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Reply To: Looking for someone to help me fix up my mod, will pay


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

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Ok, seeing as this is dragging on more than it needs to (mainly because of me), I know you might not like this but I think it might be best if we reuse some of the existing art for a new attack to replace the spin attack. No matter what I do i can’t get it to look right hence why you got your icons and other images instead of the sprite. I think I will work on making the head a little bigger and that should about do it on my part?

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

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In all honesty if we get get the Whirlwind Attack & Defence sprite finalised then I can handle the rest. In the case of the whirlwind attack sprite it’s basically a case of finishing off the belts and making the plate on her sleeve match the others. While it would be nice to make the head larger it’s a lot of extra work and would involve lots of redrawing which would only end in artist fatigue.

Have you seen the current placeholder sprite? I’ll stick it in a separate subfolder so you can easily see it. I am incredibly grateful for all the work you’ve done on this project. I’ll probably drop you an email some time soon.

Reply To: Modding skill-item relationship Question

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Sorry if this is hijacking this post but I also had some questions about how items can interact and though it might be better to keep those thoughts in a single thread.

Is is possible to have one trinket prevent another from being equiped? i.e. would it be possible to make shield A prevent the Man-at-arms from equiping shield B?

Would it be posible to have a trinket change the skin of a cheracter? i.e. would it be possible to make shield C change the man-at-arms skin to show one with that type of shield?

thanks in adveance for any help!

Reply To: Modding skill-item relationship Question

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While I don’t know about trinkets being mutually exclusive I know it’s not possible to have a trinket change the character skin.

Monster sound effects in other dungeons

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I’ve run into a problem having monsters spawn in dungeons other than their “native” dungeon. I have no problems editing the dungeon mashs and getting the monsters to show up and fight. Mechanically and visually, there are no problems. The problem is there is no sound for them. When I use debugging mode it claims the game simply can’t find the FMOD event ID for the monster.

So, for example, if I have a bone arbalest spawn in the cove, it’ll show up and work just fine but it will be completely silent. Monsters that show up in multiple dungeons seem to be unaffected. I had some skeletons spawn in a test mission in the hamlet and while most of them were silent, the bone rabble had working sounds (bone rabble can appear in almost any dungeon).

There seems to be some level of organization with the sound files that I’m missing. The tutorial for modding DD sounds implies the game will look for any enemy sounds under \char\enemy under the bank file but that seems to be only partially true. For default sounds and monsters, at least, it also depend son dungeon location.

Interestingly (or frustratingly) enough, if I completely replace the Bone arbalests sounds with my own custom sounds, the game will replace the monster’s sounds in the ruins AND all other dungeons. So on some level the game can find the sounds if it really wants to lol.

Sorry for the giant block of text! Not sure if anyone has run into this before or know someone who has. I appreciate any help or tips you guys can give me!

My mods don't work

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Hello, I made a mod to pump up the stats of the crusader just for testing. So I copied the file crusader.info.darkest from steamapps/common/DarkestDungeon/heroes/crusader to op%2crusader%20mod/heroes/crusader and changed the stats in the file. I did the thin to upload it to the workshop. The mod doesn’t work. Even if I try to change the original crusader.info.darkest it doesn’t work. Anyone else experiencing this? Any solution ?

Reply To: My mods don't work

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Couple of things to try…

1. Be very careful in how you path your workshop mod – the uploader is extremely finnicky – and 90% of the time that is why someone’s mod does not work right.

2. Try uploading the crusader class as the mod (hero folder and all contents). Someone can’t have multiple mods that alter the same file. So this is why it is like that. Again make sure the pathing is correct.

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: How can I modify a hero's initiative (turns per round)?

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Just found out the Lone Crusader mod that only allows the player to use Reynauld, and his uber-Bulwark of Faith increases his turn rate.

I NEED ANSWERS! OnO

Reply To: How can I modify a hero's initiative (turns per round)?

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Answers for hero concept:
1) add a custom buff to buff library:
{
“id” : “Dmg_VS_Size2L”,
“stat_type” : “combat_stat_multiply”,
“stat_sub_type” : “damage_low”,
“amount” : 0.25,
“remove_if_not_active” : false,
“rule_type” : “monsterSize”,
“is_false_rule” : true,
“rule_data” :
{
“float” : 1,
“string” : “”
}
},
{
“id” : “Dmg_VS_Size2H”,
“stat_type” : “combat_stat_multiply”,
“stat_sub_type” : “damage_high”,
“amount” : 0.25,
“remove_if_not_active” : false,
“rule_type” : “monsterSize”,
“is_false_rule” : true,
“rule_data” :
{
“float” : 1,
“string” : “”
}
}

custom effects:
//DMG vs Bleeding
effect: .name “bleed_killer_1” .target “performer” .curio_result_type “positive” .keyStatus “bleeding” .combat_stat_buff 1 .damage_low_multiply 20% .damage_high_multiply 20% .on_hit true .on_miss false .skill_instant true
//DMG vs not size 1
effect: .name “large_killer_1” .target “performer” .curio_result_type “positive” .buff_ids “Dmg_VS_Size2L” “Dmg_VS_Size2H” .on_hit true .on_miss false .skill_instant true

2) custom effects:
//Extra round (one-time)
effect: .name “Extra Round” .target “performer” .curio_result_type “positive” .combat_stat_buff 1 .initiative_change 1 .duration 1 .on_hit true .on_miss false
//Extra round (permanent)
effect: .name “Extra Round Permanent” .target “performer” .initiative_change 1 .apply_once true .on_hit true .on_miss true .queue true

4) add a custom buff to buff library:
{
“id” : “StunVsBleeding”,
“stat_type” : “stun_chance”,
“stat_sub_type” : “”,
“amount” : 1.25,
“remove_if_not_active” : false,
“rule_type” : “actorStatus”,
“is_false_rule” : false,
“rule_data” :
{
“float” : 0,
“string” : “bleeding”
}
}

custom effect:
// This is just for stun chance – add separate stun effect with 0% stun chance
effect: .name “StunVsBleeding 1” .target “performer” .curio_result_type “positive” .buff_ids “StunVsBleeding” .on_hit true .on_miss false .skill_instant true

Be carefull when tinkering with .json files, one misplaced or missing comma can screw everything up!

If you want, I can make the entire effect and buff files for you, just tell precisely what is needed.

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

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The email has finally been sent. Sorry it took so long. I’ve been meaning to send that one for quite some time.

Reply To: How can I modify a hero's initiative (turns per round)?

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I’ll have for now to tinker on a rework. Since the release of the Crimson Court, specially with the Flagellant’s design, some things that I desired for my concept were added into the game (mostly the passive buffs upon being brought low on health). I intent to keep some of the core concepts intact, but with new effects such as transfering dots, clearing stuns, the Horror and Restoration statuses, etc., would be nice to improve and streamline what I have.

But thank you for the new coding. Is hard to do it when the official mod guide hasn’t been updated for CC’s new effects and you get rusted in the few experience you have.

Skill desc. window not showing all effects

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I was tinkering with the GR Class until i got something weird: There’s a limit of words/window size(i suppose) that makes it not show all the effects it there is too many.

There’s some way to expand this? The effects work anyway since it’s properly coded(already tested)

I searched for similar topics but i found none similar.

If someone know how to change/fix this,i would very much appreciate the help. 🙂

P.s: sorry for bad english,not native speaker :/

P.S 2: Tested the ui enhancement and didn’t work

P.s 3: Uploading the 2 Imgs. for comparison

In First Image gave it 5 effects: Unholy killer,clear corpses,Self debuff(-10 dodge),BleedDot and prot chance debuff(just as shown in picture)

In the second Img. i added 3 extra effects: Knockback 1,blight dot and Stun killer. And then this happened

Removing Debuffs

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I know that you can put .cure to remove bleeds and blights but how can you remove debuffs?

Issue: White boxes replacing .targfx

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Hi, so I’m not really a modder, and am merely trying to replace the graphical effects of the Warlock mod from here:
http://www.nexusmods.com/darkestdungeon/mods/167/?

I’m trying to change the .targfx of “Vampiric_Assault” from “warlock.sprite.weakening_curse_target.png” to “warlock.sprite.hands_from_abyss_target.png”. The .atlas, .skel, and .png files are all imported and renamed from the ingame Occultist folder. They have been otherwise unaltered, and yet the effects appear as white boxes/white tentacles when actually being run ingame (they work normally when used with the Occultist):
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Changed files (and the originals they are replacing) can be downloaded below:
https://www.dropbox.com/s/gtwl1nkvuj89d4v/Warlock%20Changes.rar?dl=0

I’m sorry if this seems like a stupid problem to be having, but I’m at my wit’s end, and have zero experience in modding this game. The only hint I have is that while I have modified the .png of his other skills, I left the .atlas and .skel files of those skills unchanged, and they work and look exactly as they should. Modifying “Vampiric_Assault” however included replacing the original .skel and .atlas files in addition to the .png, and it’s the only fx that has gone wrong. What am I missing? Is there something else I should be doing other than changing the references in “warlock.art.darkest”?

Thanks if you’re willing to help a casual newbie out. Here’s the full hero download in case you needed to inspect the entire thing:
https://www.dropbox.com/s/55s3zpml3su9qll/warlock.rar?dl=0


Reply To: Issue: White boxes replacing .targfx

Reply To: Issue: White boxes replacing .targfx

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Seem an easy fix.

Open the warlock.sprite.hands_from_abyss_target.atlas file in the notepad, change the first line
occultist.sprite.hands_from_abyss_target to warlock.sprite.hands_from_abyss_target

save and close. See if that work.

First off, thanks for taking your time to help.

Yeah I’ve changed that line, it still doesn’t work (it’s in the changed files I linked). It’s so weird because the .targfx works 100% on the Occultist, but not the Warlock, even though all I did was copy-paste the files from the Occultist folder into the Warlock one.

Reply To: Parry/Block

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Admittedly, I’d much rather there be a hold turn option than a do nothing. I could see it being very useful. A good example is a bounty hunter, hold action until you have a marked target from another class. Or let your healer wait until someone has been hit, or something along those lines.

I’m not really sure how to replace the skip turn though. I don’t actually see an entry in the info files for it, like there is for move skill.

Laudanum

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I tried to make a few curios have an effect with laudanum and it isn’t working. I followed the same exactly format as the rest of the curio interactions and I wonder if I’m missing something. So below is an example of the changes in the sheet. I have “Stress Heal 9” in the effects file which also follows the same format as the rest of them.

torch Effect Stress 5 1 100.00%
laudanum Effect Heal Stress 9 1 100.00%

I first figured that maybe the “laudanum” id doesn’t work because non of the other curios work with it, but I checked the “base.supply.inventory.items” file and the item is listed and I’m using the right id. Any ideas?

Reply To: Skill desc. window not showing all effects

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The tooltip for skills is limited to the provided info for 5 effects. This is why modders do not add more than 5 effects per skill.

It might be possible to add an overrides folder to show more – but I believe that only adds unknown info to the game to show in the description. But I have not tested it.

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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