noratheexplora Posted June 5, 2021 Posted June 5, 2021 (edited) any of you folks that like furry stuff and can draw or edit,my team (furry friends) is looking for artists,skin or panel editors and even colorists. we have 6 classes we're working on (3 have skins,but need edits) and need help bringing furry classes to life. my current project features a trio of african animals and is called "primal africa". if you feel that you'd like to join our casual team,add me on discord for info or an invite to the team.(free gift basket too!) my discord tag isย NoraTheExplora#5877ย this is one of the 3 primal africa mod characters "laughing death" Edited June 6, 2021 by noratheexplora 9
Fasterflight225 Posted June 6, 2021 Posted June 6, 2021 5 hours ago, MadFluffyPanda said: So I was kindly told I was a big idiot last time I posted. So this time I have tried my hand at something else, but I'm a bit stuck, so I've left it as is. Now I said before I'm not a modder, but I love and support those who are and while playing around I tried to make Xelsword's Hound master Masterless. The following file is how far I got with GIMP, I'm just stuck on 4 of the files which are pretty obvious. I will try my best, but my level as an artist is that of a 4 year old child at best, so this is about as good as it gets for now. ย P.S if this isn't allowed feel free to delete and I'm sorry in advance. This is totally fine... Though I may have already done something like this. You did do the Investigate sprite, which I didn't, so don't feel like it's redundant.
MadFluffyPanda Posted June 6, 2021 Posted June 6, 2021 4 hours ago, Fasterflight225 said: This is totally fine... Though I may have already done something like this. You did do the Investigate sprite, which I didn't, so don't feel like it's redundant. ย Thanks. I was working really hard last night and I wanted an opinion on the defend sprite I reworked. I feel it need a little touching up, but what do you guys think? 4
umbraumblem Posted June 6, 2021 Posted June 6, 2021 I takeย two of the Niur's Illustrations which are about camping trainer and turn them into npc skins Welcome to become a Niur's patreon!! https://www.patreon.com/niur/posts?tag=DarkestDungeon camping_trainer.7z 11
MadFluffyPanda Posted June 6, 2021 Posted June 6, 2021 After some hard work I think I did my best at modifyingย Xelsword's Hound Master. The only ones I don't think I could do without having to redraw the majority are the Afflicted and Heroic sprites. Here is the replacement folder and a preview of my work, I don't thinks its the best since I'm an amateur at best, but I don't think I did too badly. My favourite sprite it the hand from nowhere Heal Sprite I literally laughed out loud when I tested it, so I left it as is. Please enjoy. houndmaster_A.rar 7
MadFluffyPanda Posted June 6, 2021 Posted June 6, 2021 (edited) Added bonus for the 25 downloads ย Gets easier when you've done it once. Humanised Version done! noticed some streaks on some of the sprites,ย so here is the updated folder. ย houndmaster_B.rar Edited June 6, 2021 by MadFluffyPanda 9
defactorzero Posted June 7, 2021 Posted June 7, 2021 Aight comrades, new skin again. Sanitarium. NEW_sanitarium_Choco .zip 14
BlazeDesune Posted June 7, 2021 Posted June 7, 2021 Hey Guys, I'm not sure if I should post this question on here but you guys seem nice! I been trying to edit this class barks steamcommunity.com/sharedfiles/filedetails/?id=1596685165 And I went through this file called "JoanofArc.string_table" which has all barks from Jeanne and I tried adding more by just copy and pasting the same line code and changing the bark itself, but no matter what I do even if I had or change the ones that are already on the file they don't seem to work, does anybody know how to properly add barks? I will leave the file with the extra barks there. Thanks in advanced and thanks for posting so much good content on this forum โค๏ธ ย copia.xml 2
Ice_Pie Posted June 7, 2021 Posted June 7, 2021 (edited) 42 minutes ago, BlazeDesune said: And I went through this file called "JoanofArc.string_table" which has all barks from Jeanne and I tried adding more by just copy and pasting the same line code and changing the bark itself, but no matter what I do even if I had or change the ones that are already on the file they don't seem to work, does anybody know how to properly add barks? I will leave the file with the extra barks there. Thanks in advanced and thanks for posting so much good content on this forum โค๏ธ ย Barks are loaded in game from the .loc2 files, which are generated from the .xml files, so after modifying the string tables you have to actually generate the .loc2 files, there are a couple ways to do this that I know of: 1.- (Fastest, but more prone to errors) is to use the "steam_workshop_upload.exe" file in the "_windows" directory, to do this you have to modify the project.xml file in the mod folder, changing the <ModDataPath> line to where the mod is in your system, i,e.ย <ModDataPath>C:/Darkest Dungeon/mods/Joan_cf_Arc/</ModDataPath>,ย and the <Visibility> and <UploadMode> lines to "private" and "dont_submit" respectively, to prevent the mod from being uploaded to your steam workshop. After doing this you need to run this project.xml file using the "steam_workshop_upload.exe" file, you can do this by holding left-click on the project.xml file and dragging it into the steam_workshop_upload.exe file. ย Note that this will generate a new modfiles.txt file, if there wasn't one already in the mod you should delete it. This method also doesn't generate a missing_strings.csv file, so you may need to run the localization.exe file inside the localization folder in the mod, and delete the .loc files (not the .loc2 ones!) generated. This should prevent missing strings errors. ย 2.-(More stable imo) is to make a backup of the localization folder in your game directory, delete the .xml, loc2, and missing_strings.cvs files in there, copy the "JoanofArc.string_table.xml" file in, run "localization.bat", which should generate the .loc2 files and the missing_strings.csv file, copy those files into the localization folder of your mod, delete the old .loc2 files, delete the modfiles.txt file of your mod (if there was any) and then use the backup of your localization folder to put it back how it was before. ย I have used both methods before and haven't had any issues while playing, but it's not something I have extensively tested. I recommend you try it on your own, but if somehow you can't I can do it for you, but I'd need you to upload the mod or send me a link to where I can download it. Edited June 7, 2021 by Ice_Pie Grammar 2
BlazeDesune Posted June 7, 2021 Posted June 7, 2021 1 hour ago, Ice_Pie said: Barks are loaded in game from the .loc2 files, which are generated from the .xml files, so after modifying the string tables you have to actually generate the .loc2 files, there are a couple ways to do this that I know of: 1.- (Fastest, but more prone to errors) is to use the "steam_workshop_upload.exe" file in the "_windows" directory, to do this you have to modify the project.xml file in the mod folder, changing the <ModDataPath> line to where the mod is in your system, i,e.ย <ModDataPath>C:/Darkest Dungeon/mods/Joan_cf_Arc/</ModDataPath>,ย and the <Visibility> and <UploadMode> lines to "private" and "dont_submit" respectively, to prevent the mod from being uploaded to your steam workshop. After doing this you need to run this project.xml file using the "steam_workshop_upload.exe" file, you can do this by holding left-click on the project.xml file and dragging it into the steam_workshop_upload.exe file. ย Note that this will generate a new modfiles.txt file, if there wasn't one already in the mod you should delete it. This method also doesn't generate a missing_strings.csv file, so you may need to run the localization.exe file inside the localization folder in the mod, and delete the .loc files (not the .loc2 ones!) generated. This should prevent missing strings errors. ย 2.-(More stable imo) is to make a backup of the localization folder in your game directory, delete the .xml, loc2, and missing_strings.cvs files in there, copy the "JoanofArc.string_table.xml" file in, run "localization.bat", which should generate the .loc2 files and the missing_strings.csv file, copy those files into the localization folder of your mod, delete the old .loc2 files, delete the modfiles.txt file of your mod (if there was any) and then use the backup of your localization folder to put it back how it was before. ย I have used both methods before and haven't had any issues while playing, but it's not something I have extensively tested. I recommend you try it on your own, but if somehow you can't I can do it for you, but I'd need you to upload the mod or send me a link to where I can download it. I honestly would prefer you doing it if it's not too much to ask, I'm really really bad with this stuff honestly, it's not my thing and I thought it was easier honestly, like modifying Lobotomy Corporation or left 4 dead 2, but the mod itself it's on the rar, and here is the link just in case: ย steamcommunity.com/sharedfiles/filedetails/?id=1596685165 ย Now the other file called "JoanofArc.string_table" is not the original, it's the one I tried to edit by adding barks, I don't know if you need or prefer to have the specific lines code I used (which I can obviously provide), or the bark itself, I can give you everything you need, and I really appreciate if you do this for me since both on reddit and steam no one explain me what to do exactly, because on other post, none of them gave me all the information you gave me. And two questions, first, are both options independent from each other? and, on the second option, earlier, before posting all of this Iย tried putting the file "JoanofArc.string_table" in there but I didn't delete the .xml, loc2 and the missing_strings.cvs, because the other post I saw didn't said that and when I tried to run "localization.bat" it got stuck at the first line saying "JoanofArc.string_table" and it close itself and it didn't do anything at all, so...ย all I was suppost to do was delete those files xD? And thanks again, I prefer if you can do it and at the same time I will still try to do it so I can do the same with other mods! I really mean it, thanks! Oh the "original.xml" is just an original copy of the "JoanofArc.string_table" file, just in case, even tho it's on the rar xD Jeanne D'arc Class.rar JoanofArc.string_table.xml original.xml 1
Ice_Pie Posted June 7, 2021 Posted June 7, 2021 (edited) 1 hour ago, BlazeDesune said: I honestly would prefer you doing it if it's not too much to ask, I'm really really bad with this stuff honestly, it's not my thing and I thought it was easier honestly, like modifying Lobotomy Corporation or left 4 dead 2, but the mod itself it's on the rar, and here is the link just in case: Sure buddy, I gotchu. Attached are the mod with the new localization (didn't test it but it should work, since I have done the exact same thing before). I also attached the .loc2 files and the string table in another .zip folder if you needed them for whatever reason, notice these are named differently, as I made these using the second method. ย 1 hour ago, BlazeDesune said: And two questions, first, are both options independent from each other? and, on the second option, earlier, before posting all of this Iย tried putting the file "JoanofArc.string_table" in there but I didn't delete the .xml, loc2 and the missing_strings.cvs, because the other post I saw didn't said that and when I tried to run "localization.bat" it got stuck at the first line saying "JoanofArc.string_table" and it close itself and it didn't do anything at all, so...ย all I was suppost to do was delete those files xD? Ok so before I answer your questions, let me preface that I realized I was actually wrong about the missing_strings.cvs file, it seems to be generated when there are missing strings from other languages that you had specified in the string table(?), or something like that, I'm gonna need to actually test and mess around with that to figure it out. So scratch whatever I said involving that file and about missing strings in general. ย To answer your first question: Yes, they are, both do the same thing but in different ways, you generate .loc2 files for the game to load the barks and other mod-related text from, the only difference is that one only uses the string table (method 2) and the other one basically "creates" the whole mod again. However, keep in mind that the .loc2 files aren't interchangeable unless you delete modfiles.txt or change the names so they are the same as they say in it, i,e. you change english.loc2 to 1596685165_english.loc2, since (from what I've seen) the game doesn't load any files that aren't specified in modfiles.txt if it exists, which is why I say to delete it if there wasn't one already or you are using the second method. ย For your second question, this happened because you messed up when you edited the string table, here you forgot to close the </entry> (notice the white text at the bottom): ย And here, you put the closing brackets as text, notice how the bottom line is colored diferently from the top one: ย ย So localization.bat wasn't able to parse that. I recommend downloading Visual Studio Code (it's free) or Notepad++ if you are gonna be messing around with game files a lot, and to be careful as it can be easy to miss errors like that. ย The real reason I say to delete those files is because there is no reason for you to create .loc2 files including all of the game's string tables, which have hundreds of thousands of lines. Not because it won't work otherwise. Jeanne D'arc Class.zip JoanofArc loc2 files.zip Edited June 7, 2021 by Ice_Pie Formatting
BlazeDesune Posted June 7, 2021 Posted June 7, 2021 28 minutes ago, Ice_Pie said: Sure buddy, I gotchu. Attached are the mod with the new localization (didn't test it but it should work, since I have done the exact same thing before). I also attached the .loc2 files and the string table in another .zip folder if you needed them for whatever reason, notice these are named differently, as I made these using the second method. ย Ok so before I answer your questions, let me preface that I realized I was actually wrong about the missing_strings.cvs file, it seems to be generated when there are missing strings from other languages that you had specified in the string table(?), or something like that, I'm gonna need to actually test and mess around with that to figure it out. So scratch whatever I said involving that file and about missing strings in general. ย To answer your first question: Yes, they are, both do the same thing but in different ways, you generate .loc2 files for the game to load the barks and other mod-related text from, the only difference is that one only uses the string table (method 2) and the other one basically "creates" the whole mod again. However, keep in mind that the .loc2 files aren't interchangeable unless you delete modfiles.txt or change the names so they are the same as they say in it, i,e. you change english.loc2 to 1596685165_english.loc2, since (from what I've seen) the game doesn't load any files that aren't specified in modfiles.txt if it exists, which is why I say to delete it if there wasn't one already or you are using the second method. ย For your second question, this happened because you messed up when you edited the string table, here you forgot to close the </entry> (notice the white text at the bottom): ย And here, you put the closing brackets as text, notice how the bottom line is colored diferently from the top one: ย ย So localization.bat wasn't able to parse that. I recommend downloading Visual Studio Code (it's free) or Notepad++ if you are gonna be messing around with game files a lot, and to be careful as it can be easy to miss errors like that. ย The real reason I say to delete those files is because there is no reason for you to create .loc2 files including all of the game's string tables, which have hundreds of thousands of lines. Not because it won't work otherwise. Jeanne D'arc Class.zip 22.29 MB ยท 0 downloads JoanofArc loc2 files.zip 12.15 kB ยท 0 downloads I will try it right now! thank you so much!!! Now, I used notepad++ to edit the file, what I did was copy paste the lines, and I noticed that the colors were different and I was wondering why, so the more you know right? haha. Can you by any chance give me like tips on what should avoid doing or what should I be careful with? cause right now I was planning doing the same on this mod or other, grabbing the entire line of code, copy it and then paste it so I only change the bark and leave the code exactly the same. Or if you could give meย some page or guide that explains how to properly code this simple things? I know I can google it by myself but I prefer it if it comes from someone who knows more than me, but again, thanks!!! โค๏ธ
Ice_Pie Posted June 8, 2021 Posted June 8, 2021 32 minutes ago, BlazeDesune said: Can you by any chance give me like tips on what should avoid doing or what should I be careful with? cause right now I was planning doing the same on this mod or other, grabbing the entire line of code, copy it and then paste it so I only change the bark and leave the code exactly the same Just make sure you copy and paste the entire line and not just a part of it, and only change what is between the brackets in "CDATA[]" and of that, what is obviously meant to be in-game text (so don't mess with the parts that have any kind of brackets). All you need to do really is to be careful that your added lines follow the same format that the others do. For example avoid changing anything that looks like what is marked here: ย ย So in short, if it looks like code, don't touch it. If it looks like plain english, just pay attention and you should be able to change it to whatever you want with no issues.
BlazeDesune Posted June 8, 2021 Posted June 8, 2021 3 minutes ago, Ice_Pie said: Just make sure you copy and paste the entire line and not just a part of it, and only change what is between the brackets in "CDATA[]" and of that, what is obviously meant to be in-game text (so don't mess with the parts that have any kind of brackets). All you need to do really is to be careful that your added lines follow the same format that the others do. For example avoid changing anything that looks like what is marked here: ย ย So in short, if it looks like code, don't touch it. If it looks like plain english, just pay attention and you should be able to change it to whatever you want with no issues. Thanks again! it works perfectly, I just try it and it works just like I wanted , I'm gonna save what you teach me so I can do this by myself, I really really appreciate this! Now my Jeanne can actually sound like Jeanne xD
BlazeDesune Posted June 8, 2021 Posted June 8, 2021 30 minutes ago, Ice_Pie said: Just make sure you copy and paste the entire line and not just a part of it, and only change what is between the brackets in "CDATA[]" and of that, what is obviously meant to be in-game text (so don't mess with the parts that have any kind of brackets). All you need to do really is to be careful that your added lines follow the same format that the others do. For example avoid changing anything that looks like what is marked here: ย ย So in short, if it looks like code, don't touch it. If it looks like plain english, just pay attention and you should be able to change it to whatever you want with no issues. Oooh I forgot, quick question, do I have a limit of barks per section?ย
howlerleech Posted June 8, 2021 Posted June 8, 2021 Question, is there a way to add control commands to the game? For example, you can hotkey select a skill to use, but not the target, i wanted to be able to play the game without a mouse like on consoles.
Fasterflight225 Posted June 8, 2021 Posted June 8, 2021 4 hours ago, howlerleech said: Question, is there a way to add control commands to the game? For example, you can hotkey select a skill to use, but not the target, i wanted to be able to play the game without a mouse like on consoles. Can't you use left and right to select the target, and then enter to fire it? 1
MadFluffyPanda Posted June 8, 2021 Posted June 8, 2021 5 hours ago, poopgaming421 said: does anyone have the niur haachama skin? ย This is the only one I have. HAACHAMA.zip 2
howlerleech Posted June 8, 2021 Posted June 8, 2021 7 hours ago, Fasterflight225 said: Can't you use left and right to select the target, and then enter to fire it? Didn't work the last time i tried and you still can't do stuff like use items from inventory. It's bizarre because you can play with a controller, which doesn't use cursors, but you can't do the same selecting with keyboard. I even found the files for the controller commands but not for the keyboard.
Fasterflight225 Posted June 8, 2021 Posted June 8, 2021 3 hours ago, howlerleech said: Didn't work the last time i tried and you still can't do stuff like use items from inventory. It's bizarre because you can play with a controller, which doesn't use cursors, but you can't do the same selecting with keyboard. I even found the files for the controller commands but not for the keyboard. Well, there is an option in the settings that turns on the controller commands, so if you have access to those...
Sahlo Qah Posted June 8, 2021 Posted June 8, 2021 On 6/6/2021 at 7:39 AM, MadFluffyPanda said: After some hard work I think I did my best at modifyingย Xelsword's Hound Master. The only ones I don't think I could do without having to redraw the majority are the Afflicted and Heroic sprites. Here is the replacement folder and a preview of my work, I don't thinks its the best since I'm an amateur at best, but I don't think I did too badly. My favourite sprite it the hand from nowhere Heal Sprite I literally laughed out loud when I tested it, so I left it as is. Please enjoy. houndmaster_A.rar 4.45 MB ยท 102 downloads The mistress is only in the hound's memories, but she still feels real... #deepestlore 12
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