Quantcast
Channel: Darkest Dungeon » All Posts
Viewing all 1753 articles
Browse latest View live

Reply To: Issue: White boxes replacing .targfx

$
0
0

Seems like a PNG export issue to me.

Save the file as a .PSD file, open it in GIMP – then export it as a .PNG file – be sure to check all boxes when the pop-up box appears. Then add it to the hero folder you are working on.

The class name needs to match the class you are building, and be sure the new class name is in the atlas file.

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: Skill desc. window not showing all effects

$
0
0

There is something you can try to do. In the class.art.darkest file, you can add this to the end of your skills.
combat_skill: .id "tenebrous_precognition" .icon "six" .anim "attack_buff" .fx "adrenaline_rush" .condensed_tooltip_stats true .condensed_tooltip_effects true

In game the “.condensed_tooltip_stats true .condensed_tooltip_effects true” will make the effects show up on a single line like this:
+14 Dodge / +7 ACC / +6% Crit / -55% DMG while Riposte / Activates Riposte / -20% Stun Resist

In this case, it fully displayed 7 effects.

Another skill I made, only displays 5, but it also takes up ~80% of the screen width and is probably hitting the width cap of the tool tip. The effects in that skill being things like +30% healing received at death’s door, +5% crit when stress above 50, +DMG vs. bleeding, things like that. Very long effect strings.

Conditional Skill Effect Help

$
0
0

I’ve seen some skills that cure / heal, and wanted to make a custom skill for my class that is unique. What doesn’t kill me, makes me stronger! The initial idea being to cure poison / bleeding, apply buffs (armor if bleeding, +dmg if poisoned), and a heal (increased if bleeding, increased if poisoned).

I’m fairly certain Darkest Dungeon does not have an initial condition option. Where you can apply a buff if they have a condition initially, and keep the buff if the condition is removed. So I changed up the initial idea to not cure the conditions, but apply buffs while afflicted with them. As far as I know, there is also no way to apply a heal through a “buff” (class.buffs.json) file.

So I came up with an idea to work around the healing/buff issue. Apply a .dotHpHeal 0! And then buff “hp_heal_amount” while “actorStatus” is “bleeding” and/or “poisoned”. Theoretically, that should do exactly what I want. Healing, scaled with the bleed / poison, as long as they have the condition applied.

(Bug?) Unfortunately, the .dotHpHeal does not work with 0. I had to use 1 at minimum for the buff to get applied.
(Bug?) Also, .dotHpHeal does not work with ” .duration 1 .buff_duration_type combat_end”. I had to used a number of rounds.
(Bug?) .dotHpHeal does not seem to be accepting the “hp_heal_amount” when bleeding / poisoned.

The in game tool tips are a little confusing. I am wondering if the effects are the opposite of what I thought they would be?
“+26% Prot vs. Bleeding” = +26% prot if attacked by a bleeding enemy? (Rather than +26% prot while bleeding)
“+19% DMG vs. Poisoned” = +19% dmg when attacking an poisoned enemy? (Rather than +19% dmg while poisoned)
“+3 Additional HP Healed vs. Bleeding” = +3 healing received by a bleeding / poioned ally/enemy? (Rather than +3 healing while bleeding / poisoned)
“+3 Additional HP Healed vs. Poisoned”

I include the below entries from the .json and .darkest files in case I missed something obvious in them that someone can spot.

Sample parts of class.buffs.json file:

      {
        "id" : "ck_bleeding_armor_1",
        "stat_type" : "combat_stat_add",
        "stat_sub_type" : "protection_rating",
        "amount" : 0.22,
        "duration_type" : "combat_end",
        "duration" : 1,
        "remove_if_not_active" : false,
        "rule_type" : "actorStatus",
        "is_false_rule" : false,
        "rule_data" : {
           "float" : 0,
           "string" : "bleeding"
        }
      },
      {
        "id" : "ck_poisoned_ldmg_1",
        "stat_type" : "combat_stat_multiply",
        "stat_sub_type" : "damage_low",
        "amount" : 0.17,
        "duration_type" : "combat_end",
        "duration" : 1,
        "remove_if_not_active" : false,
        "rule_type" : "actorStatus",
        "is_false_rule" : false,
        "rule_data" : {
           "float" : 0,
           "string" : "poisoned"
        }
      },
      {
        "id" : "ck_poisoned_hdmg_1",
        "stat_type" : "combat_stat_multiply",
        "stat_sub_type" : "damage_high",
        "amount" : 0.17,
        "duration_type" : "combat_end",
        "duration" : 1,
        "remove_if_not_active" : false,
        "rule_type" : "actorStatus",
        "is_false_rule" : false,
        "rule_data" : {
           "float" : 0,
           "string" : "poisoned"
        }
      },
      {
         "id" : "ck_bleeding_hot_1",
         "stat_type" : "hp_heal_amount",
         "stat_sub_type" : "",
         "amount" : 3.0,
         "duration_type" : "combat_end",
         "duration" : 1,
         "remove_if_not_active" : false,
         "rule_type" : "actorStatus",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : "bleeding"
         }
      },
      {
         "id" : "ck_poisoned_hot_1",
         "stat_type" : "hp_heal_amount",
         "stat_sub_type" : "",
         "amount" : 3.0,
         "duration_type" : "combat_end",
         "duration" : 1,
         "remove_if_not_active" : false,
         "rule_type" : "actorStatus",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : "poisoned"
         }
      },

Sample from class.effects.darkest:

effect: .name "CK BC 1" .target "performer" .curio_result_type "positive" .chance 100% .buff_ids "ck_bleeding_armor_1" "ck_poisoned_ldmg_1" "ck_poisoned_hdmg_1" .on_hit true .on_miss true
effect: .name "CK BC HOT 1" .target "performer" .curio_result_type "positive" .chance 100% .buff_ids "ck_bleeding_hot_1" "ck_poisoned_hot_1" .on_hit true .on_miss true
effect: .name "CK BC HOT" .target "performer" .curio_result_type "positive" .chance 100% .duration 15 .dotHpHeal 1 .on_hit true .on_miss true

Sample from class.info.darkest:
combat_skill: .id "blood_of_chaos" .level 0 .type "melee" .atk 0% .dmg 0% .crit 0% .per_battle_limit 1 .launch 4321 .target .is_crit_valid True .effect "CK BC 1" "CK BC HOT 1" "CK BC HOT"

Reply To: My mods don't work

$
0
0

I haven’t actually tried to upload things to the steam workshop yet. I am still in early testing of my own custom class. But I have been testing things this way.

1. Create a folder anywhere on your system, where you do actual editing.
2. Create the “C:\Program Files (x86)\Steam\SteamApps\common\DarkestDungeon\mods\<Your Class Name>\” folder.
3. Create a “project.xml” file in your class folder (maybe automatically created by the steam workshop uploader?)

When I run my game for testing, I run it using a shortcut to:
“C:\Program Files (x86)\Steam\SteamApps\common\DarkestDungeon\_windowsnosteam\Darkest.exe”
This runs a non-steam copy, so only mods I manually installed to that directory will be in effect.

Also, when I make changes, I remove the entire folder in the Darkest Dungeon / mods directory, and copy/paste a completely new copy. I noticed a lot of times, the game would not recognize the changes unless I did that. Not sure why, but doing that always ensured it loaded an updated and not cached copy of the files.

If you do not see your mod in the Hammer list when you start your game, double check your “project.xml” file. I actually copied one from a class by scorpiovaeden to use as a template. =)

Reply To: Amazon

$
0
0

Download link is dead :C

any reupload for this beautiful skin?

Reply To: Amazon

$
0
0

Is this a skin or a new character ?

Reply To: Amazon

Reply To: Amazon

$
0
0

Yeah this is a dead project guys – the artist has not been around in over a year.

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: Amazon

$
0
0

They never did the affliction or virtue sprites. Some of the bandages are missing from the arms and legs in some of the action sprites. It’s an incomplete skin and it’s verging on the pornographic. The quality of the art is quite in keeping with the Darkest Dungeon style, however (subject matter aside).

Reply To: [MOD CONCEPT] The Librarian

Reply To: Amazon

Reply To: [MOD CONCEPT] The Librarian

Reply To: [New Mod] No More Heroes. Kill or be kiilled!

$
0
0

“Women and men; soldiers and outlaws; fools and corpses. All will find their way to us now that the road is clear.

However…

Be careful with the lifes in your hand, unlike I was with the ones in mine. Life is a precious tool and soon you could run out of it, sooner or later you will look at the Old Road knowing that no more will come.”

Hey Guys! Just finished my first mod. I wanted something like this since DD year 1 so I tried to make it!

I’m posting it here because I want to (hopefully) discuss about it. What did you think of the general idea? What do you think the mod gets right? What do you thik it’s gets wrong? Any suggestions? Critics?

Thanks in advance!

Steam Link.
The Mod is also on Nexus, but for some reason I can’t link it here.

Reply To: Amazon

Reply To: My mods don't work

$
0
0

I didn’t mess with any of the main game files, but I can’t seem to get any class mod to work. I tried all workarounds related to the bat file, and it just will not run. period. I keep getting the localization.exe has stopped working and needs to close error message. I have the GOG version including CC DLC.


Religious Heroes

$
0
0

Does anyone have any idea for how to make the following changes?:

• The abomination can now join a party with religious heroes.
• Doing so causes relgious heroes to gain +25% stress for the entire mission.

Any idea?

Modding help with Highwayman Overhaul

$
0
0

Hello there.

I am currently trying to concoct a rework for the highwayman – to make him, overall, more useful, unique and make his fighting style more about meshing melee and ranged attacks together. I am, however, not sure wether it is possible to get it to work like I envision it.

The main feature of the overhaul will be a Bullet-System. The highwayman loads bullets with his melee abilities and the new ability “Preparation” and uses them for his ranged abilities – which are now much more powerful, require Bullets to be used and, in most cases, get stronger if you use up more than 1 Bullet.
The question is: Will this work at all?
What I need is:
A stacking buff or the like for the bullets
Abilities that consume between a certain minimum and maximum number of Bullets(Say 1-3 Bullets)
The abilities getting stronger with each bullet(Say, 50% DMG per bullet consumed)
And, for one ability, different effects depending on the number of Bullets used.
Lastly, for the new ability “Preparation”, I wish for it to always move the Highwayman to Pos3

I’ll post the rework here so you can see for yourself what the abilities are like and what I would need. I would be thankful for any help!


Wicked Slice

Can only target Position 1/2
Damage down to 100%
Debuffs enemy for 3 turns: Take 15-30% more damage from Ranged abilities
Loads a Bullet

Pistol Shot

Consumes 1 Bullet
Damage up to 100% Damage
+5 Acc
Base Crit up to 10-20%
VS Marked: +15% DMG; +10% Crit;

Point Blank Shot
Consumes 1-3 Bullets
+5 ACC
Enemy Knockback Removed
Reduce Crit to 0% at all ranks
DMG: 100% base DMG+40% per bullet consumed(Effectively a DMG Mod of +40% to +120%)
Reduces target prot(before damage is applied) by 20-40% for 3 turns

Grapeshot Blast
Consumes up to 3 Bullets
Hits pos 1/2, 2/3 or 3/4
Deals 35% DMG for each bullet consumed(Effectively a DMG mod between -65% to +5%)
ACC up by 5 on all levels
Loads a Bullet

Wounding shot
Consumes up to 2 Bullets
2-Stage Attack
First bullet:
40% dmg
Apply debuff: Bonus 15-30% bonus damage from Melee for 3 turns
Second bullet:
80% dmg
Apply weak Bleed
Usable from position 3/2/1
Can Target Pos 1/2/3
Low Crit
Average ACC
(If 2+ Bullets are loaded, they are consumed and both parts happen)

Duelists Advance
Can only target Pos 1/2/3
70% DMG
0% Crit on all ranks
Moves 2 Forward
Riposte for 1 turn
Grants 25% Prot for turn
Riposte: 60% DMG
Riposte: 2-6% Crit
Loads a Bullet

Preparation
Moves Highwayman to Position 3
Mark Target for 3 Turns
Loads 2 Bullets
Selfbuff: 20-35% Ranged DMG; +2-10 ACC

Character mod not working

$
0
0

I began working on a character mod yesterday, using the 20 step tutorial here

and after following all the steps, the game crashes upon trying to open up the character menu, select the character in a dungeon, or begin the character’s turn in a fight. The animations seem to work just fine, but interacting with the character in any way crashes the game. I have the crash logs available if that would help, and I would greatly appreciate any advice on what needs fixing.

Reply To: Character mod not working

$
0
0

Check the anim & skel files have the same class name as the art sprites. Also check the fx files all have the same file name as well.

Reply To: Character mod not working

$
0
0

I ran through them and everything seems to be in order, but now I’m getting an error that says:

Assert Failed:
(returnType != Types::k_count)
EffectTarget:GetTypeFromId in effect.cpp line 74
Effect.Target: Invalid Type ta

I get the feeling I missed something, so I’ll keep looking, but hopefully this helps. Thank you for the advice.

Viewing all 1753 articles
Browse latest View live