Darkest Dungeon®

Darkest Dungeon®

The Anointed Class Mod
Jaytal 9 Feb, 2021 @ 1:03pm
Wondering if I could tinker with his barks, for my game only.
Hey. I searched and found that few had said it was possible to go into heroes' localization files and edit their barks with notepad+, which would then change what they say in-game to whatever you had written. They also implied that it should work the same whether or not said hero was from the workshop. Well, after some edits have been made, saved, and the localization.batch file ran, none of my custom barks or edits made to existing ones have transferred into the game, except for the ones I made to the vanilla heroes' using the dialogue.string_table document.

This is entirely a 'me' thing, so I'm not bringing this up as if it's a bug or flaw or anything. I'm just seeking confirmation more than anything that this is something I can or cannot do. Perhaps I could download the mod as a separate folder and integrate it to the game's files instead of the workshop's? Changes to anoint.string_table, where specifically the Anointed's barks are, don't reflect on the game whereas changes to the holistic dialogue document's does. I dunno. (oh, and don't take this as some kind of criticism of his writing or something, I think it's stellar. :SBchicken: )
Last edited by Jaytal; 9 Feb, 2021 @ 1:33pm
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Jaytal 9 Feb, 2021 @ 1:14pm 
Forgot to mention - running localization.bat would yield a "SUCCESS" result, so it isn't a result of any dent I may have made in the code.
Vintage  [developer] 12 Feb, 2021 @ 12:37pm 
Originally posted by Jaytal:
Forgot to mention - running localization.bat would yield a "SUCCESS" result, so it isn't a result of any dent I may have made in the code.

Might've been that the last update overwrote your changes, as each time a mod updates, it is pretty much steam deleting your local copy and then just entirely replacing it with the new one, even if many of the files aren't changed. (Waste of bandwidth, but otherwise updates would probably be extremely complicated to implement).

One way to go about it is to make a copy of the Anointed's mod file which appears in steamapps > workshop > content > 262060 > 2378584809 (that last file is the anointed's folder, mods are sorted by their steam ID which is the string of numbers you see if you get a shareable link with the "share" button on steam workshop) and then make your changes, then put that new altered file in steamapps > common > DarkestDungeon > mods folder, which is a manual install and easily changeable, as you can just go into it anytime and change as you need.

The problem with this is that whilst the copy you downloaded from workshop that is in the workshop folder will still update as I push new patches, the manual install will not as it's a considered an entirely separate mod by the game at that point. (It also should have a source saying its from a manual install when you load your mod menu up to enable it in game).

You are allowed to make modifications for your self only though! So long as its not posted publicly to steam workshop that's totally fine.
Jaytal 12 Feb, 2021 @ 4:17pm 
Thanks for the reply, you set me on the right path to fixing it. But it was something I didn't quite expect I'd have to do to get it all showing up in-game.

I remembered the importance of running the localization batch thing in order to "update" and include any changes made to those files, and noticed that in the brief window of time that the command prompt was open, all localization files except for the anointed's string table was included in that list. So I did the modding equivalent of putting a band-aid on it by copying the anointed.string_table over from his mod localization folder, and pasting it in the vanilla game's localization folder, where all the hero, dialogue, journals, etc. string tables were.

Upon running the localization batch file again, lo and behold, the anointed's was among everything else, and any changes I had made began to reflect in-game. I genuinely didn't expect that to work, but it's the one extra step that must be taken in order to mess with modded localization files I guess. Thanks again, I have it all offloaded from the workshop folder so any updates won't rewrite it. :squirtyay:
Did running the locaization.bat create a new .loc or .loc2 file? I've dragged the modded hero's localization to vanilla folder and ran it. I'm seeing it appear on the list with success as well but there's no new files created and it doesn't show in game.
Jaytal 22 Feb, 2021 @ 3:11pm 
Running it didn't create any new files for me. Keep in mind I copy-pasted, not moved from one place to another, just the anointed.string_table file. And as a side note that I'll add, any lines that I deleted or replaced still show up in-game among the ones that I have edited or added in. Perfectly fine by me, and as such isn't something that I'm gonna find a "fix" for.
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