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In the end I did keep your mod active. I just threw the upgrades/stress heal reduction into Better stage coach 30.
I guess it might be possible to stay subbed and just deselect them in the campaign menu, as tedious as that might be for torchless/deathless adventures. A bit annoying that the game cannot retain your mod selection between campaigns. A problem likely inherent to the frequency of my failures.
Many thanks for suffering my ineptitude. :)
I'd also recommend to copy the edited mod to local mods folder (steamapps/darkest dungeon/mods/), because otherwise in case the original gets an update you'll lose all your changes (don't forget to enable the local mod in mods menu afterwards)
I will delete all my useless posts at your request. Thank you.
Removing the modfiles.txt makes it work. Many thanks for that tip. Buggered if I know why it can't find the upgrades file directory.
upgrades\building\stage_coach.upgrades.json
G:\Games\Steam\steamapps\workshop\content\262060\1223664313\upgrades\building\stage_coach.upgrades.json
I don't see where the problem is. At any rate I really appreciate the help. At least I can forcibly make it work with that trick you mentioned. :)
I added in upgrades with the correct directory path. Added it to mod files but it's not working. Something tells me I need a number at the end of the file path. Spent the last 20 minutes googling and can't find any info on this.
Your mod does what I need as it works with stagecoach mods. I added in stress heal reduction. Just need to find the code that sets material cost per upgrade.
The roster inflation isn't a big issue as I can just set it to a very low value for the first few weeks- that or just inflate the tier 1 upgrade cost to compensate for it.
Appreciate the help, and thanks much for the mod!
This mod (Roster Size +30) is supposed to be a simple one line +30 size, no conflicts, doesn't care about other mods, not tied to upgrades, just +30, that's it
Would it be possible to add in some other code so that it only applies to upgrades and not your base roster count?
Something else that might be good is increasing the required materials in proportion to the upgrade value using a formula if such a thing is possible.
Maybe I need to change the value to something around 5? Or maybe there is a conflict.
Haven't tested yet. Fingers crossed it works. :)
campaign\roster\roster.variables.json
"idle_hero_stress_heal" : 5.0
I would like to use this in combination with better stage coach 30. But I would probably need to reduce passive stress heal to make it more balanced.
change 30 to 50, if you make it higher than 99 (3 digits) you will also need to delete or edit modfiles.txt
它不编辑任何舞台教练相关文件!因此,它与任何舞台教练模块兼容,不会在更新时损坏。
I have observed that some class mods increase the max roster by one and when turning off theses classes (and subsequently lowering the roster) the roster just remained full until I release enough characters to have an open spot again, based on this observation I'd say it's safe to turn on and off.
I don't want to potentially break my save testing, so I just wanted to ask this here and maybe someone knows the answer to it.
Lets say I use a mod that increases the roster count, then I hire around ~45 into my roster, then later this mod gets disabled and/or removed, what happens to those over the limit ~15 or so heroes that were in my roster?
Do they just go poof into thin air, does the game start crash on load, or are they still there in the roster, just now I cannot recruit more until they are dismissed back down under the standard allowed cap?
go to \steamapps\workshop\content\262060\1429720281\campaign\roster
right click on the only file there and edit with notepad++ and then change the 30 to any number you want. I did 60, with the better stagecoach mod this put me to 99 max.