This guide is intended to provide official, base level information that will be helpful for you to begin modding Darkest Dungeon. Because of the large volume of potential information involved in any large modding project, we still encourage members of the community to write their own detailed guides using their own tips and tricks. If you'd like to contribute to this official guide, please contact one of the current guide mods! We'd love to have your help, as long as you understand we require editorial control since this is the official guide. Good luck with your projects! HOW TO TURN MODS ON/OFF IN THE GAME:.
Remember, that the Sanitarium allows you to lock up to 3 positive quirks, so that they won't be replaced - otherwise, when you already have 5 of them, every new positive quirk gained by the character will replace a random, existing one. Depending on the role of a given class you should lock those. Darkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring. Recruit, train, and lead a team of flawed heroes through twisted forests, forgotten warrens, ruined crypts, and beyond.
Subscribe to any mods you wish. Launch the game. Start a new campaign or select an existing save slot.
Click on the Mods icon to the right of the save slot. This will bring up an interface allowing you to toggle which subscribed mods will be active.
Drag and drop the mods to set their order of priority. Mods at the top of the list take priority. That is, the mods at the bottom will be applied first. This is important because if multiple mods affect the same file(s), the mods at the top of the list will be the changes that remain final.
SpineDarkest Dungeon uses Spine to create skeletons and animations for characters. Without Spine you will be unable to make new animations for characters or enemies. Because Spine is a paid program it can be a difficult entry fee into the creation of unique animations, but it's a full-featured editor whose possibilities far exceed what is required for Darkest Dungeon. The 'Professional' version of Spine is required to attach meshes to bones Get Spine here: In addition, it is ABSOLUTELY NECESSARY that you use version 2.1.27 for DD. “Make sure that you set Spine’s version to 2.1.27 before you export, otherwise our binary reader won’t read your.skel file correctly (that might be cause of the error).
You can leave the Atlas export settings to default, except change the following: “Max width” and “Max height” should be set to 4096, and “Power of two” should be OFF.”. Important Information for ArtistsAssets in Darkest Dungeon need to be exported with transparency settings. 'Gimp' does this automatically, but for Photoshop we recommend the 'SuperPNG' plugin. Additionally, two programs can be used to trim the masks from PNG files and to remove the alpha colour layer. To use these two programs, drag and drop your PNG file onto each of the exe files. Though no dialogue will appear, they will have done their job. Check below for the links!
Get SuperPNG here: Trim Mask Program: www.dropbox.com Alpha Layer Remover: www.dropbox.com. This is a list of general parts/mechanics that can be modded. More specific info on areas of the game can be found in their respective guide section. Heroes. Heroes are very moddable currently. It is very possible to create completely new classes with their own artwork, animations, and skills.
Buffs & Effects. Most buffs and effects are available to tinker with.
Only a small handful of effects are hardcoded and inaccessible by modders. Supplies & Provisions. Many current supply effects are hardcoded, but new ones can be added with general ease. Limiting supply items to certain classes or scenarios is currently not possible. Monsters. New and existing monsters can be added or modded. Locations.
New locations cannot be added in, but existing ones can be modified. AI. All AI can be modded, but new AI mechanics cannot be added. Curios. Curios can be modded or added, but are very limited in potential. Trinkets.
All trinkets are available to mod, and new ones can be added quite easily. Quirks. All quirks are available to mod or add!. Afflictions/Virtues. New and existing afflictions/virtues can be modded. Loot.
Loot tables can be added and modified with ease. Quest & Dungeon Generation. Dungeon generation is largely controlled by a few variables linked to hardcoded parameters, but quest generation is a tad more available to mod. Town Events. New and existing town events are easily moddable, though you will have to work with existing mechanics, as new ones cannot be added. Audio.
Audio can be modded, but is quite time consuming and difficult for users looking to modify large amounts. /SteamApps/common/Darkest Dungeon/windows/steamworkshopupload.exeThis will upload your mod to the Darkest Dungeon Steam Workshop.
As part of this process, it will assign your mod a unique identifier number. This will be added directly to your.xml file.IMPORTANT: Continue to use the same.xml file with the same ID number for future updates of the same mod. Otherwise, uploading a new version of your mod will create a new Workshop item entirely.
This would be bad, as you will lose previous subscribers. To edit your mod Icon, include a PNG image file with the name 'previewicon' in your mod's root directory. Your mod description can be edited via the Steam Workshop interface. Third Party Mod Uploads. Copy any or all XML files from the game's localization folder to your mod's /localization folder.
Make changes you need to the XML files in your mod's /localization folder. Copy your localization and, if you've modified it, colours folder to the game's directory. In the game's localization folder you should see a localization batch file. Run it to generate the.loc file containing all of the game's strings. Copy that.loc file to your mod's localization folder All users that download your mod will now have all new or modified strings. This section covers the formatting of the effects and different ways to control the effects to perform the desired actions.
We recommend perusing the effects file and getting familiar with how effects are set up. There are many different effects, and explaining them individually would take far too long. It's best to have a desired effect or set of effects in mind, and knowing what hero, enemy, or curio has such an effect.
That way you can determine how your effect should work! Let's say, for instance, you want to mimic the Jester's stress healing effects of Inspiring Tune. You may either scroll down to where the Jester's skill effects are listed, or you may do a search for 'Jester' and you'll find his section in the file.
Take note of how the effect is laid out. There's a name that can be easily identified at first glance, the targeting information determining who the effect is applied to, the chance for the effect to apply, and whether or not it applies on a hit and/or a miss among other rules. Let's dissect the first rank of that particular effect, 'InspiringTune 1', below. Important Notes.
If no duration is assigned to an effect containing buffs, duration will default to 3 rounds. If buffs are called from the buff library, but no duration is outlined in the effect, duration will first look for one in the buff library before defaulting to 3 rounds. Take note of what the effect is trying to accomplish compared to the effect percentage. The chance percentage on a disease effect is NOT the chance for it to apply.
The chance for a disease to apply is always 100%. The chance of the effect is the chance for there to be a disease check on the target. Hero info files can be split up into 3 main parts: the general hero stats, abilities, and finally the generation data. Navigate to ' heroes crusader' for this example, and open up the 'crusader.info.darkest' file. NOTE on.idindex. 'idindex:' is a parameter found towards the bottom of the hero file.
It's very important that every hero class in the game have a unique idindex. It's a bit clumsy, but we recommend giving an arbitrary high number so your class doesn't conflict with one of the core game classes, which start at 1 and count up as integers. Monsters can generally be explained in two parts - data and art. Data comprises of the stats, abilities, and other information that isn't primarily related to what the monster looks like. For this example we'll be taking a look at the Apprentice Brigand Cutthroat, his folder of which is 'monsters brigandcutthroat brigandcutthroatA'. Open up the 'brigandcutthroatA.info.darkest' file with a text editor such as Notepad. You can set the 'language' to Javascript for visual help.
You should see this: Click image if it's too small to read At the start of each line you should see a word followed by a colon (:). These generally specify what that line contains in terms of data, so below is a table to specific the basics of each line. As with most other sections here you are encouraged to look at other examples, for some unique cases and mechanics exist solely in a single enemy file. We'll continue to look at the Apprentice Brigand Cutthroat, but this time we're going to focus on the art of the enemy. In the parent 'brigandcutthroat' folder you should see two additional folders named 'anim' and 'fx'. The 'anim' folder contains the battle animation for the monster along with the static sprites of their attacks. The 'fx' folder contains all of the skill fx that appears on the enemy, weapon, or target when a skill is used.
Both the animations and skill fx are made in the application ' esotericsoftware.com', but light edits can be done to the physical PNGs. Just be aware that general bone movements and boundaries cannot be modified without the use of Spine2D. Within the individual enemy sub-tier folders, which is the 'brigandcutthroatA' in this example, you'll find the 'brigandcutthroatA.art.darkest' file.
This file can be opened up in any text editor, such as Notepad, and contains the information necessary to tie sprite animations and visual fx to specific skills. Making & Editing MashesFirst you'll want to specify when you want a mash to appear, usually with 'hall:' or 'room:'. Others also exist such as 'stall' (an encounter than can only appear as reinforcements), 'boss' (for boss quests only), and 'named' (for curio summons or custom maps). Secondly you'll want to define a chance for that encounter to spawn. The chance in-game is (specific chance/(sum of all chances)), so anything too large will make it much more likely to come across that specific encounter. Lastly you must define the monster IDs that you want to appear.
Optionally you may also append the boolean value of '.canbeambush false' to the end of an encounter to specify that you do not want that encounter to be possible during camping ambushes. ID, Curios, and Buffs As you can see in the image above, we're going to be using the affliction of 'selfish' as an example. 'isgenerated' of course tells the engine whether or not the trait should even appear in-game. Should you change the 'overstresstype' to 'virtue', it would register that trait as a virtue instead.
The 'curiotag' and 'curiotagchance' allow the trait to interact with curios and, if 'keeploot' is set to true like in 'selfish', steal the loot. The 'buffids' are the set of buffs that are applied to the afflicted or virtued hero. These are always present while the particular virtue or affliction is active. Start-of-turn act-outs At the start of the turn, the hero with the trait will have a chance to do things like shout and cause stress, skip their turn, and more. You can nullify the possibility of any of these by setting the chance to 0, and you can raise the possibility by increasing that number. Based on the numbers of 'Selfish' there is a 33% chance for the hero to perform an act at the start of each turn.
You can get this number by adding up all of the chances in that section and dividing a specific action by the total. Reaction act-outs These actions, commonly known as 'barks', are done in reaction to something. These barks are accompanied by strings that the character speaks followed by stress damage or healing, depending on the trait. The chances here, unlike the ones for the start-of-turn act-outs, are percentages translated to decimals.
A value of 0.2 in this case is equal to a 20% chance. Do note that for most act-outs you will need to write strings of dialogue for the hero in order to avoid 'naked strings' from appearing. The curio data file, 'curiotypelibrary.csv', is a comma-separated value file outputted from a spreadsheet. Some may find it helpful to re-import the file into something like Microsoft Excel or Google Sheets. Doing this will actually allow you to re-export it back into a csv file that the game can use, but it is an optional step that is recommended due to how difficult it can be to understand this specific file on a first look. For this example we'll be taking a look at the Locked Strongbox curio which is the second curio in this file.
It is highly recommended that you look at the setup for all curios to better understand individual mechanics and how they are set up. Missing even a single comma may result in the file being unreadable by the engine, so caution is urged. In addition, anything completely in CAPITAL LETTERS is a header appearing in the original spreadsheet and is not a value that will matter for the engine. Lastly, any sets of strings (sentences of text), located in this file are NOT read by the engine. Changing, adding, or removing the sentences will have no effect on what is seen in-game. You may have to click this image to see it more clearly There are 13 lines in the image above, and in the table below you'll find a general explanation for the first 12 lines (line 13 is redundant for this explanation) and what they mean.
As mentioned above, use other curios as examples for what you want to tweak or add, and use this reference as a supplement if you're confused. In the first line we have three values which serve mainly as references and information for the curio itself.
The number 2 in this line represents that it's the second curio in this file. Immediately after that we have the Curio's name. Note that this is not the name that appears in-game, rather one that helps you know what it is. The last bit here notes that there are 'mixed' effects possible.
You can get loot or get a nasty DoT. Other curios may be completely good or bad in their possible effects. We'll start this line at the 'Loot' part, as the 'REGION FOUND' text is not important to the overall functionality of the curio. Here you can set the chance of loot, if any, and the tables it should call. The '1' in the column after 'Loot' is the weight of that 'effect' to happen. There are only two possible effects for the Locked Strongbox, loot or a DoT.
As you can see in the 6th line, 'Effect' has a weight of 1 as well. Add up the weights and then divide the current 'effect' weight by the total. Each has a 50% chance of happening, as you can see. The 50% chance following the weight is a value that is calculated in the original spreadsheet and is not read by the engine at all.
The engine will only take weights into account. After the 50% is the table that it pulls from, and the number in the next column is the number of pulls that it does from the specified loot table. You can repeat loot table calls an additional two times by putting the desired table and number of draws before the '. This line allows you to set scouting events that can trigger as an effect. Curio #20, the Bookshelf, has a great example of this effect. Much like the other effects you must set weights for the different scouting examples to proc, but the data that you put into the proper column is a bit different.
As you can see in the Bookshelf, there is a '0 - curios' and a '0 - all' listed. The number in each is the number of rooms this scout will go, so both will only extend to the hallways on each side. The string on the opposite side of the dash describe what the scout will reveal.
This can be 'curios', 'all', 'roombattles' and more. As recommended at the top of this section, take a look at all curios for further examples. After two of the commas in this line you can set a third tag, though it's not set on all curios.
You can see this in the next curio in the file, the Goal Strongbox. It has the tags of 'Treasure', 'Goal', and 'All'. The last tag is used mainly by the quirk of Curious, which can interact with any curio tagged with 'All', which is all of them. This line also lets you set a disease effect. An example of this can be seen in the 8th curio, the Iron Maiden. You can either call specific diseases and/or any of them.
Before getting started on any mod stuff, be sure you're using the correct version of FMOD Studio. We're on 1.06.07 for the release version of Darkest Dungeon.
If you were asked to 'migrate project to new version' upon loading this project file, you'll need to re-download and reopen this project file with the correct version of FMOD Studio. Download URLs below: Darkest Dungeon Files: FMOD: Win: Mac: Download a source code editor such as Notepad. Once you do that, you should be ready to dive in to the FMOD Studio project file.
We've prepared a very quick tutorial for you, located inside the project file, in the Properties Pane of all events inside the 'MODDERSREADMEFIRST' folder. If you need help with anything further, feel free to join and contribute to the Darkest Dungeon - Workshop group on Steam.
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Quote: How can I use this Cheat Tables, How can I open it and more. I thought Iam going to make a little tutorial how and what to do.
Okay let's do it: 1.) You have to download Cheat Engine for using.CT (CT = Cheat Table). My CT: If you have already Cheat Engine installed you can open the CT with double click on it. If you can't open it with double click because there is a bug or what ever. Then use the second way to include it into Cheat Engine. 2.) You open Cheat Engine.
And go to a little button which look like a folder. Just double click on your CT or one click and then one click on Open. 3.) How can I activate a cheat table? After including you should see some boxes. If you have Cheat Engine with the correct game attached then you should be able to active them.
To activate it just click one time in the box. If you haven't read it because you don't want or you have no clue how. Ty for the tutorial, but it would be more appreciated if you would provide a tutorial for a undetected CE, the previous tutoriels are detected on most of the emulators I see that you named it craputalors I labled the CT - Crapulators. Because: 'Crap' = shit garbage 'ulator' should stand for emulator. So in my sight Crapulator means - Shit Emulators.
And for undetected cheat engine: There exists many tutorials how to bypass an AC/ How to change the window title/ How to make your own Cheat Engine.
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