Darkest Dungeon®

Darkest Dungeon®

411 ratings
Head Start
   
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465.937 KB
6 May, 2018 @ 2:44pm
20 Nov, 2024 @ 4:09am
23 Change Notes ( view )

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Head Start

In 1 collection by Wyvandron
Wyvandron's Mods
13 items
Description
How many times have you done everything right, only for RNG to screw you up anyway? While you're still on the tutorial quest, have you felt frustrated with your attacks constantly missing, enemies always dodging, and then suddenly you recieve a critical hit that ends your playthrough? It's a tutorial, it shouldn't be possible to fail! Do you wish to break free from RNG's tyrannical grasp, at least at the start? Well, look no further, my friend. This mod is exactly what you need.

What Does This Mode Do?
When starting a new save, you will receive a full party, and a Skeleton Key will be added to your inventory. This Skeleton Key allows you to open the Bandit's Trapped Chest at the end of The Old Road tutorial quest. The reward for completing the tutorial is increased from 5,000 gold to 10,000 gold, and the starting heirlooms are doubled.

Additionally, this mod unlocks all town buildings at the start of week 1. It also adjusts the conditions for the Cornerstone town event, ensuring it happens in week 1 unless another mod introduces conflicting town events. In that case, the game will queue the events and randomly select one each week, based on the requirements met.

Starting Party
  • Raynauld the Crusader
    • Positive Quirks: Warrior of Light
    • Negative Quirks: God Fearing, Ruminator
  • Dismas the Highwayman
    • Positive Quirks: Natural Swing, Quick Reflexes
    • Negative Quirks: Known Cheat
  • Paracelsus the Plague Doctor
    • Positive Quirks: Robust
    • Negative Quirks: Necromania, Faithless
  • Junia the Vestal
    • Positive Quirks: Steady
    • Negative Quirks: Nymphomania, Deviant Tastes

The Stage Coach:
Without upgrades the stage coach will spawn 4 heroes every week, and the barracks size will be 14. On the first week you are guaranteed to get a Bounty Hunter, a Jester, a Houndmaster, and an Occultist.
  • Experienced Recruits:
    1. Level 1 heroes have a 36% change to spawn, a level 2 hero is guaranteed if a level 2 hero died in last quest.
    2. Level 2 heroes have a 26% chance to spawn, a level 3 hero is guaranteed if a level 3 hero died in last quest.
    3. Level 3 heroes have a 18% chance to spawn, a level 4 hero is guaranteed if a level 4 hero died in last quest.
    4. Level 4 heroes have a 12% chance to spawn, a level 5 hero is guaranteed if a level 5 hero died in last quest.
    5. Level 5 heroes have a 6% chance to spawn, a level 6 hero is guaranteed if a level 6 hero died in last quest.
    6. Level 6 heroes have a 2% chance to spawn, a level 6 hero is guaranteed if a level 6 hero died in last quest.
  • Hero Barracks:
    1. 21 heroes.
    2. 29 heroes.
    3. 38 heroes.
    4. 45 heroes.
    5. 53 heroes.
    6. 64 heroes.
  • Stage Coach Network:
    1. 6 hero spawns.
    2. 8 hero spawns.
    3. 10 hero spawns.
    4. 12 hero spawns.
    5. 14 hero spawns.
    6. 16 hero spawns.
  • The Color of Madness DLC:
    • Levelled mercenaries spawn increased from 4 to 16.

Installing
This mod is safe to install mid-playthrough. However you won't be getting the starter characters if you install mid-playthrough.

Load Order
Load order shouldn't matter, but if you are having problems, try moving it higher in the load order.

Uninstalling
This mod is not safe to uninstall mid-playthrough. However, if you still wish to do so, make sure to dismiss any heroes that exceed the base game's roster size before proceeding.
  • No Upgrades: 9 (+1 if shield breaker DLC)
  • Level 1: 12 (+1 if shield breaker DLC)
  • Level 2: 16 (+1 if shield breaker DLC)
  • Level 3: 20 (+1 if shield breaker DLC)
  • Level 4: 24 (+1 if shield breaker DLC)
  • Level 5: 28 (+1 if shield breaker DLC)
Regarding experienced recruits upgrades, if you haven't upgraded beyond level 3 and have already dismissed the excess heroes, it should be safe to uninstall. If you have upgraded experienced recruits to level 4 or higher, uninstall at your own risk, as I haven't tested this scenario.

Compatibility
  • All DLCs: ✔️
  • Overhaul Mods: ✔️
  • Inventory Mods: ✔️
  • UI Mods: ✔️
  • Town Buildings Mods: ✔️
    • Stage Coach Mods: ❌
  • Skins/Cosmetic-only Mods: ✔️
  • Custom Class Mods: ✔️
  • Other Languages: ✔️
70 Comments
Wyvandron  [author] 4 May @ 3:14pm 
Then you have to run a bat file to generate the actual locatlization files "[numerical_id]_[language_name].loc2" those are the files the game actually uses to read strings.
The localization.exe is inside the game folder DarkestDungeon/_windows/localization.exe you have to make a localization.bat inside the localization folder of the mod pointing to the localization.exe. This is what mine looks like: START ../../../../Library/steamapps/common/DarkestDungeon/_windows/localization.exe >>error_try.txt -prefix head_start
../ goes back one folder so you may need a lot of those depending on where you are keeping the mod files. If you do it write it will generate a loc2 for every language you speciffied on the xml if you do it wrong the execution will just fail. All launguages not listed on the xml will show up as id entry in pink instead of the actual name.
Wyvandron  [author] 4 May @ 3:14pm 
The name on persist.roster.json is not the actual name but an id referencing the name on the localization file. Let's take Paracelsus as an example it's id under actor is "name_id": "hero_name_paracelsus" then you need to make an xml file inside localization folder for this mod I named the file party.string_table.xml.

<?xml version="1.0" encoding="UTF-8"?>
<root>
<language id="english">
<entry id="hero_name_paracelsus"><![CDATA[Paracelsus]]></entry>
<entry id="hero_name_junia"><![CDATA[Junia]]></entry>
</language>
<language id="french">
<entry id="hero_name_paracelsus"><![CDATA[Paracelsus]]></entry>
<entry id="hero_name_junia"><![CDATA[Junia]]></entry>
</language>
</root>
Mal Akula 4 May @ 12:16pm 
It also happens when I change Raynaulds or Dismases names.
Mal Akula 4 May @ 12:14pm 
Hi there.
Did you do anything special when putting down heroes names into file? Whenever I try to make my own version hero 3 and 4 always have weird pink font instead of game font.
robxara 20 Nov, 2024 @ 12:42pm 
Yep that worked. unsub-resub.
robxara 20 Nov, 2024 @ 12:39pm 
Still having the same issue, a bazillion gold. only using your mod. ill unsubscribe and resub see if that works.
Wyvandron  [author] 20 Nov, 2024 @ 8:11am 
@Chillsabre that is definitely some other mods fault. This mod doesn't include any file dealing with class, quirk and trinkets, it's just simply impossible to have incompatibility with the stuff you mentioned. The only thing this mod alters is the persisted save used to start a new game, the stage coach and the conditions for buildings and districts to unlock.
Scully Bones 20 Nov, 2024 @ 7:55am 
For me all my mods seem to be working fine. I don't know anything about modding so I'm not sure why they don't seem to work for you.
Chillsabre 20 Nov, 2024 @ 7:44am 
I just tried it and while I can confirm the values are back to normal, it is now incompatible with any of the other mods. None of my class mods, quirk mods, trinket mods and such will just not work with this anymore.
Chillsabre 20 Nov, 2024 @ 7:32am 
I thought something like that had happened, maybe Steam had mixed em up was my exp[ectatioon.