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[mod] ELP - PsychoSisters (BETA playstest)


niknerozz

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Posted

ELP - PsychoSisters (BETA playstest)


ElementaLadies Project: PsychoSisters (BETA playtest version) 

 

3 new monsters for Warrens dungeon, new foreground and an obstacle. 
Human Centipede has PLACEHOLDER animation because we only begin to animate her. 

 

For Lustiest Lair: Expanded user, read the "LLE PATCH - READ THIS" text document included in the files. 

 

 

DISCLAIMERS: I'm a tourist for all of the reference I chose in this ELP. I've never play the games or read any official medias about it. I take/copy the design because it artistically pleasing for me. I don't really care about the accuracy. 

 

 

Feedbacks that I'm hoping from playtesters

 

1. Monsters' stats/dmg. 
    Is it too high? Please do state your difficulty (Radiance, etc.). If possible, please fight on all levels and use only 2 trinkets for proper playtest. 

2. Monsters' size. 
   
Is it too big? It is bigger than Xelsword's average heroes height. The size can be changed in final version.  

3. Overall playstyle. 
    Do u like it? Does the familiarity with other mods (if any) bothers you, like Skaven mods or something? I don't download/use extra modded monster so I would not known. Please provide your honest feedback. 

4. Inconsistencies report. 
    Report any inconsistencies with other mod. I don't really play many modded dungeon/monsters. HOWEVER, I would not likely to fix any mod that change make randomize mesh or something.

5. New Foregrounds & Obstacle. 
    Cool or nah? Too obnoxious? Does it block your view from seeing the trap? 


This is a project funded by my donators, though all of the design not chosen by them - I chose each design and do whatever I like. 
I'm testing whether this way of doing/funding project is good or not. 

 


 

Posted

I've done many monster design. Many are scrapped because it is difficult to be animated or there is no consistent or good abilities to be put onto them. Human Centipede use to be scrapped but one donator ask for commission to make her real. 

 

I really like the monsters design from the Homecoming but the game is meh. 

 

 

 

image.thumb.png.f5dfec0c17fea8bb10d6daba33258296.png

Posted (edited)

Final version will be posted to Nexusmods. I cannot estimate the date this project will be finished. I don't rush my animator - he can do whenever he want to.  Be it months or years. 

 

 

Final versions will includes the following; 

 

image.thumb.png.00366d5c58016cf292e4ff8d37720674.png

 

image.thumb.png.8bbd5a40369f2a83689ac356c5c28324.png

 

image.thumb.png.8c4779187b3141b7fa5716ec387031b8.png

Edited by niknerozz
Posted (edited)

Oh nice, glad you're still doing some mod and I like the aesthetics you have for warrens, barely see anyone try to add or change some parts. It will be difficult to blend it with the pig monsters. I'm no fan of the violent stuff, but you're art is really good :) SH monsters are born from the darkness of one's thoughts and guilt so they really don't have any canon appearance at all lol. Crow Mauler tho :( 

Rest well, I'm in the process of testing my mods and animations and will be releasing it later before I go to work 


 

Spoiler

You can add the monster from Agony or Hellraiser

 

Edited by LussaVanor
Posted
2 hours ago, LussaVanor said:

Oh nice, glad you're still doing some mod and I like the aesthetics you have for warrens, barely see anyone try to add or change some parts. It will be difficult to blend it with the pig monsters. I'm no fan of the violent stuff, but you're art is really good :) SH monsters are born from the darkness of one's thoughts and guilt so they really don't have any canon appearance at all lol. Crow Mauler tho :( 

Rest well, I'm in the process of testing my mods and animations and will be releasing it later before I go to work 


 

  Reveal hidden contents

You can add the monster from Agony or Hellraiser

 

 

Likewise, I havent see u in years :) glad to see u ok. 

 

Posted

Welp, seems like The warrens will now be my new favourite dungeon, been looking forward to this one

Kidding aside, I Just wanted to tell you how much I love you art in general and I'm always amazed at any work you release. The Duelist? I ABSOLUTELY LOVED IT, dear god I've returned to the game basically for her. 

Sorry if it is too much, but I just felt like making you know. Hope you are doing better now

Posted
4 minutes ago, Bahlr said:

Welp, seems like The warrens will now be my new favourite dungeon, been looking forward to this one

Kidding aside, I Just wanted to tell you how much I love you art in general and I'm always amazed at any work you release. The Duelist? I ABSOLUTELY LOVED IT, dear god I've returned to the game basically for her. 

Sorry if it is too much, but I just felt like making you know. Hope you are doing better now

 

Ty for the kind words. Tho I have to say all my upcoming projects will not top my Duelist. I don't really like drawing same things many times. New hero has so many sprites to draw compared to monsters. The process become stressful. 

Posted

For anyone who is good with sound modding for Darkest Dungeon, I would like to ask for help for my upcoming Pyramid monster spawn sound. 

I think it will be cool to have siren sound when you fight her. Any appropriate siren is good - I'm not looking for accuracy. Sirenhead sound could suffice. I would like to ask the sound and coding usable for DD. 

Unrelated things; Pyramid "damaged" sound will be same as Brigand Pounder, for now.  

  • 2 weeks later...
Posted

1. Monsters' stats/dmg. 
   Okay, So, I've play tested both using 4 trinkets and 2 trinkets in Darkest and Stygian and they adapt really well. There are times in which the nurses can really mess you up if they both Stun you (Almost every encounter in which they spawn they spawned two in the front and 7 out of 10 times a bodybag on the back). They offer a good challenge in the early game and keep their threat level on the later stages due to their stun chance. MAYBE lower thier damage a point or two, but that's just me that really feels when their heroes die. Otherwise, great additions and this mod will become part of my permanent modlist

2. Monsters' size. 
    
On the Nurse, Lovely, perfect, no notes. The body bags seemed a bit small to me, but that might just be the fisheye lense of the game, Don't know if changing the size would do anything. I've NEVER found the Human centipede. If it has like a "ritual" or smth I couldn't tell you so I can't give any feedback  

3. Overall playstyle. 
   I LOVE it, I always felt that the Warrens lacked something and this certainly is up my alley. Heck, I didn't even KNOW there could be stuff in the Foreground and now the OTHER dungeons feel lesser. It blends really well with your other mods AND most I've played. Like, it doesn't follow the DD artstyle AND it looks great, I don't know how you do it, the same happened to me with the Duelist, I recognize it's a mod but it's so gorgeous and balanced I just can't imagine not having it installed forever, (Who is Skaven? Can't find anything about them)

4. Inconsistencies report. 
   Couldn't find any inconsistencies nor conflicts, the enemies spawn both with vanilla enemies and modded (Usually Koala's). Though, again, never seen the Human centipede once.

5. New Foregrounds & Obstacle. 
 YES YES YES YES. *Ehem* They give the visuals of the dungeon a refreshing twist that Made me realize I didn't actually went that much into the Warrens, now I see myself visiting it on almost every expedition. 
On the Forefrounds: Only once when I've played it for the first time I didn't see a trap because of warrens.foreground_bottom.08, but after that, once I knew that could happen I've never gotten hit by another trap because of it so idk if I'd change it. IF so, maybe just a bit more to the left?
On the Obstacles: HOOOOLy- I didn't even know such things could be done in the game. I actually got a little scare from seeing it the first time since it wasn't on the previews. Genuine reaction, and it also made me start to organize my provisions differently. I Love mods that force me into changing just a bit my playstyle, kudos to that.

All in all, Awesome addition and hope to see more 

Posted (edited)
6 hours ago, Bahlr said:

1. Monsters' stats/dmg. 
   Okay, So, I've play tested both using 4 trinkets and 2 trinkets in Darkest and Stygian and they adapt really well. There are times in which the nurses can really mess you up if they both Stun you (Almost every encounter in which they spawn they spawned two in the front and 7 out of 10 times a bodybag on the back). They offer a good challenge in the early game and keep their threat level on the later stages due to their stun chance. MAYBE lower thier damage a point or two, but that's just me that really feels when their heroes die. Otherwise, great additions and this mod will become part of my permanent modlist

2. Monsters' size. 
    
On the Nurse, Lovely, perfect, no notes. The body bags seemed a bit small to me, but that might just be the fisheye lense of the game, Don't know if changing the size would do anything. I've NEVER found the Human centipede. If it has like a "ritual" or smth I couldn't tell you so I can't give any feedback  

3. Overall playstyle. 
   I LOVE it, I always felt that the Warrens lacked something and this certainly is up my alley. Heck, I didn't even KNOW there could be stuff in the Foreground and now the OTHER dungeons feel lesser. It blends really well with your other mods AND most I've played. Like, it doesn't follow the DD artstyle AND it looks great, I don't know how you do it, the same happened to me with the Duelist, I recognize it's a mod but it's so gorgeous and balanced I just can't imagine not having it installed forever, (Who is Skaven? Can't find anything about them)

4. Inconsistencies report. 
   Couldn't find any inconsistencies nor conflicts, the enemies spawn both with vanilla enemies and modded (Usually Koala's). Though, again, never seen the Human centipede once.

5. New Foregrounds & Obstacle. 
 YES YES YES YES. *Ehem* They give the visuals of the dungeon a refreshing twist that Made me realize I didn't actually went that much into the Warrens, now I see myself visiting it on almost every expedition. 
On the Forefrounds: Only once when I've played it for the first time I didn't see a trap because of warrens.foreground_bottom.08, but after that, once I knew that could happen I've never gotten hit by another trap because of it so idk if I'd change it. IF so, maybe just a bit more to the left?
On the Obstacles: HOOOOLy- I didn't even know such things could be done in the game. I actually got a little scare from seeing it the first time since it wasn't on the previews. Genuine reaction, and it also made me start to organize my provisions differently. I Love mods that force me into changing just a bit my playstyle, kudos to that.

All in all, Awesome addition and hope to see more 

 

Thank u for the feedback. I have made small update on the file. The foreground 08 will appear on the middle-ish and a bit lowered. 
I also increase the chance to encounter Human Centipede (by really small amount). 

If u want to increase the chance by your own, you can edit psychosister.warrens.3.mash (or 5) in folder dungeons/warrens to maybe chance 100. 

 

tbh, even I never encounter Human Centipede in my playthrough. 

 

image.png.8f497a8c1c7c48bad677a381d866333c.png

Edited by niknerozz
  • 1 month later...
Posted (edited)

2-Pyramid.thumb.png.cd781e0c05cb7c50b9c0758867ae630c.png

 

Long time no see. Work is very slow. My animator has been through minor surgeries on past months while I was procrastinating. I am still not done with shading : ( 


I shall leave my ability design/ idea here to fill the gap. 2 enemies, the Pyramid Head and the Executioner. Both of this will be animated by me. Both of them have same skeletons because I'm lazy to do unique skeleton/animations. This will save so much of my time on meshing. 

This is my first time using DragonBones to animate combat animation, so anything bad related to the animation, you can complain to me :') 

 

Pyramid Head (huge blade) 

1. Free action on every start of round - Horror and summon 1 monster. Chance to summon Nurse, Body Bag or Executioner. (Mannequin is also summonable but I haven't found animator yet)  

2. Single target heavy damaging slash. 

3. Party stress. 

 

image.thumb.png.a843cd4ba13e5534a6b99c5539290f61.png

 

Executioner (spear)

1. Stab. Armor-piercing. 

2. Javelin toss. Almost similar to Pit to Roast. Stun and Push 2. 

3. Impale. Summon spears from ground. Debuff: -5% crit. 

4. Lifelink to Pyramid Head. 

 

That's all for now. Cheers! 

Edited by niknerozz
Posted (edited)

Tomorrow I'll update this mods with placeholder animations of Mannequin and Pyramid Heads. I forgot that I haven't test these monsters code yet. I haven't play DD1 for a month. 
Human Centipede animation is finished and she shall be included tomorrow. I have the gif and I wish I could have shown you here but somehow I cannot put gif in forum. Shame. If you found anything lacking or dissatisfaction with her animation, you can share your thought. 

Edited by niknerozz
Posted (edited)

Beta version 0.3 has been uploaded. 

 

Pyramid heads and mannequin have placeholder combat animations BUT their ability animations are final. If you found any error regarding animation , sound, effect or stats, do tell. If you like to complain about the monsters' stats (too easy or too difficult), do tell. I wont guarantee to change it. I haven't encounter them in game yet. I did encounter human centipede in game - seems ok for me. 

 

Edited by niknerozz
Posted (edited)

Beta version 0.4 has been uploaded. 

 

Pyramid Heads' animations are finished. They are terrible as I expected : ) If you are okay with those animation, you can like this message to let me know. Otherwise, reply something to let me know. If you guys want to improve it way better (probably the boob physics being more visible), you can also let me know - I'll let my animator redo the whole animation. 

 

If nothing else, everything should be ready for final version. I'll play a bit to take relevant screenshots. 

Again, Mannequin will not be in 1.0 version yet - she shall be included in version 1.5. 

 

That's all for now. Thank you for your support. Cheers! 

Edited by niknerozz
  • 3 weeks later...
Posted

Is anyone having trouble with the full release regarding the psychosis_head obstacle? It spawns and blocks the way, but it's invisible and it doesn't let me interact with it to clear the way. 
Already locked a 100% of room Battles quest

Posted
1 hour ago, Bahlr said:

Is anyone having trouble with the full release regarding the psychosis_head obstacle? It spawns and blocks the way, but it's invisible and it doesn't let me interact with it to clear the way. 
Already locked a 100% of room Battles quest

 

I've updated the file. Can you test it out? Sorry for the trouble. 

Posted
6 hours ago, niknerozz said:

 

I've updated the file. Can you test it out? Sorry for the trouble. 

Fixed, Thanks! Happy holidays everyone

  • 3 weeks later...
Posted

Finished version (1.5) been released on Nexusmods. Few new things and few fixes to error that I found during gameplay. 

I won't be updating the mods in this forum anymore. You can report any error you've found here. 
 

The curios skin (Knife Rack) is animated by me. It has no meshes (i.e no jiggly animation nor clothing sway) because I'm not good at animating. Hope u like it, if she does move at all. 

 

Imma focus on other things and rest for now. Cheers! 

 

image.thumb.png.e14923c6705bc6432a4b6ea37f3f2c00.png

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