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Reply To: [WIP] New Hero Class! The Harbinger (1/3 Classes)

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this guy looks hella amazing :O hopefully he gets released soon

Don’t think this modder is around anymore. Unless he/she is hiding in a corner somewhere – lurking in the shadows.

Current class mods/variants:
Shadow-Dancer, Maiden, Knight, Dame, Evoker, Warlock, Apothecary, Psionic, Treasure Hunter, Gladiator, Blackguard, Valkyrie, Shadow Valkyrie, Vampiress, Lycan, Court Magus, Songstress.

DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?

My personal Art work and Novels: www.stevenmouland.com


Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Sorry for being massively afk. Things are looking up. Money has began to flow again and I was finally able to buy that new computer that I’ve desperately needed since the middle of February. I’ve spent most of yesterday and today transferring files via external hard drive in a room with no internet connection.

I’ll get dropbox reinstalled soon and take a fresh look at things.

I see what you mean by Battle. From past experience with white boxing issues I’d say she’ll look the same in a dungeon but I’ll take a screenshot some time this evening to be sure.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Glad to hear things are looking up for you. I have been tinkering with the artwork a lot for awhile now and I am now on coloring so you didn’t miss much. When testing, can you use the new png and atlas? I had this interesting idea but I am not sure if it can be programmed into the game. I have been reading up on the twilight knight lore and it says the knights are emotionless due to their minds being lock in order help them fight against monsters and other foul creatures. So I was thinking she could have high stress resist. Also, I was thinking that while walking, she gets self stress heal. Now I know what you might be thinking (which is this is too op or too good). Well the down side to that however is that when she gets afflicted, she will flee back to the manor abandoning you and the mission. According to the lore I read, whenever their mind break (i.e. affliction in our case), the knight often flees from battle. Thought it was an interesting idea but i am not sure if it could work since it isn’t something done by another character.

Reply To: [WIP] New Hero Class! The Harbinger (1/3 Classes)

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well damn. wish theyd post the resources if they decided to drop it; maybe others could finish what they started 🙁

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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I was intending for her to have some kind of camping skills to improve stress resistance or increase virtue chance. I’m not sure if I can do it yet. She’s basically horribly desensitised but if that firm shell cracks her mind is just as fragile as that of the others (if not even moreso). I considered the possibility of piling her up with virtue chance increases then having her take the stress away from others but receive it herself (accepting their burden). This would mean her resolve would generally be tested more often than that of other heroes but she would have a higher virtue chance.

Tricky but I’d love to do it if I can make it work. I don’t think we can give stress relief simply for walking ‘though. It tends to be tied to events (using skills, critical hits, activating curios etc).

We both seem to be thinking in the same ball park here. We should discuss these ideas some more to see if we can spurr each other’s imaginations to prompt some kind of workable idea that can be implemented in game.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Mmmmh, yeah I had I feeling it might not be possible to implement the idea. I am not sure if stress is tied to a master file that decides what hero gets what or if every hero have their own stress resist programmed in their own files. I mention this because at first I was thinking since every hero gains stress while walking, we could change hers to basically give her negative stress or stress relief.

I am not sure if you would like my ideas, I often try to push things to the limit until it breaks or I get it to work :P. Example: I wanted to see her being animated which resulted in me spending a week or more learning what I could about programming (which i finally got to work) than just drawing her the best I could. I wanted her to have a bigger sword so I found a way to mess with the .atlas file instead of leaving her with a smaller sword, now I have to mess with the atlas file some more. The list goes on but the bottom line is that my ideas often seem to go over the top of what I am capable of doing, is not vanilla in the game, or might require lots of modification :P.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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All the new files are in place. Sadly she looks the same in a dungeon as she does in town (and yes, the bit of cloak floating in front of her face is new but it’s on the character sheet too).

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Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Sorry I keep on updating but I just updated the .atlas file to the one I am currently using. If it’s a height thing, the new .atlas file should work. I also reverted the .png file to the older version with just the bottom expanded. Hopefully this works, if not I will try messing with the .atlas file a bit but if that too doesn’t work, I guess I will have to settle for a shorter sword.


Searching for Help!

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Hello guys, a bit late for asking help, but i got hyped so much for this game mods, specifically class mods.

So. I see that older mods can’t work properly on latest version of the game and tried to understand why.
I read it’s something about animations, too hard ground for me. Still i studied a bit the older and the newer mods, searching for a way to make my own character mod.

To cut it short: if I use the animation of a standard class, just editing its texture and localization, is it still possible to add strings to effect.darkest and alter the class gameplay? I noticed that all latest class mods have no other strings to add. Just a case or there’s something more?
Thanks for your help 😄

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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I’ll check it soon and let you know. I just had a massive all night Kingdom Death session with a few buddies and should probably get some sleep before I do anything that involves complicated thought.

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Ok. I think I am spending too much time tweaking things to work perfectly. Anyway the image attached is where I am now. I think I need to work on the colors a bit as well as the way the armor looks. Also, I am not sure if her right arm works or not. Decided to have her hold her sword downward to make it more unique. How closely do you want to stick to the way the armor looks in the references you provided? I ask this because I want to change her armor a bit to match with the boots. And yep, I changed her boots a bit. Made it a bit longer but has a result, i need to shrink the upper part a bit.

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Reply To: Searching for Help!

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Hmm… are you wondering, can you add to the classes string files? If that is the question then no, you can only change class/skill names in the string files.

Now, in terms of making new skills, with new effects, you can code effects and add them to the games .effects file.

Classes that have done this include – Assassin, and Courtesan – a bunch more by Actionjack.

If you don’t want to get into adding/altering effects, you can do what I do and use vanilla skills from different classes to form a unique class. You can still alter attributes and numbers within the vanilla skills and re-name them. For examples of this you can see my classes, Paladin, Blackguard, Apothecary, Maiden, etc.

If you are serious about making classes, then you will need to look back at older threads, there have been many posts about what you need to do and suggestions on how to do it. Have a look at the files in current custom classes to compare what you need to do.

Current class mods/variants:
Shadow-Dancer, Maiden, Knight, Dame, Evoker, Warlock, Apothecary, Psionic, Treasure Hunter, Gladiator, Blackguard, Valkyrie, Shadow Valkyrie, Vampiress, Lycan, Court Magus, Songstress.

DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?

My personal Art work and Novels: www.stevenmouland.com

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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I just wondering . have you finish skill coding yet?

I just start learning about modding and I want to find something to practice coding skill.

for now I still only able to code a simple skill but I think it’s enough to help if you needed.

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sorry if my lang sound rude . I still learning it.

Reply To: Searching for Help!

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I did. I tried to figure out a solution for each problem i met.
I’ve been working on the new class for a bit. graphics, skills and effects are done. Still i crushed on a wall when i tried to test my class.
the class portrait, when tried to recruit it, was just a black square, and when i opened his status window, the character on the bottom was completely white, resembling the plague doctor model (which is the one i used as base for the new class)

[/url]upload immagini gratis

If i try to embark on a dungeon, game crashes, but i’ll check that later. What could be the problem now?

Thank you for your time 🙂

Reply To: Searching for Help!

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Ok…

White boxes – means you have not exported your anim files properly. You need to use GIMP or SUperPNG to export your files. Personally I do my designs in photoshop which has png file issues. SO I save my files as .PSD files, then open them in GIMP and export them as png files. Make sure all boxes are checked when exporting.

Strings for names – you need to run the localization batch file in the localization folder for your skill/class names to show up properly.

Portrait – you need to make sure your portrait is sized and named properly. For example apothecary_portrait_roster and placed in the right folder. (ex: apothecary_A).

Crashing when embarking – your skills/effects are scripted wrong. This may be an error in the naming of a skill or it may be set up incorrectly.

Try not to panic – hard I know. It took me quite a while to get a mod right the first time i tried. I remember I spent two days trying to find a problem. Just one scripting error could result in the mod not working – so you need to check it over a few times.

Current class mods/variants:
Shadow-Dancer, Maiden, Knight, Dame, Evoker, Warlock, Apothecary, Psionic, Treasure Hunter, Gladiator, Blackguard, Valkyrie, Shadow Valkyrie, Vampiress, Lycan, Court Magus, Songstress.

DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?

My personal Art work and Novels: www.stevenmouland.com


Need some answer.

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Is it possible to create a new function to building?

My idea is I want to make the Survival camping has an additional function. she can grant tour character that you choose a buff for the entire duration of one embark. (buff like those you get randomly from abbey or tavern after your character finish using them.)

For example : “+20% dmg until quest end” something like that.

Reply To: Searching for Help!

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thank you for thtip, i’ll try!

speaking about the crash. the message error is

Assert Failed:
(region !=nullptr)
SpinedatabinaryLoader: readattachment in spinedata_binary_loader.cpp line 349
coudln’t find region

isn’t spinedata something to do with animations?

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Balgin would have to answer that since I only work on the art :P.

Anyway, here is an update. This is what I have for the walk animation. Unfortunately I couldn’t get the cloth on top of the right left so the cloth looks a bit odd. I am still working on the texture that covers everything.

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Reply To: Searching for Help!

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thank you for thtip, i’ll try!

speaking about the crash. the message error is

Assert Failed:
(region !=nullptr)
SpinedatabinaryLoader: readattachment in spinedata_binary_loader.cpp line 349
coudln’t find region

isn’t spinedata something to do with animations?

I dont know anything about errors. But by the fact that it is referring to spine data – sounds like you may have altered an images skel? If you alter the skel beyond its frame then the image will not work.

Current class mods/variants:
Shadow-Dancer, Maiden, Knight, Dame, Evoker, Warlock, Apothecary, Psionic, Treasure Hunter, Gladiator, Blackguard, Valkyrie, Shadow Valkyrie, Vampiress, Lycan, Court Magus, Songstress.

DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?

My personal Art work and Novels: www.stevenmouland.com

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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Zerafina, any help would be appreciated at this point. Allow me to point you towards this guide for modding Darkest Dungeon heroes.

Steam guide for modding Darkest Dungeon heroes

I’ve noticed that a few of the more recent Darkest Dungeon hero mods have visual effects but don’t need to modify the game’s core effects file. This guide is out of date and doesn’t inform me how things have changed but I am sure this change can only be for the good. Please take some time to look at that guide. If you believe you can help us I’ll send some files your way or grant you access to the dropbox folder so you can tinker with things.

Work on the scripting has barely started at this point.

Killthemall… that’s already looking so much better than the current placeholder walk animation. Could I have it to play with while you refine it please pretty please? Holding the sword that way for both the walk animation & the idle one as well would help keep things consistent so she doesn’t suddenly reverse her grip on it whenever she starts walking or standing still.

Since the walk animation and the idle animation look the same at first glance but are actually subtly different (the components are placed slightly differently and have different atlas & skeleton files) we’re going to need a separate image for each. All the components are the same but the placement is different.

In terms of keeping the look as close as possible to the original artwork I’d prefer it to be close/similar, recognisable, but (most importantly) functional. What sort of changes were you wanting to make to the armour? Talk me through the details. I like the changes to the boots. Subtle. Recognisable. Acceptable. Let me know what you’re wanting to do with the armour. From the preview pictures you’ve included I’d say the left arm seems to work but I haven’t seen it in motion yet.

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