Darkest Dungeon®

Darkest Dungeon®

Bufftown - activities improvement
50 Comments
HKR31 23 May @ 3:24am 
:steamthumbsup:
Kryh Un  [author] 22 May @ 1:30pm 
@HKR31 tbh I don't remember, but since it's DD modding we are talking about my guess would be no, since there is no such event in the base game
HKR31 22 May @ 10:28am 
@Kryh Un I'm asking if it is possible to make the stacking buff cancel out so that it doesn't stack if side effect happens. If it is possible then i can change the values for personal use
Kryh Un  [author] 21 May @ 12:08pm 
@HKR31 I disagree, this mod is for people who find random missing event thing annoying
HKR31 21 May @ 9:45am 
@Kryh Un This can be stacked but what if i add the missing/lock event, if that occurs then it removes the stacked buff? If so that would be a fun way to risk stacking
neIVIesis 17 Jul, 2023 @ 4:44am 
I also miss the vanilla random events, while love your idea of buffs.
Bog 23 Jun, 2023 @ 3:33pm 
I don't know how to see which buildings give which buffs, and I don't know if the buff applied, but my manipulation of the percentages made the events happen even more often
Kryh Un  [author] 23 Jun, 2023 @ 9:36am 
@Bog🇺🇦 it should, backup your save, put all your heroes into tavern/abbey and send some1 to darkest dungeon to pass week and check town event log if it works
Bog 23 Jun, 2023 @ 9:00am 
i changed every "0.0" with "1.0", will it work correctly?
Kryh Un  [author] 18 Jun, 2023 @ 12:13pm 
@Bog🇺🇦 you can always adjust this mod to your preferences, files tavern.building and abbey.building have values you can change to bring back negative effects
under "side effects you have for example:
"type": "activity_lock",
"chance": 0.0,
change it to 5.0 and every time your hero will go to this building, he gets 5% change to get said negative effect
you can compare file from mod to file from base game in ex. winmerge to see what I changed/added
Bog 18 Jun, 2023 @ 12:08pm 
well, that sad to me
Kryh Un  [author] 18 Jun, 2023 @ 12:06pm 
@Bog🇺🇦 nope sorry
I am personally never using abbey/tavern in vanilla because I treat my stress mid-dungeon, so there was no point for me to use these buildings
Adding chance to get negative traits/lose hero for week etc. just like in base game is not fun at all and heavily discourages using these activities
Bog 18 Jun, 2023 @ 11:32am 
can you make a version where losing trinkets/getting lost etc. has a chance of say 5%, and everything else is this mod. I just don't have enough moments of surprise that the hero lost something or disappeared, for me the fact that this moments not there is too "simply"/boring that there is no surprise
Kryh Un  [author] 18 Jun, 2023 @ 10:10am 
@Bog🇺🇦 ok now I understand
I've created this mod pretty long time ago but as far as I remember, both stat increases & losing trinkets/getting lost etc. are buffs with 1 effect only, so you can't have both guaranteed buff & sometimes additional effect from base game
Bog 18 Jun, 2023 @ 9:54am 
i mean version with like gaining trait, losing trinket or getting lost for 2 weeks
Kryh Un  [author] 18 Jun, 2023 @ 12:35am 
hi @Bog🇺🇦
I'm not sure what do you mean? Both Tavern and Abbey give buffs
Bog 17 Jun, 2023 @ 2:15pm 
can you do version with Tavern and Abbey activities?
Kryh Un  [author] 28 May, 2023 @ 2:07am 
hi @seimein thanks for kind words :)
I think there is a chance this one will work with mods that change stress heal values, you can backup your save and check it out
seimein 27 May, 2023 @ 5:18pm 
That is very very cool ! Do you think it is compatible with mods that changes the stress heal value of the town ? Tho I think I'll just use this one instead...just to make the PTSD of Dismas losing Junia's head at a gambling table finally stop.
Kryh Un  [author] 21 May, 2023 @ 9:33am 
Thank you @TarXor :)
TarXor 21 May, 2023 @ 6:52am 
Kryh Un  [author] 20 Feb, 2022 @ 10:06am 
@宝箱怪 Thank you ;)
Mimic 20 Feb, 2022 @ 12:06am 
amazing idea!
shardinhand 27 Jan, 2022 @ 1:14pm 
time to get buff....
Ghoti 5 Jan, 2022 @ 11:27am 
finnaly usually ill have about 0 stress by the time im out of a dungeon becuase campfires are so OP and pratically stopped using/upgrading the stress buildings doing this honestly its such a cool idea
Deimos 4 Jan, 2022 @ 11:51am 
Finally.
Kryh Un  [author] 3 Jan, 2022 @ 11:47pm 
both, each activity gives different buff (so 6 in total) as listed in description :)
grimreapershoots 3 Jan, 2022 @ 5:46pm 
So do the stat buffs come from buildings like the tavern and the abbey or just the tavern itself?
grimreapershoots 3 Jan, 2022 @ 2:57pm 
Okay so you were right there is a mod that might be conflicting with the buff town mod But I can't figure out which one I started a new save where I kept all the mods turned off except for buff town. I am suspecting however it could be the hamlet overhaul mod or the two dungeon mods I downloaded called sun-ward isle and pet cemetery.
grimreapershoots 3 Jan, 2022 @ 2:31pm 
The game is all ready in English if you're saying there could be a mod conflicting with the buff town mod I will try to uninstall or disable all the mods I currently have running and if that doesn't work then uninstalling the game probably will.
Kryh Un  [author] 3 Jan, 2022 @ 2:06pm 
@BetaCringe You are right! Additional text doesn't appear on non-english versions. I tagged english as only supported language but it doesn't display... sorry for cofusion
chen_zenn 3 Jan, 2022 @ 1:50pm 
Thanks for the mod! testing it right now
@grimreapershoots what language are you on? if not english that's why tooltips aren't showing the localization is for english only
Kryh Un  [author] 3 Jan, 2022 @ 12:24pm 
@grimreapershoots seems like pretty massive modlist. If you really want to try my mod backup your save, then disable few mods and check if mine works. Repeat until you find out which one causes issues. I am not really able to check 5 pages worth of mods to find incompatibility :P
grimreapershoots 3 Jan, 2022 @ 12:03pm 
I have at least 4 overhauls that being: Scarlet ruins, Unique items: Mega trinkets pack, Increased quest rewards inventory, unlimited stacks. and 6 game play tweaks: Crazy potion, moon slime's expansion mod, tonic and needles, increased rewards 2.0 the provisions expansion mod and more resolve 2.0. And lastly 2 monster mods that add 2 new dungeons: Sun ward isles and pet cemetery. And 3 pages worth of class mods of which I thought were cool. And moor overall I have 5 pages worth of mods if you let the display list display at least 30 per page. If all else doesn't work I will resort to uninstalling the game to fix the issue.
Kryh Un  [author] 3 Jan, 2022 @ 11:28am 
@grimreapershoots what other mods are you using? And you are right, some buffs won't appear on character sheet (because they are simply not present - like virtue chance) and will be visible only when you go for dungeon (buff icon under character)
grimreapershoots 3 Jan, 2022 @ 11:13am 
why aren't the buffs appearing? I placed it on the very top and bottom its not working for some reason. Or maybe the description for the buffs aren't appearing but the effects are present. I don't know at this point and its getting really frustrating to figure out why it isn't appearing.
Kryh Un  [author] 3 Jan, 2022 @ 8:13am 
@grimreapershoots this mod shouldn't interfere with any other mod, so it should be safe to place it at the very bottom
grimreapershoots 3 Jan, 2022 @ 7:48am 
What load order should the mod be in?
Kryh Un  [author] 3 Jan, 2022 @ 7:32am 
@Lavoroxan I think it is possible yes. However, this game is so RNG heavy I think this one realiable booster has more uses for gameplay than rolling the one buff you want. And if you had to spent like 3 weeks just to get certain buff, it wouldn't be worth it
Lavoroxan 3 Jan, 2022 @ 6:50am 
Cool Mod. Ever thought about giving the activities "pools" of different buffs rather than fixed ones?
Kryh Un  [author] 1 Jan, 2022 @ 5:26am 
@Florence sounds like a must have mod! Good luck and happy new year
Whisper The Wolf 1 Jan, 2022 @ 4:59am 
I was just giving the old guides and such a re-read, and it seems I was simply remembering wrong. Sorry about getting your hopes up.

You have a good new years, and such, I'm gonna go back to my own modding.

Like making the Leper, Hellion and Flagellant incapable of obtaining ranged only quirks. And vice versa for the Arbalest and Musketeer. I'm surprised nobody has utilised that functionality yet.
Kryh Un  [author] 1 Jan, 2022 @ 4:25am 
@Florence now I am dying to know... Thanks for making me spend new year searching if what you said is true :P
But on a serious note, if you remember where you saw it please let me know. I asked on Moonlit Dungeon if its possible and been told it's not.
Whisper The Wolf 1 Jan, 2022 @ 4:13am 
I thought I remember reading a way to prevent buffs from stacking a while ago, but I'll have to double check.

This mod does seem quite interesting nonetheless, and a fine addition to my collection.
Meladonimi 27 Dec, 2021 @ 10:50am 
Good idea.
Frigid Moth 27 Dec, 2021 @ 8:32am 
Sall good @Kryh Un, I think I'm still gonna give it a try and mess with it! Thank you!
Kryh Un  [author] 26 Dec, 2021 @ 11:22pm 
@Dentedhelm Thank YOU! ;)
Dentedhelm 26 Dec, 2021 @ 4:27pm 
This is great! Thank you!
Kryh Un  [author] 26 Dec, 2021 @ 8:58am 
@Oleka Sadly, it's not possible to prevent buff stacking.
Buff types and numbers are all subject to change, I tried to pick the most appealing ones but I could have been wrong ;)
Frigid Moth 26 Dec, 2021 @ 8:39am 
How hard would it be for me to modify this to be non-stacking? I kinda like it, might change some numbers, but if the stacking isn't removable it might be a bit too much for me. Also I might want to leave in getting lost for a couple weeks or so, as it would give a risk for placing them in a facility and rolling the dice while trying to stack a buff. Not sure, but definitely interested in the idea of this mod.