![]() The author already provided the files the game would otherwise make if the localization file had been run successfully. 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.īy 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. 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. Once the classes are in and good you can keep all of the reskin mods at the bottom.After heaps of outdated or (for the GOG version of Darkest Dungeon) non-functional new class mods, I gave up on the possibility of having a non-official class in the game. One thing too about mods, the load order doesn't matter too much outside of class specific mods, the load order for class mods is as follows: start with CC trinket mods, then patch mods, and finally the classes themselves underneath the rest. If you've already done all that, then I really don't know what to say, except perhaps to reload/restart a game. I am not 100% sure, but i believe the DLC is only loaded at the start of a new game and can't be changed after the game starts mods however can be started/stopped any time during that game's run. On the menu screen, if you have mods, you will see a blue icon on the game file, click on that icon will bring up your mods, you then need to check which mods you want to have on the game. When you start a new game, any DLC's that you have will show up there, you need to check which one(s) you want to have for that game.
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