error.

Now the question becomes - what step should I take next?

Error Info:

Assert failed
(Region != nullptr)
SpineDataBinaryLoader:: ReadAttachment in spinedata_binary_loader.cpp line 349
couldn't find region

I have never gotten this error with dozens of hours of gameplay with this class - so I can only assume it is related to how the class is working based on the uploader and/or workshop download. Thoughts?
I get the same error with PBD, but manual installation of the mod still works normally. This isn't just an issue with yours.
Saint_Michaels_ 28 Dec, 2016 @ 9:03am 
That was the same error I was getting when I was getting the string errors testing your mods a few days back. I wonder if this isn't necessarly a .loc error, but rather an error importing the animation files?

Some google came up with this thread, with this guy having the same error months back. http://www.darkestdungeon.com/topic/trying-to-narrow-it-down-spine-error/
Scorpiova 28 Dec, 2016 @ 11:59am 
Originally posted by Maester Silvio:
Originally posted by scorpiovaeden:


Ok! So it feels like I am inching closer and closer to getting my classes to work. What Tyler suggested in order to get the localization working, worked! I got my Apothecary class to show up in game and that the localization data for the game and for the class appears to be working normal. All classes, skills, items, places, words - are showing up with the correct info instead of strings.

But!

When I try to take the Apothecary on a mission - the game crashes. With several lines of error.

Now the question becomes - what step should I take next?

Error Info:

Assert failed
(Region != nullptr)
SpineDataBinaryLoader:: ReadAttachment in spinedata_binary_loader.cpp line 349
couldn't find region

I have never gotten this error with dozens of hours of gameplay with this class - so I can only assume it is related to how the class is working based on the uploader and/or workshop download. Thoughts?
I get the same error with PBD, but manual installation of the mod still works normally. This isn't just an issue with yours.


Originally posted by St. Michaels:
That was the same error I was getting when I was getting the string errors testing your mods a few days back. I wonder if this isn't necessarly a .loc error, but rather an error importing the animation files?

Some google came up with this thread, with this guy having the same error months back. http://www.darkestdungeon.com/topic/trying-to-narrow-it-down-spine-error/

Thanks for the replies guys - yes, manual installation works fine for my mods as well. At least now I've caught up with getting the loc files working.

I guess we need to wait for dev assistance before we can pinpoint the issue between the workshop downloads and making the classes/mods work in game.
Last edited by Scorpiova; 28 Dec, 2016 @ 12:01pm
Muscarine 28 Dec, 2016 @ 1:33pm 
Are you guys on group chat sometimes ? I always miss your peak times :/

FYI scorpio's error is an error tied to Spine, so i'd look around your .atlas in fx and anims.
I think i had a similar error when i first tried to point references, for instance it's CHARNAME.sprite.attack_axe where the first word is your custom hero name but the last 3 have to be the same as your base .png, because the .atlas looks for this reference inside its related .skel.
Last edited by Muscarine; 28 Dec, 2016 @ 1:48pm
Scorpiova 28 Dec, 2016 @ 3:57pm 
Originally posted by Muscarine:
Are you guys on group chat sometimes ? I always miss your peak times :/

FYI scorpio's error is an error tied to Spine, so i'd look around your .atlas in fx and anims.
I think i had a similar error when i first tried to point references, for instance it's CHARNAME.sprite.attack_axe where the first word is your custom hero name but the last 3 have to be the same as your base .png, because the .atlas looks for this reference inside its related .skel.

I thought that for a second then realized it isn't on my end. My class mod that I am using works perfect, with no errors when installed manually. I have received zero reports from people actively using the mod of any issues. The Apothecary is streamed quite regularly.

The only way that could be an issue - is if the uploader itself is altering the anim files. In that case, it is an issue with the uploader/workshop.
Last edited by Scorpiova; 28 Dec, 2016 @ 4:03pm
Muscarine 28 Dec, 2016 @ 4:18pm 
Originally posted by scorpiovaeden:
I thought that for a second then realized it isn't on my end. My class mod that I am using works perfect, with no errors when installed manually. I have received zero reports from people actively using the mod of any issues. The Apothecary is streamed quite regularly.

The only way that could be an issue - is if the uploader itself is altering the anim files. In that case, it is an issue with the uploader/workshop.

Any chance you might have messed up the Blackguard's files on your end specifically ? Conundrum :/

Scorpiova 28 Dec, 2016 @ 4:23pm 
Originally posted by Muscarine:
Originally posted by scorpiovaeden:
I thought that for a second then realized it isn't on my end. My class mod that I am using works perfect, with no errors when installed manually. I have received zero reports from people actively using the mod of any issues. The Apothecary is streamed quite regularly.

The only way that could be an issue - is if the uploader itself is altering the anim files. In that case, it is an issue with the uploader/workshop.

Any chance you might have messed up the Blackguard's files on your end specifically ? Conundrum :/

Currently the files for Blackguard are incomplete in the workshop (he was uploaded before I learned what to do with the loc files). Since learning how to setup the localization folder for the uploader with the Apothecary class - I have not bothered to upload anymore classes until the crashing issue with her is resolved.

Waste of time otherwise - every class mod that I have tried through the workshop is getting the same error.

I have a game with them both manually installed - with no issue whatsoever.

EDIT: Blackguard - as downloaded through the Workshop results in the same error as the Apothecary when entering a dungeon.
Last edited by Scorpiova; 31 Dec, 2016 @ 10:57pm
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