6/11/2023 0 Comments Dungeons of dredmor mods folder![]() ![]() There's a neat walkthrough here in addition to the sources referenced by the linked guide, for anyone looking to compile a new mod from scratch. Hope this helps anyone who comes here later looking to use local mods, and running into the same issues I did. In the root folder create the folder data and copy into it the dungeon, game, items, skills. Note that you still have to subscribe to your own mod to have it available in your mod list when you launch the game. Dredmorpedia requires game files from Dungeons of Dredmor. Once I had confirmed my mod was correct (and ensured that the items which didn't pass validation were validator errors, not my errors) I uploaded without validating, and the mod was properly published and accessible. This is a known issue which was never addressed, referenced by the above link. Effectively, this means you can use the validator to check for some errors but things like "Potato" (and in my case, also "Ulmish Hospitality Dagger") will trigger the validator if your mod references those items, because the validator doesn't check for them (and possibly others) properly. The only way to workaround this is to select "no" when the mod publisher asks you if you want to validate your mod if you do validate and it fails validation, the mod won't publish and you have to start the upload over. It is still useful for checking for errors, but some of the newer items from the most recent expansion will trigger validation errors for valid entries. However, it is important to note that the validator is broken. This worked.įourth: immediately after selecting your preview image, you will be asked whether you wish to validate your mod. I then attempted to publish again, selecting my archive and then a preview image for the mod. At first I thought I hadn't clicked on the archive and so reselected it, receiving an error about having the wrong format image. Third, you must have a preview image, and the dialogue for that will show up immediately after you choose your mod archive. This isn't really an exception, but noteworthy as it is an issue I encountered. This didn't work, because the mod publisher only recognizes *.zip format files. I use 7zip, and had initially created a *.7z archive. Second, it's important to note that the format of the file must be *.zip. I'll replicate that here in case others decide they wish to mod this game and run into the same trouble with existing info.įirstly, most instructions found here are accurate still, with a few notable exceptions.įirst exception is that you must use steam launch options to set -publisher I'm running Windows 7 and creating a shortcut with the -publisher modification to the source line did not work it would run, but claim the steam client isn't running (even though it was.) However, I did manage to publish the mod to the steam workshop, using about six different references. ![]() Commenting to say: I was not able to find a workaround for running a local mod. ![]()
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