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Glitch with the stagecoach while scripting

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Hey all, I tried asking about this in the subreddit to no avail, unfortunately. Here’s hoping you fine folks have an answer! So I’ve been scripting up some stuff for darkest dungeon, only to find that at some point something about the stagecoach has broken and now I only receive hellions each week. I don’t know what I could’ve done to break this, but my best guess was it was something to do with editing hero upgrades or something? I never touched the stagecoach files. I’m digging into it, but I’d love any answers if people have them!


Reply To: Glitch with the stagecoach while scripting

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Make sure each of your heroes has this line in their .info file:

.is_generation_enabled true

It should be located after this area:

id_index: .index 4
generation:

Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)

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

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

Reply To: Glitch with the stagecoach while scripting

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Yup, that was indeed it. How bizarre! Thank you very much for the info. I had just lost a shit-ton of lvl 6’s while trying to rebalance a heavily modded shambler bossfight (new types of shambler tentacles turned out super imba) and now I need more suckers to throw into the playtesting woodchipper.

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

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How did the testing go? Do you already have place holders for the art and have tested out the abilities? Also a question I have for her equipment is what am I supposed to do with the upgrades. Normally with the other characters, the gears go from bronze to silver then gold but since her armor is made of bronze, would gold for the last level work?

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

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I tested a few different fixes. None of them seemed to work.

Also my dropbox folders have been acting a bit weird for the last 2 weeks so if you pop something new in there please let me know so I can see if it shows up or not. It looks like a file synching issue although I’m not sure if it’s at my end or on someone else’s end yet. Hopefully it will all be sorted out in a few weeks time but by all means use the folder.

For the equipment upgrades I’m thinking we should emphasize the cloak more than the armour as the cloak helps protect her mind from the destructive urges of the sword. I’m a little busy right now but I’ll hopefully get back to you on that soon.

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

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Dropbox issue has been solved so that’s something good :).

Using heroes that modify the effects file crashes my game

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I don’t know what it is but I’ve been experiencing a lot of crashes related to using specific heroes (or having them installed) recently. The crashes don’t tend to happen ’til level 3 dungeons and the heroes in question don’t even need to be in the party. These crashes occur in dungeons, usually when using doorways, occassionally when exiting a dungeon at the results screens.

Removing the associated hero classes always fixes the problem.

I’ve come across people claiming that there’s a limit on the amount of files that can be in the game’s installation folder before the game will begin to crash constantly. I’ve removed all unneccessary files (zipped mods, work in progress stuff etc). They never prevent the crashing. The only thing that seems to work is removing all modifications to the effects file.

For some reason any character that modifies the effects file causes the game to crash once I start hitting level 3 dungeons. Having those heroes installed is not the problem. Having their modifications to the effects file installed causes the problem. As soon as I remove their effects, the game becomes stable once more. However, their skills often become completely useless.

Is anyone else experiencing these problems?

In this case the heroes in question are Actionjack’s Vamp & Actionjack’s Stiletta (modified to be up to date with the latest non beta patch). I wonder if using the pre controller rollback fix would fix these issues as characters who modified the effects file were working fine back then.

Reply To: Using heroes that modify the effects file crashes my game

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I don’t know what it is but I’ve been experiencing a lot of crashes related to using specific heroes (or having them installed) recently. The crashes don’t tend to happen ’til level 3 dungeons and the heroes in question don’t even need to be in the party. These crashes occur in dungeons, usually when using doorways, occassionally when exiting a dungeon at the results screens.

Removing the associated hero classes always fixes the problem.

I’ve come across people claiming that there’s a limit on the amount of files that can be in the game’s installation folder before the game will begin to crash constantly. I’ve removed all unneccessary files (zipped mods, work in progress stuff etc). They never prevent the crashing. The only thing that seems to work is removing all modifications to the effects file.

For some reason any character that modifies the effects file causes the game to crash once I start hitting level 3 dungeons. Having those heroes installed is not the problem. Having their modifications to the effects file installed causes the problem. As soon as I remove their effects, the game becomes stable once more. However, their skills often become completely useless.

Is anyone else experiencing these problems?

In this case the heroes in question are Actionjack’s Vamp & Actionjack’s Stiletta (modified to be up to date with the latest non beta patch). I wonder if using the pre controller rollback fix would fix these issues as characters who modified the effects file were working fine back then.

Hey Balgin,

It is a complicated issue – and I am not a coder by any means to explain this. From what I have come to understand – this is the file wall at play. Even altering one of the core game files to add – extra effects, extra roster space, more trinkets – all play into the file wall restriction in some way.

For example – there is a streamer that I follow (Baron von Gosu), he showcases lots of mod classes and what not. He would allow his followers/viewers to have a hero in game named after themselves – so he continuously increases roster size – which we discovered has a limit of 80 before it causes crashes. At one point he was able to run 10 modded classes, but a lot of times he would still hit crashes at veteran dungeons. Once crashing seemed to start happening it would get worse and worse – even after removing classes and removing other mods. At one point he had to do a complete re-install of the game.

So ultimately – it is not the effects file per say – rather than the number of extra effects being added to the game. Hopefully that makes sense.

So hypothetically – depending on the class mod – would determine the number of extra files being added. One of my classes have 100-120 extra files. I am guessing Actionjacks are similar, with the exception being that his effects files creates extra items on top of that.

Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)

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

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


Scripts got me beat

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Hi everyone,

I tried making a hero based on the savoyard helm because the style is super neato. So I start with graphics, kinda rushed them because I want to see them in game so bad. Attached some frames, so I hope they show up.

Moving forward onto scripting. Full stop. Turns out you need way more patience to deal with a home made variable script than years of working with c, basic and java provided me with… Frustratingly enough, I guess I’ve given up.

I’d still like to contribute to a mod, so the sprites are for anybody to use now. I don’t think I can attach more to this post but the rest is done as well, so if anybody wants them I’ll send them over.

I could make new sprites for a different hero too, given that somebody else has to script it…

I’m open for suggestions.

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Reply To: Scripts got me beat

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He does look cool – what exactly caused you to quit?

Are you using a mod class’s scripts and a hero classes animations as a base?

Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)

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

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

Reply To: Scripts got me beat

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No, I tried copying and editing the Crusaders scripts and frames. It all seemed to work fine, I got a character in game, thing is; I can’t teach him the skills at the guild and therefore can’t upgrade the ones he has. Names, barks and all flavour text is cyan text in brackets. Probably not that hard to fix, but rummaging through all the txt files is tedious and feels like it has quite a chance of messing up the game.

Reply To: Scripts got me beat

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Ooh. Savoyard looks like a bizarre hybrid between an English Civil War Lobster Pot Helmet and the Sutton Hoo Helmet. Interesting.

For the skills the hero to start with skills you need a few lines of code at the bottom of his info file. For skills to appear at the GUild and at the Camping Mistress you need to create two different files (in separate folders).

For class name, skill names, barks etc, you need to edit a string table for the hero, put that in the localization folder then run the localisation.bat file (also in the same folder) to incorporate them into the game. The string table is one of the harder parts of character editing because …. I haven’t learned how to edit .xml files and have to ask for help every time I want to update it :p.

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

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Sorry for the late reply. My internet has not been working lately but I think it’s fixed now. Anyway I took a break to work on some logos I have to do for someone hence the lack of update. I think I will stick with the sizes for the other hero sprites.

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

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That seems quite reasonable. I presume that might mean a few slight adjustments to some of the poses.

The Forsaken (WIP)

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Stats are based on Crusader
+means I’ve added it to class files
*means changed from base of Crusader
~ means I’ve created a script for the ability

The Forsaken

Class Description:
Once a proud warrior of the light, the Forsaken fell in battle and was raised as an undead servant to the wicked necromancer. Breaking from his eternal bond through an unstoppable force of will, he now roams the wilds in search of redemption…. and revenge.

Role:
A combo oriented front line tank with low damage and high sustainability. Utilizes magic to deal low aoe damage and debuff. Works well with Houndmaster, Jester, and Apothecary. No movement abilities making him susceptible to being displaced. Because he is undead I think high bleed resist and lower blight resist. Cannot be partied with Religious(not added yet).

Preferred slots: 0-0-1-1
Base Stats

Resolve level
1
2
3
4
5
MAX HP
33
40
47
54
61
DODGE
5
10
15
20
25
PROT
0%
0%
0%
0%
0%
SPD
1
1
2
2
3
ACC MOD
0
0
0
0
0
CRIT
5%
5.5%
6%
6.5%
7%
DMG
6-12
7-14
8-16
9-17
10-19

Resistances

STUN
40%
MOVE
40%
BLIGHT
40% (30%)*+
BLEED
30% (50%)*+
DISEASE
30% (50%)*+
DEBUFF
30%
DEATH BLOW
67%
TRAP
10%

OTHER

Movement
1 Forwards, 1 Backwards
Non-Religious
No
Provisions

Combat Skills
(Need 7)

+~HeartStrike~
Range Melee
Rank 0-0-1-1
Target 1-1-1-0
Damage -50%
Acc 80
CritMod 5%
Effect +15% dmg to blighted target
Self Heal 3

combat_skill: .id “Heartstrike” .level 0 .type “melee” .atk 80% .dmg -50% .crit 5% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 1” “Bloodboil effect 1”
combat_skill: .id “Heartstrike” .level 1 .type “melee” .atk 85% .dmg -50% .crit 6% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 1” Bloodboil effect 1”
combat_skill: .id “Heartstrike” .level 2 .type “melee” .atk 90% .dmg -50% .crit 6% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 2” “Bloodboil effect 2”
combat_skill: .id “Heartstrike” .level 3 .type “melee” .atk 95% .dmg -50% .crit 6% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 2” “Bloodboil effect 2”
combat_skill: .id “Heartstrike” .level 4 .type “melee” .atk 100% .dmg -50% .crit 7% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 3” “Bloodboil effect 3”

+~DeathGrip~
Range Ranged
Rank 0-0-1-1
Target 0-0-1-1
Damage -80%
Acc 90
CritMod 0
Effect Pull 2 Stun (80% B)
Self-

combat_skill: .id “Deathgrip” .level 0 .type “ranged” .atk 90% .dmg -80% .crit 0% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2A” “Stun 1”
combat_skill: .id “Deathgrip” .level 1 .type “ranged” .atk 95% .dmg -80% .crit 0% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2B” “Stun 2”
combat_skill: .id “Deathgrip” .level 2 .type “ranged” .atk 100% .dmg -80% .crit 1% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2C” “Stun 3”
combat_skill: .id “Deathgrip” .level 3 .type “ranged” .atk 105% .dmg -80% .crit 2% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2D” “Stun 4”
combat_skill: .id “Deathgrip” .level 4 .type “ranged” .atk 110% .dmg -80% .crit 2% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2E” “Stun 5”

+Bone Armor (want this to be replaced by plague-carrier)
Range Self
Rank 0-0-1-1
Target –
Damage
Acc
CritMod
Effect
Self +25% Prot, Mark Self
combat_skill: .id “Bone_armor” .level 0 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 1”
combat_skill: .id “Bone_armor” .level 1 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 2”
combat_skill: .id “Bone_armor” .level 2 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 3”
combat_skill: .id “Bone_armor” .level 3 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 4”
combat_skill: .id “Bone_armor” .level 4 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 5”

Idea: Loses charges on hit x2 (no idea how to code that)

+(Necrotic Plague)* (Needs Tweaking)
Range Ranged
Rank 0-0-1-1
Target 1+1+1+1
Damage -100%*
Acc 85
CritMod –
Effect Blight (100% B) 1pts/R 3r -25% Blight Res

combat_skill: .id “Necrotic_plague” .level 0 .type “ranged” .atk 85% .dmg -100% .crit 5% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 1” “GR Blight Debuff 1” .generation_guaranteed true
combat_skill: .id “Necrotic_plague” .level 1 .type “ranged” .atk 90% .dmg -100% .crit 6% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 2” “GR Blight Debuff 2”
combat_skill: .id “Necrotic_plague” .level 2 .type “ranged” .atk 95% .dmg -100% .crit 6% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 3” “GR Blight Debuff 3”
combat_skill: .id “Necrotic_plague” .level 3 .type “ranged” .atk 100% .dmg -100% .crit 6% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 4” “GR Blight Debuff 4”
combat_skill: .id “Necrotic_plague” .level 4 .type “ranged” .atk 110% .dmg -100% .crit 7% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 5” “GR Blight Debuff 5”

+BloodBoil (Will def need tuning)
Range Ranged
Rank 0-0-1-1
Target 0+1+1+1
Damage -90%
Acc 80
CritMod 2%
Effect -bleed 1pt 3rd, 25% more dmg vs. bleed targets

combat_skill: .id “Bloodboil” .level 0 .type “ranged” .atk 80% .dmg -80% .crit 2% .launch 34 .target ~12 .effect “Bloodboil Bleed 1” “Bloodboil Effect 1”
combat_skill: .id “Bloodboil” .level 1 .type “ranged” .atk 85% .dmg -80% .crit 3% .launch 34 .target ~12 .effect “Bloodboil bleed 2” “Bloodboil Effect 1”
combat_skill: .id “Bloodboil” .level 2 .type “ranged” .atk 90% .dmg -80% .crit 4% .launch 34 .target ~12 .effect “Bloodboil bleed 3″ “Bloodboil Effect 2”
combat_skill: .id “Bloodboil” .level 3 .type “ranged” .atk 95% .dmg -80% .crit 5% .launch 34 .target ~12 .effect “Bloodboil bleed 4” “Bloodboil Effect 2”
combat_skill: .id “Bloodboil” .level 4 .type “ranged” .atk 100% .dmg -80% .crit 6% .launch 34 .target ~12 .effect “Bloodboil bleed 5” “Bloodboil Effect 3”

Notes: think about consuming stacks of bleed for extra damage, no idea how to code.

-Plague Carrier (HARD AF TO MAKE)(not in game) (want to replace bone_armor with this)
Range Self
Rank 1-1-1-1
Target Self
Damage
Acc
CritMod
Effect Riposte 1 Chance on riposte to cause blight 2
Self

+Deathcoil
Range Ranged
Rank 0-1-1-1
Target 0-0-1-1
Damage -40%
Acc 85
CritMod 5%
Effect+25% to marked +25% to blight
Self

combat_skill: .id “Deathcoil” .level 0 .type “ranged” .atk 85% .dmg -30% .crit 5% .launch 321 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked” .generation_guaranteed true
combat_skill: .id “Deathcoil” .level 1 .type “ranged” .atk 90% .dmg -30% .crit 6% .launch 321 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked”
combat_skill: .id “Deathcoil” .level 2 .type “ranged” .atk 95% .dmg -30% .crit 6% .launch 321 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked”
combat_skill: .id “Deathcoil” .level 3 .type “ranged” .atk 100% .dmg -30% .crit 7% .launch 321 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked”
combat_skill: .id “Deathcoil” .level 4 .type “ranged” .atk 105% .dmg -30% .crit 7% .launch 321 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked”

+PlagueStrike
Range Melee
Rank 0-1-1-1
Target 1-1-0-0
Damage -40%
Acc 85
CritMod 3%
Effect Stat Debuffs
Self

combat_skill: .id “PlagueStrike” .level 0 .type “melee” .atk 85% .dmg -40% .crit 3% .launch 234 .target ~23 .effect “GR Blight Debuff 5”
combat_skill: .id “PlagueStrike” .level 1 .type “melee” .atk 85% .dmg -40% .crit 4% .launch 234 .target ~23 .effect “GR Blight Debuff 5”
combat_skill: .id “PlagueStrike” .level 2 .type “melee” .atk 90% .dmg -40% .crit 4% .launch 234 .target ~23 .effect “GR Blight Debuff 5”
combat_skill: .id “PlagueStrike” .level 3 .type “melee” .atk 95% .dmg -40% .crit 5% .launch 234 .target ~23 .effect “GR Blight Debuff 5”
combat_skill: .id “PlagueStrike” .level 4 .type “melee” .atk 100% .dmg -40% .crit 5.5% .launch 234 .target ~23 .effect “GR Blight Debuff 5”

This mod I originally created and posted to the forums last year after Actionjack and Scorpio inspired me. I’d love some feedback on the current iteration and suggestions on how to get plague_carrier to work as the solutions I have tried are not working atm. Most of all I’d love to request sprites for this guy, so that way it could be released to the public, the last time I attempted to finish this mod I had someone back out of making the artwork. My end goal is to have a fully working and balanced custom class. If all goes well and I am finally able to finish this guy I have another mod in the barrel!

Thanks!


Reply To: The Forsaken (WIP)

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Whilst messing around with trying to get my riposte skill to work, I seem to have made all my abilities lose their effects. My info.darkest files and my effects file both seem correct so I’m not quite sure what the issue could be. Any ideas?

Reply To: Scripts got me beat

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I think it’s more in between the closed helm (like the crusader’s) and the sutton hoo? They’ve usually got pretty nice visibility and were a staple in munition armor, which was very very common in the early modern era which dd seems to be set in. I wouldn’t mine having one myself.

But yeah, the barks, names and all that are really just an afterthought detail anyhow, the important thing is upgrading and teaching the skills so I can test them… So what specific files would I need to write and where in particular should I put them?

Thanks for taking the time man, I know forums are not the easiest medium to explain something through.

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Need "resolve_number" text input file

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Hi I’m trying to mod the resolve number in the UI and I found the layout and font tipe but can’t find the file with the text input that makes use of the font, can anyone help.

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

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Hmmmmh, how much are you a fan of the mark pose? To cut down on time since this has been dragging on for a while now is to do what the artist did when drawing the characters which is to use body parts from other images. If you look at the artworks (with the marketeer being one example), you will notice that the way her legs are is used in multiple images. I am thinking of duplicating that to save a bit of time since what month are we in 5? 6? That’s alot for one mod alone (on my end).

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

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Hmmmm.

Well the Mark pose is a good neutral pose to borrow from. I was almost wondering if it could become her investigate pose.

In terms of recycling assets it would definitely help. I think anything that can be copied across multiple poses probably should to help speed things up a bit. That being said we don’t want the exact same head on each pose (because sometimes she’s facing in different directions or doing different things). Looking at the current poses, for example, on the bottom row there’s two poses that practically use the same legs. The tabbard/loincloth is different but using the same legs on both stances would help speed things up. Actually there’s almost three on the bottom row that use the same legs (although I did prefer the legs on the original mark pose better, they looked more in fitting with the upper body).

I’d say anything that can be copied across to help speed things up should but only where it works. Stuff could be copied then adjusted to make it fit better or look more natural. After that some pieces will just have to be drawn (when there’s not something suitable to copy). Essentially what I’m saying is that if cutting a few corners helps then by all means crack on but don’t overdo it. We don’t want it to look too copy/paste but there’s plenty of room to get away with it.

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