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Slay the Spire 2 mods


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Posted (edited)
16 minutes ago, AromaticTealeaf said:

Downloading the two mods mentioned from the guy that made the daraku mod. Let tell you it was a pain in the ass to make a baidu account lol

Here's the first one that I got. I'll add the other one when it's done. Download speed for it is fucking slow due to server location and low download speed limits.

FootFetishOtakuAdventure 0.0.1.zip 126.69 MB · 1 download

Much appreciated, you can absolutely download the daraku one but im doubtful it will be the updated version, we need to find wherever the "single player version" of that mod is shared at. Another site presumably a chinese only one.

Foot fetish mod seems sadly pretty unplayable with no EN localization

Edited by Bout1
Posted
26 minutes ago, AromaticTealeaf said:

Also do be warned the FootFetish mod is buggy. Like the one comment had posted on Modwu.

You're fast.I had just managed to make an account. ANyway, yes you're right. Mod is very buggy. I can't even get past character selection without a crash :(

Posted

On further inspection the single player thing for the daraku mod seems to be a separate development from a user in the comments on the mod itself. But has not been posted anywhere so it might be only being used for personal use at this time. Until who ever messed with the mod to make it work posts it themselves.

Posted
7 hours ago, TakeshiBellpepper said:

我正在弄清楚怎么下载它。

 

https://pan.baidu.com/s/1_tjlP77_BKArWgUOkhCXKA?pwd=hknu<<<文件就在那儿。但它被百度墙锁着。我搞不清楚怎么拿百度,因为我没有中国电话号码

 

另外,modwu页面有条评论:漏洞太多了,玩起来很沮丧,QAQ很糟糕<<<看起来可能是个初始版本。哇,上面有太多模组。我打算弄明白怎么弄到百度

 

我直接给模组作者发了邮件,问他们能否提供我们美国人的链接

目前来说你只能拜托中国朋友或者论坛里面的中国用户来下载,很幸运的是我是中国用户,之后有什么要下载的中国网盘链接可以尝试来找我,上班摸鱼有时候才能看到。

Posted
On 9/20/2026 at 5:26 PM, AromaticTealeaf said:

Also do be warned the FootFetish mod is buggy. Like the one comment had posted on Modwu.

Do you know if the recently updated version is still as bad?

Posted
4 hours ago, Matherek said:

Any idea why life master and dragon solider attacks just float in the air and dont do anything? i got sig and base lib updated in steam

In my case, I had a bug where the game would freeze whenever I encountered an enemy while using the Dragon Soldier mod. However, in most cases, the cause was a mod conflict.

Posted
6 hours ago, Matherek said:

Any idea why life master and dragon solider attacks just float in the air and dont do anything? i got sig and base lib updated in steam

 

Attacks floating in the air usually means you are using the wrong game version for a modded character. 

 

I don't know about Life Master, but I know Dragon Soldier is for the main branch of STS2 only.  If you try to use it on the beta branch you'll get the floating attack issue.

Posted (edited)

FootFetishOtakuAdventure 0.0.1b.zip

 

Looks like the mod creator is uploading to mega now which is super nice and easy for the non-CN users. Unfortunately tho its still missing localization so progressing events seems locked until we patch it with our own localization or author adds it

Edited by Bout1
Posted

With the mod translator, most mods can be translated.

However, in Footfetish, there is a bug in the events and ancient beings mode where the translator mode fails to load the translation files properly, so you need to unpack the pak file using a tool like GDRE that unpacks the Godot engine, create a language folder in the localization folder, copy the json files from the original language folder, and then translate them.

If you upload the file to the AI, it can translate it easily.

After that, open the project file in the Godot engine version 4.6, create a pack file by exporting it, and replace the original mod pack file.

Since I wrote it briefly and used a translator, it may be hard to understand; if you want more details, please ask, and I’ll answer when I have time.

Posted
1 hour ago, UnderRabi said:

With the mod translator, most mods can be translated.

However, in Footfetish, there is a bug in the events and ancient beings mode where the translator mode fails to load the translation files properly, so you need to unpack the pak file using a tool like GDRE that unpacks the Godot engine, create a language folder in the localization folder, copy the json files from the original language folder, and then translate them.

If you upload the file to the AI, it can translate it easily.

After that, open the project file in the Godot engine version 4.6, create a pack file by exporting it, and replace the original mod pack file.

Since I wrote it briefly and used a translator, it may be hard to understand; if you want more details, please ask, and I’ll answer when I have time.

Is this something that you have to do clientside or are you able to export the mod afterwards with the AI translation?

Posted (edited)
2 hours ago, Bout1 said:

Is this something that you have to do clientside or are you able to export the mod afterwards with the AI translation?

I'm not exactly sure whether "client-side" refers to the mod creator or the mod user, but to explain, it is a method used when a mod user wants to enjoy the mod in their own language.

There are two methods, but I recommend the first one. The second method involves unpacking and modifying the mod before distribution, which could be acceptable if used alone, but sharing it may pose some issues.

 

First, there is a mod called Mod Translator in the workshop.
This method is the path to the mode
\Steam\steamapps\workshop\content\2868840\3752522987
If you go there, you will find the source and override folders.
Use the source files as the original; translate the txt files inside and place them in the override folder, or apply them through the mod in-game.
You can share the text file.

 

The second method, which is to extract the files directly, requires exporting the extracted contents and the + translation files into the Godot engine. Then you can share the exported PAK file.

I think you'll get a feel for how to use the mod translator by subscribing and trying it out in the game.

The second method is a bit more difficult, so I’ll only show you the one that includes an example image for that foot fetish mod.

Edited by UnderRabi
Posted

1. First, you need a tool to extract the PCK file.

I use a tool called GDRE.

Simply drag and drop the mod's .pck file into GDRE.

image.png.8018f7696397e801989a4f63b150f50c.png
Set the destination folder using Extract To, then click the Extract button.

 

2. After extraction is complete, the folder should look something like this.
image.png.c073a928205b2b6fda5a5709f0c2d64b.png

From here, open the folder named after the mod itself.

For the example mod, the folder is:

FootFetishOtakuAdventure

Inside it, there should be a localization folder.

The localization folder contains separate folders for each language supported by the mod.

In this case, the mod only supports Chinese, so there is only one language folder.

 

3. Create a new language folder.

Create a new folder inside the localization folder and name it according to your language.

For example, if you are making an English translation, eng should probably work.

Then copy all of the .json files from the original language folder into your new language folder.

 

4. Translate the JSON files.

You can translate them manually, use machine translation, or use AI.

The important part is to keep all of the string keys exactly the same and only translate the text values.

 

5. Now you need the Godot Engine.

You need Godot version 4.5.

image.png.fdc238397d102a69bc1fe7eb1def930a.png

image.png.298f69f99c7dd86c885995dc1bfe1dd8.png

Import the .godot project file marked by the red box, or drag and drop it into Godot.

 

image.png.f8ca2554384b571175dccbfb3bca3180.png

The project should then appear in the project list like this.

Open it by double-clicking it or clicking Edit on the right.

 

6. You do not need to modify anything else in the project.

At the top-left of the editor, go to:

Project → Export

image.png.de61f0e618fec9625cc1bb0f4ec856c5.png

 

A window like this should appear.

image.png.286432c213967bf474799630fd87d162.png

I have already exported mods several times, so Windows already appears in my list.

For a first-time user, it is normal if nothing is listed there.

Click Add at the top and add Windows Desktop.

Godot will probably tell you that the required export templates are not installed.

It should provide instructions for installing them directly from that screen, so just follow those instructions.

If the process is unclear, I recommend searching for something like:

Godot install export templates

or

Godot export PCK

 

I already have the export templates installed, so unfortunately I cannot show the installation process myself.

 

7. Export the new PCK file.

Once the export templates are installed, Windows Desktop should appear in the export window, similar to the screenshot shown in Step 6.

You do not need to change any other settings.

Click Export PCK/ZIP at the bottom.

Choose the location and filename you want.

Make sure the filename ends in:

.pck

If you leave out the extension, Godot seems to export it as a .zip file instead, so I strongly recommend manually adding .pck to the filename.

Then export the file.

Once the new .pck file has been created, replace the original mod's .pck file with your newly exported one.

That should apply your translated localization files.

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