STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
116
IN-GAME
814
ONLINE
Founded
29 November, 2016
Showing 1-10 of 17 entries
3
Extra action as buff to other character?
1
Limiting quirk selection by class
4
Complete Scifi/Cyberpunk overhaul : possibilities, attraction factor & plausible help
It sounds like an awesome idea. Though it is reasonable to doubt it's feasibility. I am a modder such a yourself, plagued with a lack of artistic skill.

To speak to a couple of the specifics that you mention:

The idea of linking quirks might be integrated soon. Or tags might be scrapped altogether. Red Hook is working on a quirk incompatibility system. Biggest example of this is that they want the religious incompatibility of the Abomination to depend on quirks rather than tags. So if that becomes a reality that could give a lot of tools to play with. Until it's officially implemented though I think it would be difiicult to do it on your own.

You can definitely create new tags, I've done it myself. Tags on heroes is easy, on quirks it's way more difficult.

You probably can't add new Resistences or DoTs, but I'm reasonbly sure you could just rework the existing ones (Bleed and Blight). As they don't seem very thematic to your target feel, you could just change them. Change the text and icon, and it's as if it's a brand new thing. That would be pretty straightforward actually (I imagine you want to do something like oxygen depravation or something along the lines).

The single turn debuff would probably not be possible, but I suspect there are ways you can simulate this. Maybe do the -PROT debuff and then somehow apply a +PROT buff soon after? A reaction could be accomplished. Many bosses have some 'auto-attacks', attacks they perform at the end of their turn that consumes no actions, just automatic. You could try that.

All in all it sounds like a fascinating idea, but it would be a ton of work, not just on the art side. You'd be in for the long haul, and without a committed artist I might even reccommend you rework some of your ideas to be able to work with existing textures, or ones with very easy modifications.

I'd love to help out and listen to some more of your ideas, it really does sound awesome.

Cheers!
1
Custom maps conversion problem
3
Newbie in need of help
3
Extra action as buff to other character?
3
Newbie in need of help
Glad to see someone diving in! Darkest Dungeon is my first modding experience as well. The system is actually very moddable, but it is very strict in how you manage it, especially in regards to file hierarchy i.e., you have everything in the folder paths it should be in.

So here is what I would advise.

The folder referred to in the guide is the windowsnosteam folder. Inside you will find the Darkest.exe, which allows you to run DD seperate from Steam (saves and all). This is, clearly enough, an optimal way to test mods. I would reccomend however you copy the entire DD data folder to a seperate location, and handle it from there. Best to keep the safe copy where it belongs.

Next, in order for something to work in the mods folder, it must be in it's own folder, then mimic the DD directory. So, if I wanted to change the Plague Doctor skills, which are in the plague_doctor.info.darkest, then I would NOT put it into DarkestDungeon/mods/heroes/plague_doctor but rather into DarkestDungeon/mods/mymodfolder/heroes/plague_doctor instead.

I am fairly sure that should clear up your questions. Anything else feel free to ask! The Official Modding Guide is awesome, but if you want more advice I would recommend you check out MaesterSilvio's modding streams. They've been uploaded to YouTube and they are top-notch, as with all of his work. To be advised though, he does not delve into the graphical part of modding very deeply, so if you're looking for help with that, you'll have to look elsewhere.

Cheers!
1
Icon and Disease Panel Overlay like the Crimson Curse.
5
Modding Troubles
0
Building Requirements Question
Showing 1-10 of 17 entries