STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
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29 November, 2016
ActionJack 24 Dec, 2016 @ 11:10pm
How to handle adding into the file?
So I tried the upload, which works (finally, the added instruction is very helpful).

But it half-crash, and from the look of it, it is the effect files.

So for example of the effect file, how to best handle it? Cause it seem that you need to upload the entire file (with the original code) for it to work, which will override(?) the exisiting? But that would create trouble with future updates?

Would expect that you include the snipet of code you want to add, and the workshop will add that on to the exisiting code files.
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Showing 1-6 of 6 comments
Maester Silvio 24 Dec, 2016 @ 11:26pm 
That would work for new effects, but not ones that are overwritten
ActionJack 26 Dec, 2016 @ 10:27am 
Well, where is what I did.
I create a effects.darkest file in the same folder path, but in it only the new custom codes that I want to add.

After upload and select it as mod, it shows that all the other effect is gone.

So right now I am assuming that it will only overwrite a same file, but not inject into it?
Maester Silvio 26 Dec, 2016 @ 11:14am 
Originally posted by ActionJack:
Well, where is what I did.
I create a effects.darkest file in the same folder path, but in it only the new custom codes that I want to add.

After upload and select it as mod, it shows that all the other effect is gone.

So right now I am assuming that it will only overwrite a same file, but not inject into it?
Yes, it will only overwrite. A modding "Black Box" (aka universal patch) would be better to do, as it would limit the amount of work required by RH.
ActionJack 26 Dec, 2016 @ 8:59pm 
If it only overwite, it create problems.
A) It will create problem with any new patch
B) It will not work with any other mods that change the same file.


Will we expect it to be change later? Or a way to handle the file seperately? (with running a "stitch" program to combin/compile it again)
Last edited by ActionJack; 26 Dec, 2016 @ 9:01pm
RedHookTyler 27 Dec, 2016 @ 5:13pm 
A couple notes:

Currently, when you run the upload_steam_workshop.exe, it looks at all mod files and tries to find out if there is a corresponding core game file of the same name. If so, it overwrites it. This is true for effects, heroes, loc, trinkets, etc.

1) In the game, you can toggle priority of different mods and how they are applied. This is how to resolve problems where more than one applied mod affects the same file.

2) For effects specifically, we are going to do some work to allow adding other/new effects files. So you could create a new effects file just for your mod. E.g. "effects_mymod.darkest" and that would get added to the effects library at run-time. So this will resolve some problems. However, we won't be doing that until we're back from the break.
ActionJack 27 Dec, 2016 @ 8:37pm 
That is good to hear, especially the solution 2.

Could see the same done to the other core game files too, else would be difficult to run multiple mods or when there are game updates.
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