STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
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IN-GAME
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Founded
29 November, 2016
Showing 21-30 of 39 entries
78
Known Issues & Uploader/Mod Support Requests
Originally posted by scorpiovaeden:
Originally posted by RedHookTyler:
Hey all - apologies for the timing with regards to the holiday. (Our team is scattered to the four winds, and not all are nearby computers.) Keep compiling known issues (I see Maester Silvio's started a list--that's super helpful for us so we don't miss anything.)

With regards to deleting files, it's as John said: our intent was to strip out any unchanged items, because the way the mod application works is to overwrite only changed files in the core game install. But I understand this can cause some issues between testing your mod (where you need to put everything working in the actual game install directory) and then uploading the mod (where you should then separate things out of the core game install and return it to vanilla state.) The intent is that you would eventually just use the workshop flow to actually test the mods, too.

In any case, we can discuss flow and possible changes once we are back.

A note on Loc: Pierre pushed a build late Friday night which had the loc stuff improved. Prior to that, loc wasn't really working as an additive/individually moddable basis. (See my modding Guide for how the state of the loc was prior to Friday night.)

In any case, these difficulties are exactly why we needed this test group, so we thank you for bearing with us through the bumpy phase!

This makes perfect sense to me now. Since playing with the files and the uploader I understand now the importance of not uploading unchanged files. So it is good for the uploader to do what it does. As SIlvio said though - arranging it so that the user's source files are not deleted will be beneifical to users.

Right now for me - Localization files seem to be the biggest concern with proceeding with testing.
Well let me clarify my precise modding flow so that I can note how backwards this is for me personally.
  • All of my mods are stored in separate folders, including copies of the game that I use to test.
  • I do not do anything with the Steam copy of the game other than copy and paste it when I need to fix or make my test versions. This not only preserves the integrity of my core directory, but it allows me to see timestamps for file updates when it comes time for merging.
  • Should a vanilla update come out, I can start merging in changes with ease and without damaging the vanilla directory in any way.
  • In the case of there being a larger update apart from a simple version update, everything I need for development is right there in my SVN.
  • To test my updates I can go to one of my test versions, which are of course copies of the vanilla directory. Again, the file integrity of the vanilla version remains completely intact.
  • Once the update is made, packing the mod into RARs and EXEs is easy. Everything was done in a very efficient and stable way.
For smaller mods, testing directly within the main directory may be an option. For me it absolutely is not. Many updates require me to merge hundreds of files, and making a mistake in just one of them will result in an update that is unstable or straight up broken. I can understand why you may not want duplicate files to be uploaded, but I think it's reasonable to say that the vast majority of modders don't include large amounts of vanilla files. You say it's to keep people from uploading the entire game, but that would only happen if the person was literally modding in the game's directory. That same issue can happen, and has happened before, on the Nexus. There's not much reasonable necessity for not uploading duplicate files; no other game really functions that way with mod support and they end up being just fine. It's the modder's responsibility to keep their file size as low as possible.
Originally posted by RedHookTyler:
With regards to deleting files, it's as John said: our intent was to strip out any unchanged items, because the way the mod application works is to overwrite only changed files in the core game install. But I understand this can cause some issues between testing your mod (where you need to put everything working in the actual game install directory) and then uploading the mod (where you should then separate things out of the core game install and return it to vanilla state.) The intent is that you would eventually just use the workshop flow to actually test the mods, too.
What the uploader could do is just not upload identical files. The problem right now is that it physically deletes those files from where our mods are stored. An alternative is to just not do it at all. It's generally the responsibility of the modder to keep his/her mod's file size low. If a mod has a bunch of unchanged vanilla files that are contributing to a bloated size, users will absolutely get upset with it and let the author know that it's something they want changed.

The thing is, even with workshop support most of us will still probably upload manual installation versions of our mods. GOG users for example will not have access to the workshop, but we still want them to have access to our work. You can see the same thing happen with Skyrim. The workshop exists, but most users still prefer to get their mods from the Nexus because it allows them to have MUCH more control over load order and compatibility. In general, the Steam workshop will end up being an additional option, not the only one. The most important thing in this case is giving modders the resources, internal support, engine support and data they need to further their creations.

The workshop should exist so that people without very much knowledge can enjoy something with little to no work. People should still be able to enjoy the ease of activating mods in-game and the in-game UI changes by simpling extracting the mod's base folder to a seperate mod folder that also gets read.

I don't want to make things too complicated, but this is my view on the workshop.
6
How to handle adding into the file?
78
Known Issues & Uploader/Mod Support Requests
Originally posted by scorpiovaeden:
Originally posted by Maester Silvio:
Manually install your localization and run the batch file. Currently the uploaders localization is broken.

Sadly that did not seem to work for me. So after uploading/downloading the mods I have subbed to - I manually placed the localization files for apothecary and blackguard back into the loc folder. I then ran the loc batch in the loc folder - but still everything in game has string files, and I mean every word, every written dialogue, every name/title/item. I also tried running the loc batch file that is in the _windows folder with the same result.

I wonder If this just part of the testing that the game's localization just does not work?

I have also noticed that in trying to test my Lord mod along with the Lord in the Tutorial mod - the .raid and .roster files do not get recognized for in the game. The only way for me to re-add the Lord class is to specifically copy/paste the two files and manually install them as well.

Looks like I should take a step away from this for a bit, and see what feedback we get from the devs after the holidays. As of right now, the only mods that "work" as intended seem to be skin/color mods. And fortunately uploading/subbing/downloading class mods does work (with the exception that the localization files get borked).
I've been able to manually install my localization without issue, though I am manually installing my entire mod at the moment. I've got some main menu issues that I have to work out before I can give more accurate feedback.

EDIT: Nevermind, the main menu issues are with the non-steam version, and in vanilla as well, which is what I use 95% of the time.
6
How to handle adding into the file?
78
Known Issues & Uploader/Mod Support Requests
Showing 21-30 of 39 entries