Darkest Dungeon®

Darkest Dungeon®

Unlimited Use Abilities
30 Comments
BLING BLOW 12 Feb, 2022 @ 7:03pm 
thanks
NexusLink (RJA)  [author] 12 Feb, 2022 @ 1:49pm 
@Deadlootofficial To edit hero abilities (in this case bolster on the MAA) open the file [hero-name].info.darkest (in this case man_at_arms.info.darkest) in notepad or similar. It is located in the \heroes\[hero-name] directory inside the Darkest Dungeon directory (in my case C:\Program Files (x86)\Steam\steamapps\common\DarkestDungeon\heroes\man_at_arms).

This file contains the gameplay info for the hero, including the combat skills. Make a backup copy of the file before you edit it in case you need to restore the original version. Search "bolster", and that will bring you to the data for the "bolster" skill (the line starts with the text "combat_skill"). For abilities that are limited in how many times they can be used per battle, there will be a ".per_battle_limit [x]" indicating the limit. If you just delete this from the line of skill info then the ability will become usable an unlimited number of times per battle.
BLING BLOW 12 Feb, 2022 @ 1:10pm 
Hey any chance you can show me how to just do this to bolster on MAA
John Hancock 1 Mar, 2021 @ 3:44pm 
Could you make a mod that allows ALL abilites unlimited use? This still seems pretty cool i just want to see how far i can go lol
NexusLink (RJA)  [author] 3 Oct, 2020 @ 12:29pm 
@The-Almighty-Zugs Good to hear that it is working. It's been quite a while since I've actually played the game, but from what I can recall (and the wiki seems to agree) the -healing debuff stacks, but only lasts 3 turns, so even if you spam heals every turn the minimum effectiveness will be 25%. (Remember that darkest dungeon (de)buffs track their duration per-stack, so applying the debuff again will not refresh old stacks.) The wiki also says that the debuff cannot be cleared by medicinal herbs. Given this, you should be able to have the flagellant tank damage for as long as you please (as befits the motivation for this mod, after all) because the debuff will clear on its own.
Zugs 1 Oct, 2020 @ 11:32pm 
@NexusLink (RJA) Yeah so I had "All 7 Skills Usable" turned on and this was causing the problem. So it's working perfectly now!

Quick'ish question regarding the Flagellant version of this mod. With being able to use skills like Exsanguinate and Redeem as many times as you want, does the -25% Healing received [not sure if this is considered a debuff or not because it's not listed as a debuff] stack with each use? So up to a point, you won't be able to heal at all?

I'm basically trying to be able to get below that 40hp mark to use him to his full potential without having to flirt with the razors edge and have him die. I'm not aware of any non-overhaul mods that keep him near vanilla that just kind of protect him from dying unnecessarily, so I'm trying to use this one as a best option but if that -25% Healing Received thing stacks (or there's no way to remove it like removing a debuff), I'm not sure if it still solves my problem.
Zugs 30 Sep, 2020 @ 9:19pm 
@NexusLink (RJA) I will take a look.
NexusLink (RJA)  [author] 30 Sep, 2020 @ 2:10pm 
@The-Almighty-Zugs The UI should reflect the actual amount of uses that it will have in-game. If it is showing up as having 3 uses, then that means that the mod is not applying the effect properly. Do you have any other mods that affect characters? The way that this mod works is that it overwrites the character files, so if you have any other mods that makes a change to the same character as this mod, then whichever one is loaded later will override the other one. Can you verify whether it works for you if you temporarily disable all other mods?
Zugs 30 Sep, 2020 @ 3:06am 
Does this also change the the UI saying that something like Barbaric Yawp has 3 uses? I just installed the mod, and in the UI character panel for the skill, it is still listing Barbaric Yawp as 3 uses.
BowShatter 9 Jul, 2020 @ 10:23pm 
Thanks for this, the limited uses on skills were so annoying. Why should enemies be allowed spam their skills while we can't?
Rex 28 Feb, 2019 @ 7:56am 
@Snowflake Hound's Harry has no use limit per battle
Snowfunk 23 Feb, 2019 @ 9:27am 
Would love to see this updated. Doesn't affect Houndmaster's Hound's Harry.
NexusLink (RJA)  [author] 5 Sep, 2018 @ 10:42am 
I don't think it is likely that that particular behavior will get patched by RH, because IIRC they deliberately made that change, to "increase party composition diversity" in endless mode, so unless they reverse course (which I hope they do, but think is unlikely) the only way to change that (if it can even be done) is with a mod.
Hot Hag Summer 4 Sep, 2018 @ 9:27pm 
Yeah I don't know how worth it it is to make a mod to fix just that in particular. It definitely seems more unintended/a bug, especially when even camping will not restore your limited use skills. I imagine it'll get patched eventually, I was just hoping to use this mod as a stopgap fix for the time being. As it stands, classes with limited use skills (that aren't addressed by your mod here) are severely reduced in their usefulness at the Farmstead. The HWM is probably the biggest bummer because I'd like to use Tracking Shot more for the Stealth-removal than the buff.
NexusLink (RJA)  [author] 31 Aug, 2018 @ 4:03pm 
Ah, I haven't actually gotten CoM myself yet, so I have not been doing the farmstead missions. From what I know of the structuring of files that Red Hook uses, I think that making a fix for that (which I would like to make, as I think it is stupid to not be able to use the abilities every battle) would require editing the file(s) that define the mechanics for endless mode, which is totally different from the hero-editing that I've been doing so far, or RH may have hardcoded the endless mode behavior, in which case it is impossible to fix it, short of allowing even the abilities with battle-long effects to be used unlimited times per battle (which I may end up making, but as a separate mod, as that would be mad OP). Sorry for the long post, but the takeaway is that I want to work on making a fix for that behavior of endless mode, which I will try to do once I get the DLC.
Hot Hag Summer 30 Aug, 2018 @ 6:38pm 
It's too bad this doesn't work for things like Bolster and Emboldening Vapours. I get that they're buffs that last for the whole battle and they're balanced to only be used once, but I downloaded this mod hoping to address the bug where your per-battle uses don't reset between Farmstead battles.
NexusLink (RJA)  [author] 23 Aug, 2018 @ 2:43pm 
@Noobshot The MAA Bolster ability was changed with CoM to have battle-long effects, so allowing it to be used an unlimited number of times would allow it to stack infinitely.
Noobshot 6 Aug, 2018 @ 8:55am 
What about the man at arm bolster ability?
*Yuki* 15 Jul, 2018 @ 7:29am 
noice
NexusLink (RJA)  [author] 15 Jul, 2018 @ 6:53am 
Shieldbreaker version is up, check the description for a link.
NexusLink (RJA)  [author] 14 Jul, 2018 @ 7:34pm 
Shieldbreaker version coming soon (probably tomorrow). Will put a link on this page just like with the Flagellant version.
*Yuki* 10 Jul, 2018 @ 8:16am 
intrested in shieldbreaker patch aswell
老蘇 4 Jul, 2018 @ 1:33am 
Any chance to change the limit of Serpent sway on ShieldBreaker?
NexusLink (RJA)  [author] 25 Jun, 2018 @ 10:58am 
Flagellant version is up, check the description for the link.
kingsfield4 25 Jun, 2018 @ 9:58am 
Thank you!
NexusLink (RJA)  [author] 25 Jun, 2018 @ 9:39am 
I am going to make a Flagellant version (separate to allow this to run without CC) and I will put a link to it on this page.
*Yuki* 25 Jun, 2018 @ 4:54am 
finnaly antiquarian is usefull again
Milunay 24 Jun, 2018 @ 5:41pm 
Yes, it would be good to see the Flagellant included or maybe in a CC version ? Cause with long fights (big boss for exemple) his healing powers are too short (3 for now).
Warplord 24 Jun, 2018 @ 12:23pm 
Falgellant please?
kingsfield4 24 Jun, 2018 @ 12:02pm 
Flagellant?