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[mod] The anthropophage


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Posted

The anthropophage


Content: Vore, hyper, futa

 

The anthropophage is a new class, a shapeshifting hero that absorbs material from its enemies to empower itself. The hero's first skin brings alive Sylvia from konosuba in darkest dungeon to follow along the main heroines. My first mod, still WIP. Mostly works. Considering making her a boss instead. Feedback sought after. Images made with AI. 

 

known issues:

All animations besides combat/walk/idle exist but do not currently work due to some kind of naming/reference issue.

 

 

Strategy:
-Her buffs, particularly from absorb, last quite a while and give her really good damage so it's a good idea to transform a lot in fights when you need lots of damage.

 

-Her main downsides are sustaining her health and dealing with the self stress of her abilities. Healer hero of some kind is recommended.

 

-Her transformed abilities, particularly clap, are very powerful and worth transforming for.

 

She takes a small amount of damage and chance for bleed when transforming back, which can be triggered through putrify or will otherwise happen regardless at the end of the fight. A plague doctor, bandages, or some other way to heal bleed is recommended.

 

-She also has an ability that increases healing received, and it lasts long enough that you can also get really high healing values from eating food after a fight--she just loves to eat! 

 

 


 

a302983907b7b7d5684bd00d27216fdb.jpg


 

Posted (edited)

What animating app are you using to make the animation? 


Regardless, here's my assessment/opinion:  
- investigate atlas is not referring to correct image. It should be crusader.sprite.defend.png

image.png.3e0e7237b9b61ae164b1605364103bbd.png

 

- camp animation is too big. 
My guess is the scale is 100%. Usually, it is 50% in the animating app. 

- isn't investigate and interact the same thing? How is interact not working? 

- I believe 'defend' and 'dodge' are same thing. Both use defend animation. BUT in this animation, they require 2 animations in 1 skel file: defend and death.
  I repeat; crusader.sprite.defend.skel need to have 2 specific animations; defend and death. 

 image.png.2dd724b45f2da1999367a558e603bea2.png

 

- For affliction, just use the default crusader affliction. Then, edit the PNG, replace the crusader with your image. No need to make whole new affliction animation unless you are good at it. Same goes for all other animations. Until you are comfortable and good at making custom animation, you go with editing the PNG sprite first. 

Edited by niknerozz
Posted (edited)

Dragonbones, the whole process is really annoying so I might have to just get spine because it seems like the thing about it messing up at random when exporting the animations is true. Thank you for the tips.

Edited by sdflksnjrpionr
Posted
7 hours ago, niknerozz said:

Spine is too pricey 😅 If u don't mind, can you tell how do you animate?
 

I use DragonBonesPro ver 5.6. 

 

 

Yeah that's what I'm using as well. 

Posted

It was a giant pain in my ass getting this update out but I am pleased (with the parts that work at least). Between conjuring up a new hero idea that was feasible with my efforts as a novice as well as fitting the theme for the hero that I had in mind, exploring a million other ideas, and struggling to finalize anything, I finally have it sort of working as a new class as was intended. I believe she is quite viable if you are interested in testing her already, I've taken her through a few dungeons already.

 

Again, I would really appreciate any ideas, and any help on how to fix the animations problem (the class is based on abomination so its even more complicated than normal ones I think). I would also really appreciate any thoughts on balance or entire changes to her kit, including changing the animations themselves for new abilities. There were quite a few other ideas for fetishes that did not make the cut but that I was definitely thinking about like smothering. 

 

Anyway, here is a sneak peek at the stuff I am working on in the meantime as additional skins for the class as well as stuff that didn't make the cut including rejected smothering abilities. I hope you're all having a good year, I'm feeling great this year. Thank you.

concepts sneak peek.png

QQRXV0CHW95SJT3DE5P6955SJ0.jpeg

2CAP1F84K3ZCMJZ4VXNAVXQW40.jpeg

long fist.jpeg

5QYAEC73DH9VBNSRG7FTH0XQD0.jpeg

FQA9YTD45WSW46EAHD36E5B3S0.jpeg

917D0F3CN7E029DHF2WHJCPE50.jpeg

R3730VD8RY1YG5CG3J41VG57K0.jpeg

SC902XWY6R4ZP3CPV49C99J6H0.jpeg

B6YCWS0405ZQ45Q5VSS8VVTE80.jpeg

QHPNJ427M0YCZ23S02PA5Q50T0.jpeg

ZYRRS5AP7V771B967GCE3A54J0.jpeg

1TTGM7V6ZGV7PVRT9AB2J7PVA0.jpeg

AMMM6KXCDACZEDRRP7YB0JNYZ0.jpeg

Posted (edited)

since this is based on Abom mechanics, does your combat and defend anim has both modes? (human and engorged). My skeleton viewer cannot confirm nor verify whether your animation has both modes or not. 

image.png.83d7c94ba844fa3213008b5724121ceb.png

This is Abom's defend animation. It has both modes that he uses. Yours should include; 
death_normal
death_engorged 
defend_normal
defend_engorged 
(whichever first does not matter). 
Similar case apply to combat. 

Edited by niknerozz
Posted
14 minutes ago, niknerozz said:

since this is based on Abom mechanics, does your combat and defend anim has both modes? (human and engorged). My skeleton viewer cannot confirm nor verify whether your animation has both modes or not. 

image.png.83d7c94ba844fa3213008b5724121ceb.png

This is Abom's defend animation. It has both modes that he uses. Yours should include; 
death_normal
death_engorged 
defend_normal
defend_engorged 
(whichever first does not matter). 
Similar case apply to combat. 

 

That is an excellent question and no I did not set that up properly, thank you for such a speedy reply. I currently don't have a defend or death animation for the transformed mode, I actually forgot about doing so, I think I only decided on her even being a transformed character 1-2 days ago. I will try to fix the anims asap, they're in the file already for you to enjoy looking at in the meantime. 

 

She definitely does work enough to take on a few dungeon quests and I assume the anims are somehow fixable on your end if you're desperate to play with her already other than the transformation, which right now just uses her normal combat one for the transformed version. I'm still thinking about whether I like this playstyle at all, I might remove her transformation entirely, she doesn't feel very unique yet. 

 

I think it's some simple kind of reference error I made, like what the anims are called in dragonbones, but I swear to fuck I spent 5 hours redoing them all to make sure they were all named properly so I don't know how I messed it up more than it was previously and I'll be damned if I go back in and fix it today. I have been working on this for a week and am exhausted so I'm going to watch sharpe for the rest of the day but yes anything else you can point out will be very appreciated and thank you to the playtesters. 

Posted

Do you use app spine converter v.1.0.5? I assume you do if you can produce atlas. 

RN i cannot play the game yet so I cannot test it. Got work due today. Earliest I can give review is tomorrow, if she do appear in my stagecoach at all. 

Posted
1 minute ago, niknerozz said:

Do you use app spine converter v.1.0.5? I assume you do if you can produce atlas. 

RN i cannot play the game yet so I cannot test it. Got work due today. Earliest I can give review is tomorrow, if she do appear in my stagecoach at all. 

Yes I've been doing the very annoying spine conversion process. Don't worry about it then, I do plan to get back to it and fix it soon I am just done for today. I tried making an event for her to appear automatically but it didn't seem to work, I'll see about fixing it. I am happy that people are interested in playing at all, this one is a bit more niche in appeal due to vore, I might make a toned down version without vore/hyper.

 

I've been making ai do all the work on the json files but I might actually have to figure it out myself because ai is really declining. 

Posted

It is not necessarily my taste, but I like seeing people putting effort and try modding. I've received a lot of help before. Figuring out is a difficult part. 

Posted (edited)

You can use my town event template first. I use this for guarantee recruit. 

 

In the localization, you need to add 

<entry id="town_event_title_anthropophage_first_recruit"><![CDATA[Put anything you want. Title name.]]></entry>
<entry id="town_event_description_anthropophage_first_recruit"><![CDATA[Put anything you want. Description]]></entry>

 

the event id is anthropophage_first_recruit. Can be renamed to anything (like ASD_BLA3) but make sure you refer to correct id. 

campaign.rar

Edited by niknerozz
Posted
24 minutes ago, PNclarity001 said:

I shall watch your career with great interest

Thank you. I am really happy with how the images came out, I think this is the first darkest dungeon class mod using ai or at least that I know, but I think the original style naturally compliments it because the darkest dungeon style also naturally has similar flaws/harsh shadows. I definitely intend to make a few skins for this class, as for the other skin ideas I don't know if they'll be full classes or just reskins for other heroes.

 

Also, does anyone know how to make testing easier? I just have a normal file with 2 anthropophages at the moment but its kind of annoying to have to launch a proper dungeon expedition every time I want to check something. 

Posted (edited)
28 minutes ago, sdflksnjrpionr said:

Thank you. I am really happy with how the images came out, I think this is the first darkest dungeon class mod using ai or at least that I know, but I think the original style naturally compliments it because the darkest dungeon style also naturally has similar flaws/harsh shadows. I definitely intend to make a few skins for this class, as for the other skin ideas I don't know if they'll be full classes or just reskins for other heroes.

 

Also, does anyone know how to make testing easier? I just have a normal file with 2 anthropophages at the moment but its kind of annoying to have to launch a proper dungeon expedition every time I want to check something. 

unfortunately no, i would just set up a throwaway save that you can launch and leave the quest early and not care for the stress penalty 

just thought of something, to resolve your skeleton issues you may have to resort to pasting textures over the abomination skeleton. That's how i have done my own reskins without touching any other bones program

This is gonna obviously be an issue with how your toon postures because you will have obvious texture breaks.

It might be better to paste over the duchess mod instead, as I believe the modded one with the bigger breasts have a separate bone for jiggle

she also has a better posture that fits closer here

Edited by PNclarity001
added extra info for op
Posted (edited)
15 minutes ago, PNclarity001 said:


just thought of something, to resolve your skeleton issues you may have to resort to pasting textures over the abomination skeleton. That's how i have done my own reskins without touching any other bones program

This is gonna obviously be an issue with how your toon postures because you will have obvious texture breaks.

It might be better to paste over the duchess mod instead, as I believe the modded one with the bigger breasts have a separate bone for jiggle

she also has a better posture that fits closer here

 

Can do. For this case, it is best to change the modes name to Duchess' naming instead of using yours (talking to author). Her animation is already coded to her naming. I'm not sure what her modes name is. You can check her hero.info. 

 

If you want to use Abom, his modes are human and beast . 

 

Edited by niknerozz
  • 3 weeks later...
Posted

Update:

Haven't done very much lately, not happy with how the character came out as she's not very interesting mechanically so I think I'm gonna redesign and not have her be a transformation hero. I still do want to have the idea of it being an absorptive character who gains a lot of strength through eating enemies and getting more powerful for longer dungeons maybe. Some of the more specific things I'm leaning towards are increasing heal percentages and a the new mark mechanic for movement abilities that gives her more damage for enemies that have been successfully moved, since push/pull can be pretty weak most of the time. Ideas appreciated.

 

What I have been doing is thinking about what alternative skins I want to do and I think I've settled on most of them. The color palette isn't very diverse though and some kind of look similar (especially rouge and elastagirl) so if anyone has ideas for characters they'd want to see as alternative skins I'd be interested, particularly characters with other skin colors as well as clothes colors like how darkest dungeon alts usually work. Ideally someone with similar absorption/elastic/morphing powers as the others, but not necessary. I was thinking of adding nilah from league of legends but even with every combination of checkpoint/lora her model would not cooperate well with darkest dungeon. 

 

 

anthropophage all skins.png

FZ2KC0TGHG09B19PJJCT1RSBM0.jpeg

Posted
On 5/14/2026 at 9:57 PM, Kasteanos said:

how can i install this mod?

big download button on right of screen on the file page. It's still very unfinished, working on it.

 

 

 

As for an update, I apologize that I've done nothing on the actual character, I decide the available models for madame rouge couldn't do what I wanted them to. I've been trying to get better at making ai models for my own purposes and I've made considerable progress. I guess I'm being quite leisurely about it. 

But at this rate and considering how simple what I want actually is, maybe I should've just learned how to draw, haha.

image.jpeg.9127f3cb88c68b384fed51021c6a0ce7.jpeg

 

image.jpeg.16a086ef52d4410a6d06eb5c7ceb5de8.jpegimage.jpeg.37e7c2ecc991431c0a17c82c3147b5ba.jpeg

  • 2 weeks later...
Posted

I have downloaded and placed within the mod folder, but I cannot get it to appear on the hammer at all. 
Any suggestions?

Posted
On 5/25/2026 at 6:06 PM, Damned11 said:

I have downloaded and placed within the mod folder, but I cannot get it to appear on the hammer at all. 
Any suggestions?

Do you mean hamlet? Or like the mod selection screen? If  hamlet, I didn't do anything on spawn rates so she seems to have a pretty low spawn rate compared to other modded heroes so you might just need to give it a few more weeks to get her.

 

Anyway I fucked up the battle animations and stuff this last update so you should probably just wait for the next update she's really not quite ready to play. I plan to get back to it soon I just became focused on new skins for a bit, but I think the new skins will be interesting, I plan to have them be very unique to eachother. I might have to simplify her existing walk/combat/idle sprites in order for them to all work as separate skins rather than different hero files, the requirement for one universal skeleton is kind of limiting. 

Posted

The Json file either wasn't working correctly. 

I ended up changing it into a XML and rewrote the code to use this
<project>
<PreviewIconFile>preview_icon.png</PreviewIconFile>
<ItemDescriptionShort/>
<ModDataPath>E:/Steam/steamapps/common/DarkestDungeon/mods/anthropophage_mod/</ModDataPath>
<Title>anthropophage_mod</Title>
<Language>english</Language>
<UpdateDetails/>
<Visibility>private</Visibility>
<UploadMode>dont_submit</UploadMode>
<VersionMajor>1</VersionMajor>
<VersionMinor>8</VersionMinor>
<TargetBuild>0</TargetBuild>
<Tags>
<Tags>Adult</Tags>
<Tags>Overhaul</Tags>
<Tags>NSFW</Tags>
</Tags>
<ItemDescription>A lewd NSFW overhaul of Darkest Dungeon.</ItemDescription>
</project>


I was also messing around with trying to get the images working, unfortunately I only got the afflicted image (It may have already been working) but no success on anything else. The walking animation works but it isn't working as intended I believe and that was it for the animation. 

As for other bits, the class name and many other aspects show up in blue writing and displaying additional text from the code, I wasn't able to fix this.

The mod in principle looks fun and I think you were onto something with the transformation as a basis, but it is your mod. 

Best of luck fixing it, was fun messing around with it.
 

image.png.ae73608ed08e53b4d453ea3cfb5d1d38.pngimage.png.8fd0481dba482f2c319690151c008f22.png

Posted (edited)
On 6/2/2026 at 1:27 PM, Damned11 said:



Best of luck fixing it, was fun messing around with it.
 
 

Thank you that's very nice of you. I'm just a dilettante who realized I could have ai do like 80% of the work for a mod and that I put whatever fetishes my heart desired in darkest dungeon.

I'm still rethinking everything. I had a lot of ideas for the skins and stuff but a lot less for what the actual hero will do, and it's not really easy to make new mechanics inside the game, I think most other mods unique mechanics are reskinned other stuff basically.

 

I think I'll either forget the transformation or just turn it into a reskin for an existing hero. I've had not so much success trying to make new ones like the movement skill damage buff. Her transformation ended up being too similar to the duchess and other existent modded class ideas it wasn't really unique. It also would be annoying to set up the transformations for the other planned skins I guess.

Edited by sdflksnjrpionr
Posted

hey man, i loved the girl, loved the idea.

 

so much that i tried to fix it myself, but i couldnt.

 

i noticed that some skel  have different names that the  png and  other thing

 

ex= attack-sword.skel is actualy crusader inside the skel

 

i used 3 ais to help me find the problems and all of them pointed to this

 

 

 

1. The Combat Skeleton is empty of animations:
If you check "anthropophage.sprite.combat.skel", it correctly contains the attachments, slots, and both skins ("human" and "engorged"). However, there are absolutely no animation tracks exported inside it. Because the engine cannot find an "idle" or "combat" track within the main combat skeleton, the hero just freezes in her base setup pose as soon as a battle starts. You'll likely need to re-export the combat skeleton from Spine ensuring the basic animation tracks are included.

 

2. Mismatched Skill References:
In "anthropophage.art.darkest", the .anim names don't align with the external file names and the internal Spine track names. For example, for the "Absorb" skill, the internal track name inside the binary file is still named "crusader", but the file on disk is named "attack_sword.skel". For Darkest Dungeon 1 to successfully load separate skill .skel files, the .anim string in the art file must match BOTH the external file name (anthropophage.sprite.[anim_name].skel) AND the internal Spine track name exactly.

Hope this helps you pinpoint the issue for the next update! Looking forward to seeing the class fully functional!

 

 

 

 

i have zero knlowedg of making darkest dungeons mods! im jutsb trying to help

Posted

Yeah Ceoss, I was in the same boat. 

I suspected number 1 and I don't have the software to fix/check so worth knowing that for sure. 

As for number 2, I noticed that. 
I changed the file into this. 

 

// FORM 1 - HUMAN SKILLS
combat_skill: .id "absorb" .icon "one" .anim "attack_sword" .fx "attack_default" .targchestfx "blood_splatter" .condensed_tooltip_effects true .condensed_tooltip_effects_per_line 1
combat_skill: .id "assimilate" .icon "two" .anim "attack_heal" .fx "attack_default" .condensed_tooltip_effects true .condensed_tooltip_effects_per_line 1
combat_skill: .id "torrent" .icon "three" .anim "attack_scroll" .fx "attack_default" .targchestfx "blood_splatter" .condensed_tooltip_stats true .condensed_tooltip_effects true .condensed_tooltip_effects_per_line 1
combat_skill: .id "kiss" .icon "four" .anim "attack_charge" .fx "attack_default" .targchestfx "blood_splatter" .condensed_tooltip_effects true .condensed_tooltip_effects_per_line 1

// FORM 2 - ENGORGED SKILLS
combat_skill: .id "putrify" .icon "five" .anim "attack_engorged_putrify" .fx "attack_default" .targchestfx "blood_splatter" .condensed_tooltip_effects true .condensed_tooltip_effects_per_line 1
combat_skill: .id "clap" .icon "six" .anim "attack_engorged_clap" .fx "attack_default" .targchestfx "blood_splatter" .condensed_tooltip_stats true .condensed_tooltip_effects true .condensed_tooltip_effects_per_line 1
combat_skill: .id "bristle" .icon "seven" .anim "attack.engorged_bristle" .fx "attack_default" .condensed_tooltip_effects true .condensed_tooltip_effects_per_line 1
combat_skill: .id "reknit" .icon "one" .anim "attack_engorged_reknit" .fx "attack_default" .condensed_tooltip_effects true .condensed_tooltip_effects_per_line 1

combat_move_skill: .id "move" .icon "generic_move" .anim "idle"

riposte_skill: .id "bristle_riposte" .anim "bristle tiny" .fx "attack_default" .targchestfx "blood_splatter"

act_out_display: .attack_friendly_anim "attack_charge" .attack_friendly_fx "attack_default" .attack_friendly_targchestfx "blood_splatter" .attack_friendly_sfx "/char/ally/anthropophage_riposte"
 

Although this didn't work as the previous post mentioned in 1, the animation file isn't working correctly so it wouldn't pull the animations even though the file now matches the picture names. 

 

I also did a bit more in localization to add more lines, but I couldn't get those working correctly either and nothing I did fixed the blue writing.

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