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Yes, I re-do her hew for here too, I might replace the one this one has now, and make the old one optional at Nexus.
But I need to do some other changes too, can't say how long it takes.
Also the compressed/optimized pngs, I will do that to this mod too, unless people report something wrong with them with the new Virago, on my own tests, there was no difference in-game.
Most people probably won't care about that if they haven't had any problems, I haven't had any for example, but the current word is, if I understood right, either big file size mods, or combination of a ton of mods, is causing crashes to some people. No idea if it is HArdware or engine related, what it actually is.
So making this 1/4th of the size, with same content, is a good thing.
but I'll keep the old versions available at the Nexus, so people can always roll back if they don't like changes.
If I recall right, I did the art, and just went with it, didn't bother to do a new one at that moment.Idea was she would be "flipping" the axe over her shoulder to the ground, but it ended up looking a tad weird. I do mention it in the description, possible change in the future.
It is probably becouse I made the body for that one, with the "virtuous" pic in mind, the body is the same, but it didn't work for both, Virtuous look fine I think. And at the time, I didn't had made a "side view" made for regular Hew, so again, I just went with it.
But bottom line, once I find time to finish the armored version, some changes I probably roll to this one, like the more vanilla hew, more vanilla stances, etc.
For science.
@BigRowdy
Gald you like it man.
That makes me wonder if renaming folders actually works, if it overlaps with another mod, it probably doesn't, since you would have to rename folder structure in modfiles.txt too?
Man, it is so much easier with manual installation. That is if you want to modifye stuff you download.
But bottom line, I should be able to give the options in the future, I'll try to do it as easy I can from my end, for you to switch things around. Monologue/rant over on this topic.
I'm still figuring how to it the best way, it has 3 slightly different versions of each palette swap, currently with 6 colors each. So it's 18 skins, way too many, but I want to give people options to choose from.
I think I make it to default to 6 skins, and people can manually switch out from the rest if they want. Also IF removing variants from modfiles.txt removes them from the game, I could add modivied modfiles.txt, with 3 variants active, if 6 is too much. If it works that way, have to test it.
For the main Spartan skin, I'll probably just add the new variants as options, so people already subscribed won't be forced to have more skins in game, they signed up for. They can just replace the 2 active ones the mod atm has, with the new variations if they want.
Yes, it isn't very vanillaish looking art wise atm, but maybe the armored one will be better fit, or with future updates. Also, thanks again man.
Anyway, the alt covered back should work, since it replaces file that already exist with the mod. The fx I think I can make work, if I include vanilla fx with correct name, but I'll do that when I update the mod.
About alt skins, you are stuck with them for the time being. I'll probably drop them to 3 total in-game, and then people can swith around between the extra ones if they want.
Or again, maybe I'm missing something obvious here, let me know if I am.
I think one needs to go and edit modfiles.txt, and remove all of the file-names of the variant form there, to remove the variant from the game.
With manual installation you can just remove them, and that is that. As it should be, I can't come up with any benefit loading the file the user removed, even if it was by accident, you still load nothing to the game.
Or maybe I'm missing something here. Anyway, rant over.
With manual installation should work fine. You can navigate to Darkestdungeon/heroes/leper/fx, and replace the file there. MAKE A BACKUP of the original first, so you can roll back if you want.
But I have to test the workshop thing, I just assumed it works same as manual installation.
Regarding idle, this is very early picture of this during planning stage. The body proportions are still same as the lepers, and so on, but for a moment I had an idea like this, instead of the hand on hip:
https://c2.staticflickr.com/2/1939/44685410694_8e230daa1f_o.jpg
Ofcourse not detached like that, but would that be something people would prefer?
Btu checking now, don't know how much this pic makes sense, but there is leper under Tanja, and you can see the body proportions, you kinda have to follow the outlines of things. But looking at it with "finished" Tanja, maybe I could us ethe arm to make it more visible, that she is holding it at her waste. Or, make it vanilla style. Have to test. But I'll do that with the new variant first.
https://c2.staticflickr.com/2/1928/45358702632_f38d490cd0_o.jpg
Maybe it would be good to just map her figure onto the natural Leper Stance, where she's holding the axe with both hands besides her head, that may also fix the issue of one arm looking particularly long, since they are parallel to one another.
That's where the enemy's blow will gravitate towards hitting, naturally. Makes perfect sense if you ask me.
@Carcosa
Lol, pretty much yes.
The problem is there isn't much to put around her hip, I used the space I could on the torso. Tough the shape of hers is a bit different now than it was at the concept stage where I was testing things out. Maybe the other arm could now be used somehow there.
Regarding hand lenght, that is the thing, Leper has long arms. Making the character smaller kinda pronounces that more, I don't think I can change the combat anim arm more, I laready made it shorter with the space I had to use.
I thought at first the arm was just dangling behind her back, but then I saw the fingers on the hip.
It seems odd when she's lifting the axe in the combat animation, which may be the scarf's fault.
But if there would be option to tweak the skeleton, I think her design would be totally different.
I'll see about the lips, once I update this next time. Also thank you.