ananonsterr Posted April 8, 2025 Posted April 8, 2025 Lustiest Lair Expanded LoversLab Add-On View File Lustiest Lair: Expanded LoversLab Add-On The original LoversLab Patch is no longer available from Ancestress. It is now available here as the LoversLab Add-on. What does Lustiest Lair: Expanded LoversLab Add-On add? The LoversLab Add-On adds perverted content to LLE not allowed on Nexus: More Monsters Lewd kinks like beast content Combat Sex Animations, Captures, and Grabs And more How do I install Lustiest Lair: Expanded LoversLab Add-On? Drop the folder in your /mods/ folder, and activate it ABOVE LL:E in your mod order. Submitter ananonsterr Submitted 04/08/2025 Category Darkest Dungeon 7
thechosenone12339 Posted May 12, 2025 Posted May 12, 2025 Could you share the localization text?I‘m not an English speaker so I want to translate it myself.
PICKLE RIIIICK Posted May 17, 2025 Posted May 17, 2025 (edited) You can open the text in a text editor, but I don't know how to make it work correctly. Every time I change text in it, either the game crashes or the text is all messed up when it displays in-game. Hopefully someone more knowledgeable than me comments here. Edited May 17, 2025 by PICKLE RIIIICK
brown75 Posted May 21, 2025 Posted May 21, 2025 With this add-on, town facilities wasn't reduce heroes' stress from 21th week. Deleting 'll_labpatch.monster_brains.json' made it work again. It was Stygian, and I didn't try other level. Thanks a lot for your mods.
omni3131 Posted June 11, 2025 Posted June 11, 2025 Any chance we can get the patch ahead of the public release so that we can still use it if we purchased patreon early access? I personally don't want to play the latest version without it.
570RMP1R473 Posted June 14, 2025 Posted June 14, 2025 The localization file in the localization folder uses a .loc file instead of a .loc2 file like LLE does. Seems to be something of an issue.
Aughou Posted July 10, 2025 Posted July 10, 2025 Been running this with the latest LLE update and haven't ran into any issues so far, so its relatively safe to include in your load order still. 2
haze_dj Posted July 18, 2025 Posted July 18, 2025 What happened to the original? or Ancestress just doesn't want to update it anymore?
PestilenceUwU Posted July 25, 2025 Posted July 25, 2025 On 7/18/2025 at 4:13 PM, haze_dj said: What happened to the original? or Ancestress just doesn't want to update it anymore? Saw in the discord that Ancestress is no longer managing it due to legal reasons, a real shame. 2
haze_dj Posted July 26, 2025 Posted July 26, 2025 16 hours ago, PestilenceUwU said: Saw in the discord that Ancestress is no longer managing it due to legal reasons, a real shame. Aw man, real shame
kibanowolf24 Posted July 26, 2025 Posted July 26, 2025 whats going on with this addon is there an updated version somewheres?
pmrptime Posted September 12, 2025 Posted September 12, 2025 Can you give in detail how much new monsters, what new skills, and etc???
Nukeboi Posted September 30, 2025 Posted September 30, 2025 I find with this mod the balance is out of whack. It seems impossible to level up the recruits fresh from the wagon (the level 0 ones). Even if you give them two level 1 heroes as protection it doesnt work. You are inserting your special enemies into short lvl 0 dungeons which is too much! You simply cant expect a hero with level 0 skills and gear to withstand an enemy with 35+ HP and its own mechanics. It's also not just bad luck I meet these enemies consistantly. In the last level 0 dungeon I had to fight a mimic first (two actions + 'Aegis' = 2 blocks + grab), then a bitch trainer (two actions + summons + 50+ HP; also a hall fight!) It's simply too much at this stage. I enjoy a challenge - I completed DD's hardest difficulty - but I suggest you start inserting your enemies later.
ASDASDASD_Smasher Posted October 1, 2025 Posted October 1, 2025 22 hours ago, Nukeboi said: I find with this mod the balance is out of whack. It seems impossible to level up the recruits fresh from the wagon (the level 0 ones). Even if you give them two level 1 heroes as protection it doesnt work. You are inserting your special enemies into short lvl 0 dungeons which is too much! You simply cant expect a hero with level 0 skills and gear to withstand an enemy with 35+ HP and its own mechanics. It's also not just bad luck I meet these enemies consistantly. In the last level 0 dungeon I had to fight a mimic first (two actions + 'Aegis' = 2 blocks + grab), then a bitch trainer (two actions + summons + 50+ HP; also a hall fight!) It's simply too much at this stage. I enjoy a challenge - I completed DD's hardest difficulty - but I suggest you start inserting your enemies later. Personally I cannot agree with this at all. Personally I feel the balance is pretty much spot on. The extra challenge is there at the early is stages but it's nothing overwhelming and I feel like the early game needed an increase in difficulty so I'm happy with this. If anything I feel like the game gets too easy when you get some of those trinket combinations into working. Graverobber with those stealth items can just one shot bosses. 1
Gingerscape Posted October 15, 2025 Posted October 15, 2025 @ananonsterr So, are you going to be continuing this patch, keeping it up to date, etc., or is this just to keep the patch up and available? Either way, thank you for keeping it alive, this patch improves the mod significantly and it would be a real shame to lose it. Even if it never gets another update, the fact it's still available after Ancestress having to drop it is fantastic. 3
tlzcr Posted October 19, 2025 Posted October 19, 2025 Could you please send the xml file? The loc file cannot be localized. Thank you. 2
omni3131 Posted April 24 Posted April 24 Still praying this patch is revisited in the future. You're our only hope 🙏
linxlynxin Posted May 9 Posted May 9 crashes and bugs still. Like a grappling enemy dying to DOT crashes the game. Only way to fix is to remove the mod but you hero instant dies
gamerdod12 Posted May 28 Posted May 28 Is there a way to make it spawn more the one Mounthound in an encounter.
niknerozz Posted May 28 Posted May 28 1 hour ago, gamerdod12 said: Is there a way to make it spawn more the one Mounthound in an encounter. edit the mash file. Can be found in dungeon folder of the mods. example: warrens file location: "your mods name"\dungeons\warrens "custom name".warrens.1.mash Edit using notepad (preferably notepad++)
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