Based on the issue you're describing, it sounds like there's a scale mismatch between your skeleton data and the images you're using. This is a common problem when unpacking and reimporting Spine projects, especially when working with older versions.
Here are the most likely causes and solutions:
The texture atlas was likely exported with scaling
When the original .atlas file was created, it was probably exported with a scale factor (like 0.5, 0.66, or 0.75). When you unpack the atlas using a newer version of Spine, you get the smaller images that were actually used in the packed atlas. However, the .skel file contains the skeleton data at its original size before scaling.
Solution: Import with Scale
When importing the .skel file, you need to specify a scale that matches the scale used when the atlas was created:
- Go to
Import Data from the main menu
- In the Scale field, try values like 0.5, 0.66, or 0.75
- It may take some trial and error to find the correct scale
Alternative: Scale up your images
Instead of scaling the skeleton data on import, you could manually scale up all your unpacked images to match the size the skeleton expects. For example, if the atlas was packed at 0.5 scale, you'd need to scale your images up by 200% (2x) using an image editor like Photoshop.
Important note about mesh UVs
Spine doesn't scale mesh UVs when you import with a scale factor - it expects the mesh images to already be at the correct size relative to the skeleton. This is exactly what you're experiencing: the mesh vertices are correctly positioned for the skeleton, but the images are too small.
Since you mentioned that "lots of people had success" modding these heroes, they likely figured out the correct import scale to use. You might want to check if there's any modding documentation that mentions the scale factor used for Darkest Dungeon assets.
Good luck with your modding project!