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Reply To: Custom classes not showing


New class mod help

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So i have been working for some time at a new class mod and i’ve run into a problem i’m stuck on for more then 5 hours now and I don’t want to give up :C

So what i have done: took all arbalest anim + icons_equip + fx as placeholders, i changed all the class names from arbalest to mage, also in the .ATLAS files
I created new effects and new art/info files for the class. The effects and the abilities work from what i’ve tested. the new ability icons also work.

I downloaded the assasin class mod and used those campfire skills and localisation files for the time being. i replaced all ablities and class names with my own. And i thought it should work but everytime i load up a game it crashes. If someone has a tip please help me :C

Reply To: New class mod help

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hard to say, feel that you have a naming structure problem.

would suggest clear out all the added file, and start adding it piece by piece. However, some part are interconnected, and need to be added together.

I think the essential ones are the hero folder (make sure everything is renamed right), localization, and upgrade.

Reply To: New class mod help

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Hero, Localization, Raid & Upgrade are the four important folders. Some heroes have an effects file as well.

Reply To: New class mod help

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thank you both for the responses! it seems to crash whenever i add the heroes folder, so i’m assuming the problem is there. and ty for the tips 😀 (PS i almost starting crying when i saw that link xDD)

Reply To: New class mod help

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resistances: .stun 30% .poison 40% .bleed 30% .disease 30% .move 20% .debuff 20% .death_blow 67% .trap 10%
weapon: .name “mage_weapon_0” .atk 0% .dmg 7 10 .crit 8.5% .spd 1
weapon: .name “mage_weapon_1” .atk 0% .dmg 8 13 .crit 10% .spd 1 .upgradeRequirementCode 0
weapon: .name “mage_weapon_2” .atk 0% .dmg 9 15 .crit 11.5% .spd 2 .upgradeRequirementCode 1
weapon: .name “mage_weapon_3” .atk 0% .dmg 10 18 .crit 13% .spd 2 .upgradeRequirementCode 2
weapon: .name “mage_weapon_4” .atk 0% .dmg 13 22 .crit 14.5% .spd 3 .upgradeRequirementCode 3
armour: .name “mage_armour_0” .def 0% .prot 0 .hp 22 .spd 0
armour: .name “mage_armour_1” .def 5% .prot 0 .hp 29 .spd 0 .upgradeRequirementCode 0
armour: .name “mage_armour_2” .def 10% .prot 0 .hp 34 .spd 0 .upgradeRequirementCode 1
armour: .name “mage_armour_3” .def 15% .prot 0 .hp 40 .spd 0 .upgradeRequirementCode 2
armour: .name “mage_armour_4” .def 20% .prot 0 .hp 45 .spd 0 .upgradeRequirementCode 3

combat_skill: .id “Arcane_blast” .level 0 .type “ranged” .atk 95% .dmg 0% .crit 7% .launch 43 .target 1234 .is_crit_valid True .effect “arcane damage 1” .generation_guaranteed true
combat_skill: .id “Arcane_blast” .level 1 .type “ranged” .atk 105% .dmg 0% .crit 8% .launch 43 .target 1234 .is_crit_valid True .effect “arcane damage 2”
combat_skill: .id “Arcane_blast” .level 2 .type “ranged” .atk 115% .dmg 0% .crit 9% .launch 43 .target 1234 .is_crit_valid True .effect “arcane damage 3”
combat_skill: .id “Arcane_blast” .level 3 .type “ranged” .atk 125% .dmg 0% .crit 10% .launch 43 .target 1234 .is_crit_valid True .effect “arcane damage 4”
combat_skill: .id “Arcane_blast” .level 4 .type “ranged” .atk 135% .dmg 0% .crit 11% .launch 43 .target 1234 .is_crit_valid True .effect “arcane damage 5”

combat_skill: .id “Fire_strike” .level 0 .type “melee” .atk 110% .dmg -40% .crit -5% .launch 321 .target ~12 .is_crit_valid True .effect “Flame 1”
combat_skill: .id “Fire_strike” .level 1 .type “melee” .atk 110% .dmg -80% .crit -5% .launch 321 .target ~12 .is_crit_valid True .effect “Flame 2”
combat_skill: .id “Fire_strike” .level 2 .type “melee” .atk 115% .dmg -80% .crit -3% .launch 321 .target ~12 .is_crit_valid True .effect “Flame 3”
combat_skill: .id “Fire_strike” .level 3 .type “melee” .atk 115% .dmg -80% .crit -1% .launch 321 .target ~12 .is_crit_valid True .effect “Flame 4”
combat_skill: .id “Fire_strike” .level 4 .type “melee” .atk 120% .dmg -80% .crit 1% .launch 321 .target ~12 .is_crit_valid True .effect “Flame 5”

combat_skill: .id “T” .level 0 .type “ranged” .atk 0% .dmg 0% .crit 0% .move 3 0 .launch 21 .target .is_crit_valid true .effect “T 1”
combat_skill: .id “T” .level 1 .type “ranged” .atk 0% .dmg 0% .crit 0% .move 3 0 .launch 21 .target .is_crit_valid true .effect “T 2”
combat_skill: .id “T” .level 2 .type “ranged” .atk 0% .dmg 0% .crit 0% .move 3 0 .launch 21 .target .is_crit_valid true .effect “T 3”
combat_skill: .id “T” .level 3 .type “ranged” .atk 0% .dmg 0% .crit 0% .move 3 0 .launch 21 .target .is_crit_valid true .effect “T 4”
combat_skill: .id “T” .level 4 .type “ranged” .atk 0% .dmg 0% .crit 0% .move 3 0 .launch 21 .target .is_crit_valid true .effect “T 5”

combat_skill: .id “Energy_surge” .level 0 .type “ranged” .atk 0% .dmg 0% .launch 4321 .target @1234 .is_crit_valid true .effect “Surge damage 1” “Surge Heal 1”
combat_skill: .id “Energy_surge” .level 1 .type “ranged” .atk 0% .dmg 0% .launch 4321 .target @1234 .is_crit_valid true .effect “Surge damage 2” “Surge Heal 2”
combat_skill: .id “Energy_surge” .level 2 .type “ranged” .atk 0% .dmg 0% .launch 4321 .target @1234 .is_crit_valid true .effect “Surge damage 3” “Surge Heal 3”
combat_skill: .id “Energy_surge” .level 3 .type “ranged” .atk 0% .dmg 0% .launch 4321 .target @1234 .is_crit_valid true .effect “Surge damage 4” “Surge Heal 4”
combat_skill: .id “Energy_surge” .level 4 .type “ranged” .atk 0% .dmg 0% .launch 4321 .target @1234 .is_crit_valid true .effect “Surge damage 5” “Surge Heal 5”

combat_move_skill: .id “move” .level 0 .type “move” .move 1 1 .launch 4321

combat_skill .id “Lightning_strike” .level 0 .type “ranged” .atk 90% .dmg -50% .crit 2% .launch 432 .target 1234 .is_crit_valid true .effect “Strong Stun 1”
combat_skill .id “Lightning_strike” .level 1 .type “ranged” .atk 94% .dmg -50% .crit 4% .launch 43 .target 1234 .is_crit_valid true .effect “Strong Stun 2”
combat_skill .id “Lightning_strike” .level 2 .type “ranged” .atk 98% .dmg -50% .crit 6% .launch 43 .target 1234 .is_crit_valid true .effect “Strong Stun 3”
combat_skill .id “Lightning_strike” .level 3 .type “ranged” .atk 102% .dmg -50% .crit 8% .launch 43 .target 1234 .is_crit_valid true .effect “Strong Stun 4”
combat_skill .id “Lightning_strike” .level 4 .type “ranged” .atk 110% .dmg -50% .crit 10% .launch 43 .target 1234 .is_crit_valid true .effect “Strong Stun 5”

combat_skill .id “Earthquake” .level 0 .type “ranged” .atk 110% .dmg -70% .launch 4321 .target ~1234 .is_crit_valid true .effect “Disorient 1”
combat_skill .id “Earthquake” .level 1 .type “ranged” .atk 110% .dmg -70% .launch 4321 .target ~1234 .is_crit_valid true .effect “Disorient 2”
combat_skill .id “Earthquake” .level 2 .type “ranged” .atk 110% .dmg -70% .launch 4321 .target ~1234 .is_crit_valid true .effect “Disorient 3”
combat_skill .id “Earthquake” .level 3 .type “ranged” .atk 110% .dmg -70% .launch 4321 .target ~1234 .is_crit_valid true .effect “Disorient 4”
combat_skill .id “Earthquake” .level 4 .type “ranged” .atk 110% .dmg -70% .launch 4321 .target ~1234 .is_crit_valid true .effect “Disorient 5”

combat_skill .id “Overcharge” .level 0 .type “melee” .atk 110% .dmg 150% .crit 19% .move 0 3 .launch 43 .target 123 .is_crit_valid true .effect “Tired 1”
combat_skill .id “Overcharge” .level 1 .type “melee” .atk 118% .dmg 180% .crit 23% .move 0 3 .launch 43 .target 123 .is_crit_valid true .effect “Tired 2”
combat_skill .id “Overcharge” .level 2 .type “melee” .atk 126% .dmg 210% .crit 27% .move 0 3 .launch 43 .target 123 .is_crit_valid true .effect “Tired 3”
combat_skill .id “Overcharge” .level 3 .type “melee” .atk 134% .dmg 240% .crit 33% .move 0 3 .launch 43 .target 123 .is_crit_valid true .effect “Tired 4”
combat_skill .id “Overcharge” .level 4 .type “melee” .atk 142% .dmg 270% .crit 40% .move 0 3 .launch 43 .target 123 .is_crit_valid true .effect “Tired 5”
tag: .id “light”
tag: .id “non-religious”
deaths_door: .buffs deathsdoorACCDebuff deathsdoorDMGLowDebuff deathsdoorDMGHighDebuff deathsdoorSPDDebuff deathsdoorSRDebuff .recovery_buffs mortalityACCDebuff mortalityDMGLowDebuff mortalityDMGHighDebuff mortalitySPDDebuff mortalitySRDebuff .recovery_heart_attack_buffs heartattackACCDebuff heartattackDMGLowDebuff heartattackDMGHighDebuff heartattackSPDDebuff heartattackSRDebuff
controlled: .target_rank 4
id_index: .index 52
skill_selection: .can_select_combat_skills true .number_of_selected_combat_skills_max 4
generation: .is_generation_enabled true .number_of_positive_quirks_min 1 .number_of_positive_quirks_max 2 .number_of_negative_quirks_min 1 .number_of_negative_quirks_max 2 .number_of_class_specific_camping_skills 2 .number_of_shared_camping_skills 1 .number_of_random_combat_skills 7 .number_of_cards_in_deck 6 .card_chance 1.0

nothing wrong here right?

Reply To: New class mod help

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I’m not even going to look at your skills because you know them better than I do but I might have spotted something.

.number_of_random_combat_skills 7 .number_of_cards_in_deck 6 .card_chance 1.0

This should probably read

.number_of_random_combat_skills 4 .number_of_cards_in_deck 5 .card_chance 1.0

At least for most normal classes. If you’re wanting to give all 7 skills right off the bat like the Abomination then even he only has 5 cards in the deck instead of 6. I’m not even entirely sure what the deck is for but setting it to 6 might be what’s breaking your mod.

The abomination’s version reads as follows.

.number_of_random_combat_skills 7 .number_of_cards_in_deck 5 .card_chance 1.0

The id index might need to be a lower number. I know there’s a maximum number it can be (something I tried previously was too high)(. 36 is not too high (I’m using 36 for the Twilight Knight mod). Most people keep a number under 30 (I believe 60 or 70 might be the cap so I don’t know if the 52 something you’re using could be too high or not).

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

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Just curious. Is the over the shoulder a suggestion or a question? I ask because you use an image from a couple of updates ago and not the recent one.


Reply To: Custom classes not showing

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Where am I supposed to find ‘at?
On v.16707, there is no such file (base.roster.groups.json)

Reply To: Custom classes not showing

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generation: .is_generation_enabled true .number_of_positive_quirks_min 1 .number_of_positive_quirks_max 2 .number_of_negative_quirks_min 1
.number_of_negative_quirks_max 2 .number_of_class_specific_camping_skills 2 .number_of_shared_camping_skills 0 .number_of_random_combat_skills 7
.number_of_cards_in_deck 5 .card_chance 1.0

Bolded required code from “”name_of_hero.info.darkest”. First allows a hero to show up in Stage Coach at all, two last adjust probability of hero appearing (this works if “Deck-Based Stage Coach” option is enabled, otherwise all heroes have equal chance). If you’re not getting custom heroes, you can temporarily increase “.number_of_cards_in_deck” to something like 50 or 100, then lower it back after you get them.

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

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It’s how I originally interpreted the sketch. It’s a suggestion that might help it fit in the frame better. I was thinking we’d use that one for her front rank AOE attack (the one that knocks back and stuns opponents). I’m not sure how we’ll fit in the sword going back behind her. When last we checked the sword going back behind the character was a problem with most sprites. Was there an abomination sprite we could have used for one or two of them? I think there might have been.

I used the slightly older image because I’d already altered it in my spare time. It was supposed to compare to the current one.

Originally it was going to be a question as I wasn’t sure where the sword was supposed to be. I kind of like it ‘though so please consider it a mild suggestion. There’s no need to go re-drawing the current art if we can get it to fit into a sprite. I’m loving what you’ve done so far.

When placing parts on the image I noticed that you seem to be working on a slightly larger scale than before (the swords, for example, seem to be roughly 102% of their previous size). That’s fine. We can resize things a little. That might help things sit in the frames better.

Is there any way to reduce critfiesta?

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Hey guys

I like the game, but the clownfiesta of crits in Stygian mode has just gotten obscene after last patches.
If I do not control entire enemy team in stuns, literally 80% of hits I receive are crits.
So my whole team is insane after 1st room of dungeon, because 4 out of 5 hits they got were crits.

So, is there any way to tone down the clownfiesta of crits, mod it out somehow?
Since my characters have what, 2-8% crit, I would like mobs to adhere to the same levels and not crit me with every single freaking attack, 1 dmg marks from spores included (which I consider to be completely ridiculous, 2 sporeblowers can drop my entire team into madness with 2 damage crits on their mark and escape abilities, thats just a joke balancing).

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

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I was thinking of redrawing it a bit hence why it’s not fully detailed along with the last one. just thinking of maybe bringing the arms down a bit and altering the way the sword looks in order to fit it in someones sprite. i don’t think I am working on a slightly larger scale but I could be wrong. She is actually just a bit shorter than the leper if you compare their sprites. i have just been copying and pasting her sword from her walk animation. The only time i think it is bigger is when I alter it for perspective purposes like her block stance.

Reply To: New class mod help

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I will look into that! tbh i dont know how the card system atm works xD but the 7 random skills was for testing perposes 😀

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

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Ah. I’ve been copying and pasting her sword from her idle animation (after straightening it up). That could explain the difference.


Problem

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While I trying to open info of my modded class, game crashes.
Does anyone know, how to fix this?

Reply To: Problem

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This means there is an error somewhere in the hero’s files. I suggest checking the .json files in \upgrades\heroes and \raid\camping. One misplaced or missing comma can crash the game. Check your files carefully and compare them line by line with vanilla files.

Reply To: Problem

Reply To: Problem

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So somehow I managed to get this done, but the texture of mah class consists of white squares. Any idea on what I’ve messed up?

Reply To: Problem

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Depending on the art program you use, the .png data might be sub-par. Saving your files as .psd, then opening them in GIMP, then exporting them as .png files (be sure to check all boxes when exporting). Should fix your problem.

Also if a file is mis-named, not positioned correctly or not the right size can also cause white boxes.

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

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