Nice mod, it's like a "demo" for the de Musketeer from DD1 (we need a new hero, Redhook please). This bandit has 4 skills, do you know if you can add him more skills? It would be nice even if you could "borrow" skills/anims from other heroes to this bandit to have a complete set
Funny enough I was actually thinking about whether I should add a whole set of custom skills instead of the usual 4 the crackshot has (would have done the same for Hatchetman), but I have an incredible lack of motivation lately so I have no idea when I'll shove that out there, but I will do it eventually.
That would be nice. I have tried to modify and test the current skills, and to replace the skill icons for the musketeer icons. But that's all, I don't have the slightest idea for how to add him more skills, I can only change the excel data of his current skills haha. My initial idea was to "adapt" the musketeer's skills from DD1 to DD2 through this pillager crackshot, but I'm not a modder unfortunately. Capture of the skills
These look pretty good! I like this, I'm glad my mod is inspiring you to turn it into your own custom little mod, the icons look really good! And it's all good, it's actually not that complicated once you know how it works, but the process of knowing how it works is a little tedious sometimes. I could teach you if you'd like!
I'm glad you think that way! Unfortunately the bug causing an infinite loading when you rest to enter The Shroud still has no solution to it yet that I know of, and I still have no clue where it comes from or what causes it, so I am afraid this bug will stay for a little while, I will fix it ASAP when I do find a solution though of course.
Hello, I was interested in your mod, I dreamed for a long time that we had a bandit partner, I downloaded the mod, it seems that I uploaded the files correctly, but there are still files called Sprites, and I don’t know where I need to upload these files correctly so that the icons work in the game, please tell me, I’m a teapot and poorly understand how to download mods correctly, it’s advisable to describe in more detail and write the path how to upload the icons correctly, thanks in advance if you help me)
Hello, thank you for reaching out to me about this.
The "Sprites" folder should already by default be in the main "Pillager Crackshot" folder, you do not need to move that folder anywhere else.
If you're having confusion in which directory should you put the mod folder in (the "Pillager Crackshot" folder), it should be put in SteamLibrary\steamapps\common\Darkest Dungeon® II\Mods (SteamLibrary should be found in Programs Files (x86) on your main disk, assuming you have the Steam version of the game.)
The rest of the folders inside the "Pillager Crackshot" folder need to stay where they are.
It is put like this in order for Binarsun's plugin mod to read the files in the "Mods" folder when you launch the game.
If you're still having issues, please contact me through my profile or on another software to provide screenshots so I can investigate further with this issue and hopefully resolve it.
You helped me, thank you so much, and then I thought it had to be manually thrown somewhere, and thank you so much for your help, I hope the mod will improve, and there will be fewer bugs, I'm getting high with a bandit who can stun everyone
I'm fairly sure that upgraded skill name issue is caused by that naturally enemy skills have no upgraded versions, therefore there is no entry for upgraded one in localization file.
Im confident you can fix it by adding something like
msgctxt "skill_name_pillager_ranged_front_mortar_u" (or whatever you named a skill) msgid "Front Mortar"
in your mod localization file in Sources folder.
I have not tested it, but that's what instantly came to my mind.
Alright, turns out this change will take longer than expected.
I have tried to use your method, but unfortunately it seems I have unconsciously or accidentally changed something within the csv file that makes the Crackshot not show up in the party select screen any longer.
I am planning to rebuild the entire csv file from scratch as I have plans to rework the Crackshot's upgrades.
Please excuse the delay. I will get this done as soon as I can.
19 comments
Capture of the skills
The "Sprites" folder should already by default be in the main "Pillager Crackshot" folder, you do not need to move that folder anywhere else.
If you're having confusion in which directory should you put the mod folder in (the "Pillager Crackshot" folder), it should be put in SteamLibrary\steamapps\common\Darkest Dungeon® II\Mods (SteamLibrary should be found in Programs Files (x86) on your main disk, assuming you have the Steam version of the game.)
The rest of the folders inside the "Pillager Crackshot" folder need to stay where they are.
It is put like this in order for Binarsun's plugin mod to read the files in the "Mods" folder when you launch the game.
If you're still having issues, please contact me through my profile or on another software to provide screenshots so I can investigate further with this issue and hopefully resolve it.
I'm fairly sure that upgraded skill name issue is caused by that naturally enemy skills have no upgraded versions, therefore there is no entry for upgraded one in localization file.
Im confident you can fix it by adding something like
msgctxt "skill_name_pillager_ranged_front_mortar_u" (or whatever you named a skill)
msgid "Front Mortar"
in your mod localization file in Sources folder.
I have not tested it, but that's what instantly came to my mind.
I have tried to use your method, but unfortunately it seems I have unconsciously or accidentally changed something within the csv file that makes the Crackshot not show up in the party select screen any longer.
I am planning to rebuild the entire csv file from scratch as I have plans to rework the Crackshot's upgrades.
Please excuse the delay. I will get this done as soon as I can.