Black Reliquary

Black Reliquary

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How to add mods from Darkest Dungeon base
By Salty Biscuit
How to add mods from main game to BR.
   
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Adding Mods
1. Go to BR's local file which can be found easily via your library to view local file, next do the same with Darkest Dungeon or any other game.

2. From the second window explorer that open up when you hit view local file from Darkest Dungeon, in the address bar go back to the steamapps (C:\Program Files (x86)\Steam\steamapps)

3. Open up the (workshop) folder > (content) folder > (262060) folder which is the darkest dungeon ID > ???

4. Once you enter, there is a bunch of numbered folders which are the various steam workshop for darkest dungeon mod ID, to figure out which mod is what, you can just view the mods you have subscribed to on the darkest dungeon workshop. Go to said mod page, right click to copy the page link, and paste it in your browser so you can find the mod ID in the url. Use that number to find which folder it is that you wanna use in BR.

5. After finding the mod you want, copy the folder, and go back into the BR window explorer that you open back at step 1. Inside there is a bunch of named folders, just look for the one listed as (mods)

6. Once you enter the mods folder, there should be a couple of others that came with BR, just paste it to the side somewhere. After you placed it, it is recommended to rename it to something you can keep track of such as this example: 884767042 - 3 trinket 3-30-23

Once done, enter your game, go to your save and enable the mod like normal Darkest Dungeon, Enjoy.

One last thing, most mods as BR devs said inside the game will not work, however some light UI mod should function more or less fine with just a few quirks such as expanded inventory that increases your slots, but BR adds a few item that is quite big and Expanded Inventory does not have those png readjusted to fit in the mod, so the BR item will take up more space visually. Do not use character mods unless the person who made it specifically says it work for BR.

Mods tested when I made this guide
884767042 - 3 trinket 3-30-23 ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=884767042 )
953207219 - Expanded Inventory 3-30-23 ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=953207219&searchtext=inventory )
2188081793 - All Skill Slot - 3-30-23 ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2188081793 )

In addition to what I said above about what mod would work. Any mods that include custom asset should in theory work. By custom assets, I am talking about abilities that has no tie to the Darkest Dungeon effects folder for abilities, so custom characters with custom effects asset should work just fine, but would need some tweaks using notepad++ or similar programs to double their damage output and health to be more inline with BR's way of balance. That said, if you are a casual, ignore this and stick to UI/Animation speed up mods, or until someone is kind enough to copy and paste existing mods at the permission of the original creators to make a BR version.
37 Comments
Olympeus_Rex 5 Jun, 2024 @ 9:01am 
Thanks for the guide. I added the 3 trinket mod (Oks) to BR and it seems to work, but messes up the UI on the character panel a bit.

Any advice for how I can fix the UI in BR after adding the 3 trinket mod?
TuanNguyen84 12 Dec, 2023 @ 6:20am 
Actually, I really need a mod to expand my inventory and that's all I need.:steamhappy:
Master Basher 26 Oct, 2023 @ 1:51am 
A bit of a premature take (from hearsay on Discord.) So I figured I'd give a briefer list of likely compatible mods here.

-

-Patches: "Wait until 1.0"
-Large Gameplay Overhauls: Forget about compatibility with BR
-Small Gameplay Changes: Viable? But needs to be tweaked to be compatible with BR itself.

-Rebalance Mods: "Wait until 1.0" if dealing with BR's features and mechanics proper.

-Mods that Add Stuff: You need to rebalance the modded classes and content to be compatible BR's design, before porting over. That means more than just "double values" but additional tweaks, to take into account the changes made within BR.

Ergo, "wait until 1.0" at least, before the dust settles on the final design.

-

As an aside. Skins are likely the 'safest' to port over, compared to every other current mod. At least as an assumption here.
CoolINaturrBoy 3 Sep, 2023 @ 10:45am 
@ ManOfGod413

Right
NeloDante 3 Sep, 2023 @ 5:58am 
You should make your own guide of porting classes here. Even if it's scuffed and not properly done, some people might be desperate to port classes even if it's missing prep round skills and the like.
ManOfGod413 3 Sep, 2023 @ 4:47am 
@CoolNaturalBoy
You can get modded classes to work by going to the character's folder and opening the "modfiles" document. Once in that file you'll be greeted by a long list of directory references. You want to go to the bottom and look for these lines:
trinkets/com.rarities.trinkets.json
trinkets/crimson_court.rarities.trinkets.json
trinkets/east_town.rarities.trinkets.json
As far as I understand, these lines attempt to add trinkets to specialized pools, those being Color of Madness, Crimson Court, and Sunward Isles. By removing these references, BR will no longer freak out. My testing has shown-so far-that it is okay to leave these lines:
trinkets/character.entries.trinkets.json
trinkets/character.sets.trinkets.json
I've only run into one modded class, the Assault Kunoichi, that caused problems even after removing the aforementioned lines. It had its own custom line, "trinkets/nin_robber_r" that was the cause of the issue, so keep an eye out for odd entries.
CoolINaturrBoy 29 Jul, 2023 @ 8:50am 
Oh , okay ,right
Salty Biscuit  [author] 28 Jul, 2023 @ 7:46pm 
@CoolINaturrBoy
Modded classes are tricky. Even if they are made for BR, they need to be up to the latest version of BR to work, because BR dev will change code around which could break the mod completely. Now if its just a mod from the base game such as Ainz from Overlord, then the class mod in question need to not use any coding from base Darkest Dungeon Effects category, because in BR these do no exist, which mean they don't work. If its all custom codes that has absolutely no attachment to the base game; trinket included, then said Class Mod should work on both version fine.

I generally don't recommend using class mods in BR because, to get them to work is quite the hassle.

That said, if you manage to get it all working, you will want to tweak the characters health value since in BR, everything has about double the typical base health.
CoolINaturrBoy 28 Jul, 2023 @ 2:19pm 
Question about Modded Classes mods : So i remove the trinkets folder of any class mods , would it work without getting crash?
FeelsBadMan 12 Jun, 2023 @ 6:50pm 
got it! as far as i can see skins work save for new moves that give a white square, not a big issue IMO