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Can't test my mod
Hey. I've created a class mod based on other class. I've altered all class stats, skills etc. Didn't touch the art yet, but renamed all of it properly.

The thing is - I cannot test it in any way. Adding my mod to /mods folder doesn't generate the class (cards_in_deck 50, chance 100.0), doesn't work either with altering stage_coach starting classes. Using nosteam version doesn't allow me to even select the mod, and uploading it to workshop as private, and subscribing, then enabling the mod on new game still does nothing.

Please, does anyone has a solution?
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Showing 1-5 of 5 comments
Entrox Licher 8 Jul, 2017 @ 8:28am 
If the mod shows up and is selected after subscribing, and you are sure it does not work (You tested it on several weeks) than it is a problem with your mod. I suggest verifying your file hirarchy is the same as the DarkestDungeon folder. That could certainly cause what you're describing (Happened to me once).
ecspectacularis 8 Jul, 2017 @ 2:25pm 
I have a work around by placing additonal file on my mod: stage_coach.building.json and changed starting class names to mine and it works fine now. Can't spawn a class by regular means though. Is there some place where I need add my class to available to recruit ones or something?

Still can use it only with uploading the mod, the /mods folder inside game folder doesn't work at all :/
Entrox Licher 8 Jul, 2017 @ 8:46pm 
Pretty sure the mods folder is used for the non-Steam version of the game (/windows_nosteam i believe). If you have it seperate and manage to get it working it could be anice way to test mods without messing with your base files or the hassle of the workshop for every little revison.

Yeah, that's what I've done mostly, though I admit I haven't tried much with custom classes. Tried to test one out once, essentially a carbon copy of the flagellant, just changed all of the file names and ids and stuff; couldn't get it to stop crashing. Not sure where you would need to look. My best advice would actually be to look at some of the existing class mods ( Exaelus's are very good). See what files they modify, and how they do it. Might learn what we're missing.
Kinnex 17 Aug, 2017 @ 3:21pm 
I had the same problem when I first started. I ended up needing to create a "project.xml" file in the directory.

For example:
C:\Program Files (x86)\Steam\SteamApps\common\DarkestDungeon\mods\<Mod Name>\project.xml

In my case, I copied one from the Apothecary hero, and modified it to suite my needs. I don't know exactly what all the fields do, but having the below skeleton worked for me. You will have to edit the ModDataPath, Title, Tags, etc.

<?xml version="1.0" encoding="utf-8"?> <project> <PreviewIconFile>preview_icon.png</PreviewIconFile> <ItemDescriptionShort/> <ModDataPath>C:\Program Files (x86)\Steam\SteamApps\common\DarkestDungeon\mods\Mod Name</ModDataPath> <Title>Mod Title</Title> <Language>english</Language> <UpdateDetails/> <Visibility>hidden</Visibility> <UploadMode>direct_upload</UploadMode> <VersionMajor>0</VersionMajor> <VersionMinor>0</VersionMinor> <TargetBuild>0</TargetBuild> <Tags> <Tags>character mod</Tags> <Tags>new class</Tags> </Tags> <ItemDescription>Mod Test.</ItemDescription> <PublishedFileId></PublishedFileId> </project>

I hope this helps anyone else having this issue.

Mikrotherion 24 Sep, 2017 @ 4:32am 
Thanks, Kinnex. This worked. :D
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