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Tomb Prospector - Animation Overhaul (For Redux)
   
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53.625 MB
5 jul @ 15:40
23 jul @ 13:34
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Tomb Prospector - Animation Overhaul (For Redux)

Beskrivning
If you prefer these tweaks refitted for just the Regular Tomb Prospector Mod, go here instead


“A proospector must proospect.” – Eileen the Crow, probably.

Tomb Prospector – Animation Overhaul

This mod alters the core animations (walk, idle, combat) and touches up the sprite work for the Bloodborne Class Mod - Tomb Prospector: Redux by Fermint/ShallowIris, making him look a bit...meaner.

Also fixes up that pesky walk animation so the proper leg is moving in front.

Hopefully breathes some more life into one of my favourite Class Mods!




What's Changed
  • Walking Animation Fixed - No more Tomb Prospector lookin like he has to pee.



  • All Combat, Walk, and Idle Animations for both 1H and 2H Modes Altered - Slightly taller and meaner looking.



  • Every other Skill Sprite has been refined or cleaned up - They also all match the new height of the new core sprites.




    Skill Animation/Sprite Changes:


  • New Visceral Attack Sprite
    Visceral sprite is my first jab at making a completely new sprite - hopefully it looks okay!





  • Transform Attack - increased speed slightly to match the impact sound of the sword




  • Thrust - Altered the Skill FX so that its red instead of blue - with a longer sword to match the rest of my new sprites. The blue seemed to wash things out and looked a little blurry.




  • Skill Sprites
  • Sprites are now much more consistent with each other - ie. better matching proportions, face is consistent.






  • Colour Palettes
  • Re-did the 4 colour palettes of the vanilla mod and added several more!



Requirements
This mod is built on top of Tomb Prospector Redux by Fermint, which in turn is built upon Tomb Prospector by rampart1028. I did not wish to make a standalone mod at this time since I want to respect the original mod authors.

IMPORTANT: Place this mod above Tomb Prospector – Class Mod *(by Rampart1028)* and Tomb Prospector – Redux *(by Fermint)* in your mod list so it takes priority.




If you like this check out my other Animation Tweaks/Overhauls!:

Ringmaster Tweaks (<-Link)
Lawbringer Tweaks (<-Link)
Tomb Prospector Base Class Tweaks (<-Link)
• Knight of Cain (coming soon)
32 kommentarer
Sir Fartzalot  [skapare] 10 timmar sedan 
and thanks yall, the feedback means a lot to me :er_heart:
Sir Fartzalot  [skapare] 10 timmar sedan 
@ pwnd Oh thats very strange. Yes most likely related to the quirk editing, but I'm sure theres a way to have both working.

When you made the changes to the mods, are they still in steamapps\workshop\content\262060 ?

As far as I understand if youre making changes to Workshop mods you have to move the whole mod folder (my mod is "3517734400") from:
steamapps\workshop\content\262060
to
steamapps\common\DarkestDungeon\mods

Then in-game de-select the original Workshop mod and then enable the new Manual Install mod you've created .

With modfiles.txt deleted, this should enable any changes you've made. (And from my experience doing this, you won't lose any Tomb Prospectors in-game that you have)

Let me know if you've already done that and it's something else!
pwnd 22 timmar sedan 
@Sir Fartzalot i have an issue where the combat animations are showing both two handed and one handed anims at the same time and the character is a stationary image with no animation. i made sure to place your mod above all others in the load order. the walking anims outside combat are normal. im guessing it is because i edited the files in the redux mod to include the "hunters illness" quirk from the Saw Hunter class mod, but i was wondering if you can give any insight into why this might be. i made sure to delete all the "modfiles.txt" from all mods. going to show some screenshots here for better explanation:
https://imgur.com/a/8hYdSB9
hydra 29 jul @ 14:48 
Astonishing. Thanks for all the hard work, not only with Tomb Prospector, but Lawbringer too
Keep doing what you're doing, mate
Pino 24 jul @ 22:36 
This looks amazing! I'm definitely trying this :steamhappy: thank you for sharing this!
Whatparents 24 jul @ 1:46 
Thank you I'm also looking forward to try the texture patch ure planning to launch.
Sir Fartzalot  [skapare] 23 jul @ 13:49 
There we are.

Updated it so the pre-patch taller combat sprite is in this folder:

"(Your Program Files folder)\Steam\steamapps\workshop\content\262060\3517734400\heroes\tomb_prospector\anim\combat sprite - before size reduction"

Simply drop the files in there into the "Anim" folder so it overwrites and you'll have the pre-patch height!

Kind of a band-aid solution til I figure out what most folks want lol - if steam validates your files you'll have to overwrite it again which is awkward.

(Alternatively you can move the whole mod folder into Steam\steamapps\common\DarkestDungeon\mods and it will never be validated - but you'll also not get updates automatically.)

Hope that makes sense! It's something until I figure out a better way haha
Sir Fartzalot  [skapare] 23 jul @ 13:32 
Oh interesting! hmm I'll have to play around with it more.. Thanks for letting me know!

For now I'll package the taller pre-patch height in a benign folder in the mod so folks are free to overwrite it :)
Whatparents 23 jul @ 13:09 
Personally i liked the previous height more, you are doing god's work here it looks great anyway it does not matter that much.
Sir Fartzalot  [skapare] 23 jul @ 13:06 
If he's still too tall, I actually still have everything open in Dragonbones so it'd be a quick fix lol