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Darkest Dungeon - Workshop DD-Workshop
STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
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29 November, 2016
 This topic has been pinned, so it's probably important
redhookjohn 5 Dec, 2016 @ 12:10pm
Introduce Yourself!
Hey everyone! As we are getting things set up and people get invited to this closed beta please feel free to use this post to introduce yourself and provide a brief overview of the mods you are working on.

Also please feel free to contact me about inviting other individuals from the community to participate. We are still gathering testers.
Last edited by redhookjohn; 5 Dec, 2016 @ 12:11pm
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Showing 1-15 of 32 comments
Scorpiova 5 Dec, 2016 @ 12:12pm 
Hey there guys and gals - I am really looking forward to seeing what mod support and features become available and having the opportunity to test it out.

Some of the mods I have created include the custom classes: Blackguard, Maiden, Paladin, Apothecary, Shadow-Dancer, Lord of Darkest Dungeon, Baron, and my on-going compilation of Diablo styled classes.

I hope my perspective can be useful as we explore the potential of mod tools.
Last edited by Scorpiova; 5 Dec, 2016 @ 5:11pm
RedHookTyler 5 Dec, 2016 @ 1:50pm 
Hey all - I'm Tyler, the co-founder of Red Hook and the design director for the game. We're excited to do workshop, and will be doing it in stages. Thank you for offering to help us get started, and for your contributions to the community!
Maester Silvio 5 Dec, 2016 @ 4:38pm 
Welcome modders, old and new, I'm the creator of Pitch Black Dungeon, Lighter Dungeon, Twisted Dungeon (discontinued), and a variety of other smaller mods for DD.

I've been working hard at pushing the limits of DD for almost two years now, all while trying to provide an experience on par with the vanilla game. I definitely look forward to being available to help other modders realize their project as mod support comes to fruition.
Muscarine 5 Dec, 2016 @ 5:08pm 
Hello everyone, thanks for having me here ~

I'm a 2D artist who did The Offering character mod.
You can check the mod here : http://www.nexusmods.com/darkestdungeon/mods/222/

Looking forward to have the opportunity to import custom Spine meshes/animations rather than drawing on top of existing ones, and more flexibility with custom sprites, FX and SFX assignements in particular.
I'm not much of a programer but hopefully will still be able to help testing the new tools.
Scorpiova 7 Dec, 2016 @ 1:21pm 
Hey ladies and gents - I have a question. This might be slightly off-topic - or simply something we need to consider when looking at the mod tools and the stability/number of mods that can be run at once.

In running my classes - currently I am running 14 custom classes - since going beyond 10-12 classes I have had a number of crashes, some of which game/save file breaking.

Does anyone know if there is a limit on how many custom classes can be run - and maintain stability?

This may become a question once we set up our mods on the workshop, and something to think about when people are trying to run a dozen or more custom classes in the furture.
Maester Silvio 7 Dec, 2016 @ 2:50pm 
There is a limit of 2048 concurrently loaded files in the engine; these appearingly random crashes happened with PBD as well, and no debug error or assert is given. It sounds like you're running into the issue as well, but be assured that RH was made aware of this many months ago and stated that it would be fixed with mod support. I imagine that the limit removal will appear in the first build of mod support.
Scorpiova 7 Dec, 2016 @ 3:40pm 
Originally posted by Maester Silvio:
There is a limit of 2048 concurrently loaded files in the engine; these appearingly random crashes happened with PBD as well, and no debug error or assert is given. It sounds like you're running into the issue as well, but be assured that RH was made aware of this many months ago and stated that it would be fixed with mod support. I imagine that the limit removal will appear in the first build of mod support.

Awesome thanks for the reply. Now I can test out my mods with a smaller roster to avoid the issue. And great to know that this will be fixed for the mod support.
redhookjohn 9 Dec, 2016 @ 8:00pm 
Feel free to create new threads/topics for discussion as well.
Saint_Michaels_ 9 Dec, 2016 @ 10:59pm 
Hi everybody. I want to thank everyone for having me here and I am happy to help with as much as I can, both with the fellow modders here and with the project.

I am mostly known for my palette mod pack and other graphical mods on Nexus. While I have only released mods which are based around aesthetic changes, I do have knowledge and good understanding of the coding and the inner workings of the game. I have been working on a few projects, such as a trinket pack for example. A failed hard drive stopped that for me though, but I have restarted and working on the mod again to help with testing here.


Originally posted by Maester Silvio:
There is a limit of 2048 concurrently loaded files in the engine; these appearingly random crashes happened with PBD as well, and no debug error or assert is given.

I remember you saying a few months back on reddit that having too many skins installed can cause stability issues, at least on Pitch Black Dungeon. Is that also related to the limit?
Last edited by Saint_Michaels_; 9 Dec, 2016 @ 10:59pm
Maester Silvio 11 Dec, 2016 @ 5:03pm 
Originally posted by St. Michaels:
Hi everybody. I want to thank everyone for having me here and I am happy to help with as much as I can, both with the fellow modders here and with the project.

I am mostly known for my palette mod pack and other graphical mods on Nexus. While I have only released mods which are based around aesthetic changes, I do have knowledge and good understanding of the coding and the inner workings of the game. I have been working on a few projects, such as a trinket pack for example. A failed hard drive stopped that for me though, but I have restarted and working on the mod again to help with testing here.


Originally posted by Maester Silvio:
There is a limit of 2048 concurrently loaded files in the engine; these appearingly random crashes happened with PBD as well, and no debug error or assert is given.

I remember you saying a few months back on reddit that having too many skins installed can cause stability issues, at least on Pitch Black Dungeon. Is that also related to the limit?
Yes, the limit does apply to every additional file. Changed ones do not have any effect, and file size does not either.
Ahoy everyone. I'm already familiar with Maester Silvio who was a big help when I was figuring out the early versions of Darkest Night, Brightest Dawn. My work centered around quality of life in Vanilla (feels like a long time ago now, though!). I wanted to open up more viable team compositions by changing specific skills in small ways (opening up more positions to use them from, changing potential targets, mostly). Some small numbers buffs where I felt a skill was just non-competitive with other available options. In addition, I turned some attention towards balancing the town grind (prior to being able to trade town resources), and making trinkets more competitive by again buffing the least appealing ones. A lot of that just involved removing the drawbacks from most of them :)

All this number tweaking was hard to maintain between game version updates, so I'm very excited to see what the official modding support will be like. Easing the transition between versions (patches, DLC updates) of vanilla Darkest Dungeon itself for modders would be great if Red Hook could make that a priority (after that concurrent file limit that Maester Silvio described).

I'm from the USA and a military vet. I graduated in Computer Science at Wright State University after that was over with. I'm jealous of Red Hook for being from Canada, but I work from home right now so I just treat my house like a Canadian annex in the US :)
Toan() 22 Dec, 2016 @ 7:40pm 
Hey guys,

Australian medical student with not very long left until I go back to hospital to learn and treat people, but hopefully enough time to work on two main mods:

1) Trinket/Skill Overhaul: A lot of the design of trinkets and skills in the game could be simplified to reduce the size of tooltips. Moreover, some skills are unusable outside of challenge runs due to how the overall mechanics are (Looking at you, Bulwark of Faith).

2) Camping overhaul: Basically turning the Survivalist into another Blacksmith/Training Guild. Distinct levels for each camping skill. Not a particularly interesting mod, but I feel like you could add some spice to some of the camping skills and play around with durations, etc.
ActionJack 24 Dec, 2016 @ 7:58pm 
Is this for 12-Step DD program?

I did some class mods here and there. Also hope to do more monster mods later too.

Thanks for the great game and helpful supports!
Khallin1977 5 Jan, 2017 @ 1:19am 
Hello everyone I'm Khallin1977, and most of my experience with modding Darkest Dungeon comes from helping a Twitch stream named Baron Von Gosu mod his game. I have compiled the mod pack that he uses including mods from mainly ActionJack and Scorpiovaeden and others from the Nexus community. So I've been learning the file system for Darkest Dungeon, and have been trying to help the modding community as a beta tester for their new and existing mods. I look forward to learning even more from the awesome and talented mod authors and Developers, and assisting in anyway possible.
Taks 10 Feb, 2017 @ 2:06pm 
Howdy all,

My name is Zexis and I'm new to the group. Unlike most of you, I don't have explicit experience with modding DD, so I think my intended role here is as a tester.

That said, I do have some experience in the modding and scripting of other games, namely Skyrim, and my work background is in IT and software dev. I'm happy to get to be a part of this process and provide whatever feedback I can to better the game.

@Lohengramm Wright State is an interesting place, I went there once for a highschool camp. Too bad it's in the middle of nowhere ;)
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