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Darkest Dungeon Erotic Mods


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Posted

Hello all, I am starting my first modding adventure in Darkest Dungeon and wanted to bring a few questions to the pros. Things are going alright but I have run into my first 2 problems. I am not sure if Lustiest Lair and Darkest Desires are compatible with each other. My intention is Lustiest Lair to do the heavy lifting and Darkest Desires to fill in on modded classes I have added. Second Issue is that my skin replacers for the vanilla classes are only working 50% of the time. Mod load order is as follows:

 

Lustiest Lair

Darkest Desire

Level Restrictions Removal

Stacking Inventory

Curio Hints

Expanded Town Events

Complex Compulsions

Toy Trinkets

Lusty Loading Screens

Dookie Satyric Curios

Dookie Satyric Town

Dungeon Background Variations all in one

Additional Room Backgrounds

Invisibruh's NSFW backgroud Replacements (x4)

LW- courtyard Landscaping

The Banshee by Marvin and Clair

Monster Girl Brigand 

Monster Girl Warrens part 1 and 2

The Fixer - House of Piggies & Meat Boss

The Fixer - Unleashing the Kraken

+ Plus many Class Mods

+ Plus skin replacements for vanilla classes

 

The main mod of this list is obviously Lustiest Lair, with Darkest Desire to cover new classes from other mods. Currently Darkest Desire does not seem to be working on modded classes at all. Are these two mods something that can be run at the same time?

 

Second issue of my skin replacers may be a case of outdated mods. Based on some reading it sounds like there was a major change on the file structure of Darkest Dungeon that broke many reskin mods a while back? If so how difficult would it be for me to convert older mods (me being of limited skill). Could someone give me a quick rundown as to what would be required to update some of these older reskin mods?

 

Thank for any advice!

 

 

Posted

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On 2/6/2021 at 2:55 PM, DrakeKiller101 said:

Acho que posso dizer que editar as altas por enquanto seria bom por enquanto até que alguém possa entender por que isso está acontecendo. Mas também estou extremamente confuso sobre como isso é uma coisa. Embora se eu for honesto carregando aquele com o mestre como uma espécie de fantasma também seria muito bom para algumas pessoas, bem como eu vi um semelhante com o de baunilha no Nexus como um comentário anterior mencionado. Eu tentaria dar alguns conselhos para consertá-lo, mas eu não tenho a menor ideia do que estaria causando isso, pois só deveria ser capaz de renderá-la se ela está no png, a única coisa que eu posso realmente fazer é que há uma camada que ainda está lá na imagem, mas se não há arquivos psd, então isso deve ser impossível. Desculpe não poder dar nenhum conselho já que está tentando ajudar, mas estou tão perplexo quanto você provavelmente, se não mais.

You could use krita to remove the human

Posted

So is there any replacements for bosses? I have two, well, one a quarter, the swine prince and one for just the formless melee. Are there any other skins?

Posted
3 hours ago, Ozvelpoon said:

Hello all, I am starting my first modding adventure in Darkest Dungeon and wanted to bring a few questions to the pros. Things are going alright but I have run into my first 2 problems. I am not sure if Lustiest Lair and Darkest Desires are compatible with each other. My intention is Lustiest Lair to do the heavy lifting and Darkest Desires to fill in on modded classes I have added. Second Issue is that my skin replacers for the vanilla classes are only working 50% of the time. Mod load order is as follows:

 

Lustiest Lair

Darkest Desire

Level Restrictions Removal

Stacking Inventory

Curio Hints

Expanded Town Events

Complex Compulsions

Toy Trinkets

Lusty Loading Screens

Dookie Satyric Curios

Dookie Satyric Town

Dungeon Background Variations all in one

Additional Room Backgrounds

Invisibruh's NSFW backgroud Replacements (x4)

LW- courtyard Landscaping

The Banshee by Marvin and Clair

Monster Girl Brigand 

Monster Girl Warrens part 1 and 2

The Fixer - House of Piggies & Meat Boss

The Fixer - Unleashing the Kraken

+ Plus many Class Mods

+ Plus skin replacements for vanilla classes

 

The main mod of this list is obviously Lustiest Lair, with Darkest Desire to cover new classes from other mods. Currently Darkest Desire does not seem to be working on modded classes at all. Are these two mods something that can be run at the same time?

 

Second issue of my skin replacers may be a case of outdated mods. Based on some reading it sounds like there was a major change on the file structure of Darkest Dungeon that broke many reskin mods a while back? If so how difficult would it be for me to convert older mods (me being of limited skill). Could someone give me a quick rundown as to what would be required to update some of these older reskin mods?

 

Thank for any advice!

 

 

For your first issue, in theory, yes. Just put the Lustiest Lair above Darkest Desire. If you still have a problem, delete the default.camping_skills in Darkest Desire folder.  For your second issue, you might install the skin with its custom skeleton, which is not compatible with other skins/ vanilla skins. You can try install only 1 skin on each heroes to see the affect.

Posted
7 hours ago, duy123a said:

For your first issue, in theory, yes. Just put the Lustiest Lair above Darkest Desire. If you still have a problem, delete the default.camping_skills in Darkest Desire folder.  For your second issue, you might install the skin with its custom skeleton, which is not compatible with other skins/ vanilla skins. You can try install only 1 skin on each heroes to see the affect.

Thank you for your help! That was what I needed to get my first issue to work. 

 

I am currently only trying to get 1 new skin for every vanilla game hero to work, I could have been more clear on that sorry. I have no previous experience working with skin skeletons so I may need more help if that is my problem. Digging a little deeper on my skin issue this is what I can figure out on my own:

 

My skins have 3 broad types of file structures;

1) heroes/"classname"/"classname"_ABCD

- These should be replaceing the base game models with 4 color varients from the new skin

2) heroes/"classname"/"classname"_EFGH...

- These will add additional variants to that heroes pool from the new skin without replacing the vanilla assets

3) The same as 1 or 2 above but with additional folders for anim and or fx

- Again same as above 1 or 2 but the skin requires new animation and fx information to work properly I assume?

 

The vast majority of my skins are type 2; would changing their filenames to overwrite "classname"_ABCD be all I need to turn them into a type 1) or is there more involved? Most of them only have 1 variant so I would end up with duplicate palate variants but I am alright with that.

 

So far the only skin that is not working as intended is this one https://steamcommunity.com/sharedfiles/filedetails/?id=1433937900 it is a type 1) with an additional fx folder, but is not replacing the base game files. It also displays a white cutout as a 5th variant which is obviously a bug. 

 

Thank you for your help everyone!

Posted
1 hour ago, Ozvelpoon said:

Thank you for your help! That was what I needed to get my first issue to work. 

 

I am currently only trying to get 1 new skin for every vanilla game hero to work, I could have been more clear on that sorry. I have no previous experience working with skin skeletons so I may need more help if that is my problem. Digging a little deeper on my skin issue this is what I can figure out on my own:

 

So far the only skin that is not working as intended is this one https://steamcommunity.com/sharedfiles/filedetails/?id=1433937900 it is a type 1) with an additional fx folder, but is not replacing the base game files. It also displays a white cutout as a 5th variant which is obviously a bug. 

Ok, so the way hero skins work is there's the main anim file, in which is contained the .atlas and .skel files for the whole class, then there's the .fx file, which is for overlays on top of images to make them pop, usually glows or weapon trails or blood splatters, then there's the (classname)_(letter) folders, which is for color alts and skins.

The trick here is that because the skeletons and atlas are used for every color alt, you can only have one skeleton per class, so for example Xelsword's stuff doesn't work with normal hero skins and vice versa.

Then, Vanilla classes always want at least four color alts, (classname)_(A-D), and will generate cube men for empty slots. It is completely valid to replace these with other skins if you want, and mandatory if you get a skin pack that changes the skeleton, as the vanilla skins won't work anymore.

The skin you linked is reported to have problems, though a cursory inspection reveals nothing out of the ordinary, save that it's crusader_F. A while back, someone figured out that as long as you have (classname)_(letter) at the END of the color alt's name, you can put whatever you want in front of it and the game will load it, breaking the 26 skin limit and allowing for far, FAR less conflicts with skin mods. Admittedly, even back then few dared touch skin slots F-I, as that was property of the Unoffical Palette Expansion Pack... If you have that, this skin will conflict, so delete the mod's modfiles.txt and rename the skin to something like... I dunno, midriffcrusader_F.

Don't worry about the rework, though. If your skin has been updated in the past LITERAL FOUR YEARS, then it's compatible with modern .Atlas files. Even if it isn't, some basic image editing to reshuffle the combat sprite to work with the new .Atlas should be all you need.

Posted
5 hours ago, Fasterflight225 said:

Ok, so the way hero skins work is there's the main anim file, in which is contained the .atlas and .skel files for the whole class, then there's the .fx file, which is for overlays on top of images to make them pop, usually glows or weapon trails or blood splatters, then there's the (classname)_(letter) folders, which is for color alts and skins.

The trick here is that because the skeletons and atlas are used for every color alt, you can only have one skeleton per class, so for example Xelsword's stuff doesn't work with normal hero skins and vice versa.

Then, Vanilla classes always want at least four color alts, (classname)_(A-D), and will generate cube men for empty slots. It is completely valid to replace these with other skins if you want, and mandatory if you get a skin pack that changes the skeleton, as the vanilla skins won't work anymore.

The skin you linked is reported to have problems, though a cursory inspection reveals nothing out of the ordinary, save that it's crusader_F. A while back, someone figured out that as long as you have (classname)_(letter) at the END of the color alt's name, you can put whatever you want in front of it and the game will load it, breaking the 26 skin limit and allowing for far, FAR less conflicts with skin mods. Admittedly, even back then few dared touch skin slots F-I, as that was property of the Unoffical Palette Expansion Pack... If you have that, this skin will conflict, so delete the mod's modfiles.txt and rename the skin to something like... I dunno, midriffcrusader_F.

Don't worry about the rework, though. If your skin has been updated in the past LITERAL FOUR YEARS, then it's compatible with modern .Atlas files. Even if it isn't, some basic image editing to reshuffle the combat sprite to work with the new .Atlas should be all you need.

Thank you for the explanation, I am going to need to go through my mods and see what needs to be done then. I appreciate you taking the time to get me up to speed.

Posted
3 hours ago, jefuty said:

I'm working on the Necromancer beautification!
The design and colouring are pretty much done
Next I'm going to spend some time putting them into the game,

and get them moving ......

 

If you have any interesting ideas when you look at them.
Let me know in the comments!

 

 

 

 

Can't wait!  You're my hero Jefuty!  I got your art in 4 of my games now and one of them was released with it!

 

Shout at me if you do commissions for $$$.  I need your art on my phone!

Posted
4 hours ago, jefuty said:

I'm working on the Necromancer beautification!
The design and colouring are pretty much done
Next I'm going to spend some time putting them into the game,

and get them moving ......

 

If you have any interesting ideas when you look at them.
Let me know in the comments!

20210216172817.jpg

20210216172853.jpg

20210216172914.jpg

Holy smokes, that looks amazing! Suddenly almost getting wiped don't seem so bad. xD

Posted
6 hours ago, jefuty said:

I'm working on the Necromancer beautification!
The design and colouring are pretty much done
Next I'm going to spend some time putting them into the game,

and get them moving ......

 

If you have any interesting ideas when you look at them.
Let me know in the comments!

20210216172817.jpg

20210216172853.jpg

20210216172914.jpg

Nice skin definitly will look forward to it :D

 

Posted
8 hours ago, jefuty said:

I'm working on the Necromancer beautification!
The design and colouring are pretty much done
Next I'm going to spend some time putting them into the game,

and get them moving ......

 

If you have any interesting ideas when you look at them.
Let me know in the comments!

20210216172817.jpg

20210216172853.jpg

20210216172914.jpg

Tn´noight on darkest dungeon

 

Jefuty regrows the flesh on de focking skelentons

 

ERRY NOICE

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