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LittleWolfie

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  1. Too bad :(, thanks anyway. :) Well, he did say it's a broken link.
  2. My thanks for the interest and the correction. :) Would you happen to have any information to help track down the mod or know someone who does? The author's been trying to track down the mod for years with little sucess. :(
  3. Hello. I'm not sure if this is the right place to post this, but on behalf of sunshinecorp, I'd like to ask if anyone has information or files of his mod for NWN 1 "Mages of the Toast". Here's a copy of the request he made on GOG's forum: Any help or leads anyone can provide would be very helpful and thanks for taking the time to read it. :)
  4. This isn't really accurate; If you look here you can find instructions for how to make mods usable with the GoG version of the game without having to overwrite the game's files (note that at least some of the mods on the Nexus already have this done; Marvin Seo's class mods and Clair's Collection of Curiosities for example already have an appropriate project.xml file, so they can just be dropped into the mods folder and activated in-game). Thank you for the resource. I've taken a look at it, but given that I have 0 knowledge of coding, it is beyond my ability to imitate correctly. I've looked at the template, but I was too confused to know how to correctly create the xml file. I saw "blanks" that needed to be filled, but I had no idea what to fill them with (e.g. "<UpdateDetails/>"). I realize that the resource describes a better way to create a mod, but I'd prefer to stick to a method that I can follow to create a functional mod. Besides, the only real benefit of the method in the resource is an easier way to uninstall a mod (by deactivating it and not having to re-edit an overwritten file or creating a backup beforehand). Once the mod is activated, I find it hard to believe it would function without adding a new file or "overwriting" an existing file. In that regard it's no different than a manual install with a couple skipped steps that are done by a program and not the user. If I'm wrong in my assumptions, feel free to correct me.
  5. "Hello. After heaps of outdated or (for the GOG version of Darkest Dungeon) non-functional new class mods, I gave up on the possibility of having a non-official class in the game. However, today I've done some testing on MarvinSeo's mods on the Nexus and not only do they work, I haven't encountered any problems with them after using a Lamia and a Falconer hero on a test-run quest. How come? The author of the mods was kind enough to provide their mods with custom made ".LOC" files as well as a "string table" file in the download-ready folder. By doing that the need to run the infamous localization file (which would always crash on a GOG version of the game after being run) was eliminated. The author already provided the files the game would otherwise make if the localization file had been run successfully. The mods for the Lamia and the Falconer class by MarvinSeo can be accessed on the Nexus. https://www.nexusmods.com/darkestdungeon/users/47067506/?tb=mods&pUp=1 - MarvinSeo's mod page [...] P.S. I do not have the technical knowledge of how the "string table" file and the ".LOC" files were created. I only know that they are the key ingredients of a new class mod that can run well on GOG's version of Darkest Dungeon. If you have questions about the creation of the files, ask a mod author." This is a copy of what I've posted on GOG's forum dedicated to Darkest Dungeon. I want to thank MarvinSeo for making mods that function perfectly on GOG's version of Darkest Dungeon despite a well-known issue (that as has so far been unaddressed by the developers, as far as I know) and encourage other modders creating mods with new/custom classes to follow their example. P.S. In case I have wrongly accused Red Hook of being unresponsive and neglecting towards the localization file issue that has persisted in the game for a very long time, I apologize. If someone points out an official response regarding the localization file, I will be more than happy to correct this post.
  6. Hello. Are you asking about Darkest Dungeon as a game or the mod section of the Nexus dedicated to it? Darkest Dungeon is a game in which the player manages a hamlet and the battles of their heroes as they fight to reclaim lands the player's ancestor left in his will. Mostly it's about dealing with the stress the heroes accumulate on their missions. The game is somewhat difficult by default, but also rewarding as it offers a unique perspective on keeping ones heroes physically and mentally fit. The game also provides responses depending on how the heroes are ordered by the player to deal with stress and may acquire different traits (called quirks ingame). For example, send a hero to the Tavern too often and they may become a drunk. Or some heroes may be very religious and may only decrease their stress by praying in the Abbey. By progressing through the story the player uncovers the dark deeds of their ancestor and trys to cleanse their estate and the surrounding lands. You can find more information on the game on its official website or its wiki webpage. https://darkestdungeon.gamepedia.com/Darkest_Dungeon_Wiki - Darkest Dungeon's wiki page http://www.darkestdungeon.com/ - game's official website Currently, there are 2 DLCs available for the game: Crimson Court and The Shield Breaker. Crimson Court provides a ton of new content such as a new hero class, an insight into the ancestor's younger days and lots of new enemies (potential spoiler: mostly vampire-like humanoid bugs). I haven't played much with the Shield Breaker yet, but as the title suggests it provides a new hero class. As for the Nexus page for Darkest Dungeon, it's the part of the Nexus dedicated to unofficial content (mods) created by players (modders) for the Darkest Dungeon game. There are many different types of mods. E.g. skin mods add different outfits for heroes. Other mods may edit the heroes attack and health values - it's easy as all it takes is navigating the game folder's structure and editing text files. There are even mods that create entirely new classes of heroes that players can add to their game. Unfortunately, many such mods will not work with the GOG version of the game. There is an error when one tries to run a localization file and it crashes by default for GOG users. The only way to make it work is for the mod author to provide their own custom-made files that the game would otherwise create. Other than the fact that GOG's version of the game is DRM free and that it seems somewhat less compatible with some mods, there aren't any other differences between the game versions that I know of. However, I can't really speak for the Steam version from personal experience as I only own the GOG version of the game. That should at least cover the basics. I've tried to keep the post as spoiler free as possible. Honestly, Darkest Dungeon is a challenging game and it takes a lot of trial and error attempts to figure it out, but despite that, I've found it to be very fun. I hope I've answered your inquiry.
  7. Hello. Could you be more specific, which mods are you trying to install? Do you have the Steam or the GOG version of the game? Do you have any of the game's DLCs or just the base game? Is your game updated to the latest version? I can't speak for the mod on Steam's Workshop as I only own a GOG version of the game, which only allows for mods to be installed manually. Generally, that means you'll have to search the game folder for similarly named files as those in the mod and replace the excisting files or copy new ones into the correct folder. Let's take a simple-to-use example. For installing the Unstoppable Heroes mod (it edits the heroes attack and health values primarily), you need to download the mod archive and extract the file with 7zip or a similar program. after that copy the files you want to use into the correct folder. E.g. the "abomination.info" file goes into Darkest Dungeon > heroes > abomination. Allow the existing file to be overwritten. For skin mods, the process is very similar. Let's continue using the Abomination as an example. You've downloaded and extracted the skin mod you want to use. There should be a folder named "abomination_F" (the letter shouldn't matter unless you want to replace an existing skin) copy that folder into Darkest Dungeon > heroes > abomination. Upon trying to change the character's skin, the newly installed skin should appear when you cycle through the available skins. If you want to replace a skin then change the letter in the file name to the one you want to replace, delete the original folder and replace it with the new one. If you want to replace the first default skin of the Abomination with a moded one, rename the downloaded folder into "abomination_A". After having deleted the original "abomination_A" folder in the Darkest Dungeon > heroes > abomination folder, copy the newly renamed file into the same folder. It depends on the type of mod, but it's mostly about replacing files. The mod's description or the comments section should have the install instructions somewhere in it. I hope this helps.
  8. Hello. Skin mods and other art mods (backgrounds and the like) should mostly work fine. Mods made by text editing files should also work well (e.g. inventory files and hero .info file edited mods). As for new class mods, yes most are outdated. Before downloading check for which game version were they made or tested for. Anything below at least 2+ is likely outdated. If you own the GOG version of the game search for mods that provide their own ".LOC" and "string table" files for the new class. Otherwise, you will run into problems because the localization file cannot be run properly on a GOG version of the game. A well-done example are MarvinSeo's mods. They are up to date and even run perfectly with the GOG versions of the game. I don't know of any other examples. I hope this helps.
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