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Reply To: Multiple Effects Files

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It does work – myself and a few others have tested it. The game now runs multiple effects files – and can be individual for each class mod.

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


What about mods translation ?

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Hello folks.
I’m not a very huge player of Darkest Dungeon (not yet, since i only have a few hours on it) ; But yet, when i learned that there were mods for the game, i was very enjoyed about it.
And then, i realized that a major part of the players wouldn’t even understand the mods.
So, if you really want your mods to be translated, i can translate them into french. Although my english isn’t perfect, if you give me some time, i’ll be able to do a rudimentory translation.

Reply To: What about mods translation ?

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Hello folks.
I’m not a very huge player of Darkest Dungeon (not yet, since i only have a few hours on it) ; But yet, when i learned that there were mods for the game, i was very enjoyed about it.
And then, i realized that a major part of the players wouldn’t even understand the mods.
So, if you really want your mods to be translated, i can translate them into french. Although my english isn’t perfect, if you give me some time, i’ll be able to do a rudimentory translation.

Interesting – is french not a supported language in DD? I thought running the localization batch file handled the supported languages.

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: What about mods translation ?

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Yes, but if the mod has personnalized lines or string, then it doesn’t translate it automatically. For exemple, the classes mods :If there is a specific unique skill with an unique name, then it needs to be translated. I don’t know if it’s really that much of a big deal, but i still wanted to propose my help…
If you want an exemple of what i mean, you can check out the website”La confrèrie de traducteurs”, which did a great job of translating as much Skyrim mods as possible (i know it’s not really the same game…).

Reply To: What about mods translation ?

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I believe this issue will be resolved when the Workshop releases to be honest.

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: What about mods translation ?

Wondering about FX for modded monsters

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Hey gang, me again with another issue. I’ve been scripting up a storm lately but have hit a bit of a brick wall, specifically in terms of custom monsters. I managed to pinpoint the issue as something to do with animations/FX and have been wondering if others have had this issue and if so how to fix it.

More specifically, it seems when I have ported animations/FX from heroes (one of my new enemies uses the vestal as a sprite base), this causes the game to crash without any error screens indicating what the issue is when one attempts to load up a dungeon. I figured out it was an animation issue when I removed all hero FX from another enemy that had some tacked on and the game crashed when it could not load those FX for the monster’s .anim file. I know for a fact of course that monsters can utilize hero FX and be based off of heroes, as Marsopa’s fantastic sprite work includes a brigand enemy that is a reskinned bounty hunter (and I was using him as an enemy until he started becoming an issue after I tried porting other hero-related FX over to him).

So the question remains, how have people managed to get this sort of thing to work in the past and in the present? I’ve looked around the animation files but I just can’t figure out what I am doing wrong. I rename the image, skel and atlas files to the enemy’s name (and rename inside the .atlas file as well) but in this specific instance it just doesn’t want to work for me, which is a frank bitch.

Thanks a bunch for any assistance. You guys are awesome, and I’m getting closer and closer to finally being able to finish up and release some damned content to the nexus after over a year of talking about it every now and again.

Reply To: Wondering about FX for modded monsters

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It is not possible to mix monster and hero animation files. You might be able to use monster fx as a hero fx. But you CANNOT mix hero and monster anim files.

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: Wondering about FX for modded monsters

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Ah.

Poopie.

How in the hell did Marsopa manage his Brigand Taskmaster npc then, I wonder? Damn, looks like I’ll have to rethink some concepts of mine until this gets looked at by Red Hook. Shame, that. Oh well.

Bad news or not, however, thanks a bunch for the info, my dude. I was stuck and quite butthurt about the whole affair.

Just trying to add a char

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So I was recently working on a medic class (yep, just like the one from “Pearls before Swine”), and I developed some sprites to it.
As a beginner modder, I need your criticism on it.
Sprites included.

Attachments:
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Reply To: Just trying to add a char

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Hey, kudos on getting it all started! I have two pieces of advice so far:

The yellow shade is a bit grating on the eye and doesn’t really fit with the art style. I’d suggest maybe tuning it down with a darker, mustardier shade? As well, you’ll find that renaming sprites the way you’ve renamed them does not work in the engine I believe. While you can edit the hero name in the png (and will most likely have to), you cannot rename the sprite itself (ie if it’s called mace bash, it has to be called mace bash, you can’t change the name to musketon bash, but you can change the name from vestal to medic before the .sprite). I hope this has been helpful!

adding bleed effect on marked/tagged condition

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So there was a much older post on this that had no answer when I did a search. Basically I am trying to do the following.

effect: .name “Bleed Marked Target 1” .target “target” .curio_result_type “negative” .keyStatus “tagged” .dotBleed 1 .duration 1 .on_hit true .on_miss false

I added this to the current implementation of base.effects.darkest file which now has the effects for the game. If I try to add this effect to an ability it crashes the game when that ability is selected to be used. I can use “buffs” or “debuffs” on the a ketStatus effect, but not anything that does damage like bleed or blight.

Is it something I am doing wrong or is the game not coded correctly to handle this condition?

Reply To: adding bleed effect on marked/tagged condition

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The game currently cannot run the code as you have scripted it, no, unfortunately. However, it’s still possible to have something like this in the game! It will just be slightly jankier.

As I understand it, it is fully possible to have a markstatus buff the amount of bleedskill chance a skill possesses! So, say for instance, you want your attack to only bleed marked foes, right? So you’ll have to make a unique bleed that has a zero, or less than zero percent chance of applying and add it to the skill. Then make a +marked buff that adds bleedskill chance. So this ultimately means you’ll need like 3 custom FX. Something like:

effect: .name “Mark Bleed 1” .target “target” .curio_result_type “negative” .chance -100% .dotBleed 1 .duration 3 .on_hit true .on_miss false .can_apply_on_death true

This is an example bleed that will scale accordingly, going from -100% chance to -60.

Then you’d need a new custom stat buff in base.buffs Like:

{
“id” : “MARKBLEEDSKILL”,
“stat_type” : “bleed_chance”,
“stat_sub_type” : “”,
“amount” : 2.0,
“remove_if_not_active” : false,
“rule_type” : “always”,
“is_false_rule” : false,
“rule_data” : {
“float” : 0,
“string” : “”
}
},

Nix the comma at the very end if this is the only/last effect you have in your custom work of course. This grants +200% bleedskill chance. If your class or enemy or what have you has other attacks that bleed, you’ll of course want to consider the numbers being thrown around here, but this is all example stuff and I’m presuming if the class/enemy has other skills that bleed, they only bleed versus marked.

Final example that ties it all together:

effect: .name “Markbleeder” .target “performer” .keyStatus “tagged” .curio_result_type “positive” .chance 100% .combat_stat_buff 1 .buff_ids “MARKBLEEDSKILL” .on_hit true .on_miss false .queue true

This makes it so when you attack a marked foe, all bleed effects gain the +200% from MARKBLEEDSKILL. Throw the first example and this last third example onto a skill’s effects and you get an attack that cannot bleed until you hit marked foes. it will still try and apply the bleed against unmarked foes ingame, but it will always be resisted (unless you have some absurd assortment of trinkets which can boost a negative amount of bleedskill high enough to sail over enemy resistances, and even then it’d be a rare sight to work without a mark).

I hope this has been helpful! Even as it stands, I am not 100% sure if this will work. I took the last bit of example code from Actionjack’s Cannoneer class and rejiggered it to fit with the other stuff. I never actually tried the class in the game myself but I knew it had a bit of code like this in it. Good luck!

Reply To: adding bleed effect on marked/tagged condition

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wouldn’t that effect all bleed skills though?

Trying to avoid power creep to multiple things. Although the thought of making an extra “bleed debuff” is appealing as a different skill. What I wanted to do was take some slightly crappier and unused skills of some heroes and give them a small bleed if a target is marked so they are a bit more useful without making them too strong by giving them a bleed chance all the time on use.

But guess that can’t be done. Still I will think about the extra bleed debuff, but its really no different than just stacking bleeds in the first place though so I really am not seeing the point at this moment.

Reply To: Just trying to add a char


Reply To: adding bleed effect on marked/tagged condition

Reply To: Just trying to add a char

Reply To: adding bleed effect on marked/tagged condition

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Well the only thing I can think of then would be to do a keyStatus “bleed” and have debuff for triggering a bleed based on an already bleeding target to allow a “stacking” of bleed on a bleeding target for an ability that normally doesn’t have a bleed otherwise. This allows for stacking of bleeds by abilities that normally don’t cause bleeds and not really affect other bleed abilities too much. Have to think about this a bit more.

Side note, using some of your classes too after I modified them. Basically The surgeon I changed around a bit some to be a bit more usable and balanced, and the Vamp I changed out an ability to include a debuff ability called Haunting Guise as a debuff/fear like ability instead.

Custom classes not showing

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Hi all!

I’ve been messing with this for some time now, but can’t for the world of me get any custom classes to show in the stage coach. I played quite a few missions, in the end modified the stage coach to 10 recruits at start, and nothing.

The only way that works so far, is to add them manually as starting classes, they show then and never again as far as I’ve seen.

Thought of editing the backer heroes and spawn customs that way, but just as the saves, those are not in plain text.

I’d be thankful for any ideas!

Edit:
Tried Dark Slayer, and that shows, now I’m scrounging through the files to see what needs to be changed in the older mods to make ’em show. If someone knows and shared this that would be cool. I’ll write it here, if I solve it on my own in the mean time.

Okay might be getting somewhere:

things changed:

added all hero types to the base.roster.groups.json (campaign\roster)
in the “hero”.info.darkest changed the ID-s around the end to be unique, and added these .number_of_cards_in_deck 5 .card_chance 1.0 to the end of generations:

Reply To: adding bleed effect on marked/tagged condition

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