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29 November, 2016
Are These Hardcoded?
Hi all, thank you for taking the time to read this.

I'm completely new to mod creation so I've just spent the past day looking through the forums, guides, mod and game files trying to figure what is possible to mod and how to go about doing so.

There are a few things that I haven't been able to find much information on, I was hoping that someone could confirm if these are hardcoded and whether there are plans to open these features up to modding in the future.

- Adding additional resolve levels as well as corresponding blacksmith and skill upgrades
- Modifying the bonuses that resolve levels provide
- Additional game over conditions
- A skill that affects all combatants on both teams (would I do that by activating two different effects with one ability?)

I'm sorry if these have been recently answered elsewhere, I may have forgotten seeing them as I have changed focus many times today err... yesterday.

Also, I have seen mention of official mod tools. Are these still in the works, and if so what will they allow us to do that we can't with Notepad ++, Gimp and Spine?

Sorry, one more question. I remember reading that it isn't possible to add new areas to the game, but would it be possible to make the town dungeon visible and modify it to act like a new area for granting quests aside from Vvulf?
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Entrox Licher 8 Jul, 2017 @ 7:58am 
Hello! Rather new to modding myself, but I can try to answer to what I have gathered in my personal experience.

-No idea on whether or not you can actually add additional resolve levels (i.e. 7+, etc.), though I susoect not. However I am reasonably certain you could add more tiers of upgrades to skills and equipment, and simply make their requirements be the previous item on the tree, not dependant on resolve level.

-Again, no idea, but I suspect this one might be more plausible than adding an entire new resolve level, but like I said, can't say for sure.

-Sorry, no idea. Look around the modes/new_game_plus/ folder and see if there isn't anything there for you. Maybe in rules.json?

-Would require testing. It may very well be possible but I'm not sure if it's possible to make an ability target an enemy and an ally. You might have to maybe do something akin to the abomination's Transform ability. Technically, you could have an effect activate that affects your party, but make the ability target enemies and do the same thing to them. It should be able to work. Also look at the Jester's info.darkest. He has the most variety in enemy and ally targeting (single and group enemy, single and group ally).


Almost positive you can do what you mention with the Hamlet dungeon. After Vvulf update, all dungeons now have a parameter that says something like 'requieres_quest_to_be_visible'. Just set that to true and setup quests for the dungeon to generate. You could even customize all sorts of things for the hamlet. Just be careful it doesn't break the game when it does finally try to generate the Vvulf quest.

I might actually end up using your idea to implement the Hamlet dungeon myself!


Hope this can be of some help to you! The best of luck!
Kinnex 17 Aug, 2017 @ 5:02pm 
A skill that affects all combatants on both teams (would I do that by activating two different effects with one ability?)

The skill must target an enemy (any enemy and/or all enemies) and have two effects.
One effect, on group members, would have .target "performer_group"
The other, hitting enemies, would have .target "target_group" (hence the must target an enemy)

Note: you will run out of tool tip space fairly quickly.



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