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Darkest Dungeon Erotic Mods


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Posted
3 hours ago, HighwayDio said:

 

Personally, a short "spicy" bark is allot better then a wall of text. Plus it would be kinda weird (And a little funny) while in combat for one of your teammates to stop fighting, just to describe what they wanna do and how their gonna do it with the other teammate in lengthy detail.

Yea, combat isn't the issue I am only asking about the barks in town. These are, as I'd argue, less obtrusive and thus deserve to stay up for more than 1 sec.
I would totally agree with you regarding the combat part though

Posted
48 minutes ago, swaggman666 said:

Yea, combat isn't the issue I am only asking about the barks in town. These are, as I'd argue, less obtrusive and thus deserve to stay up for more than 1 sec.
I would totally agree with you regarding the combat part though

I believe the devs of Lustiest Lair have edited those. You could join their Discord and ask them about it as well as any other modding help you may need.

https://discord.gg/r96mv3v4mb

Posted
58 minutes ago, swaggman666 said:

Yea, combat isn't the issue I am only asking about the barks in town. These are, as I'd argue, less obtrusive and thus deserve to stay up for more than 1 sec.
I would totally agree with you regarding the combat part though

 

Oh, those ones. I could be wrong but I don't think you can adjust the length of those, not even lustiest lair I believe has them stay up for a longer duration as far as I know.

Posted (edited)

Does anyone know if the monsters from Lustiest Lair can be edited to replace vanila monsters? If it's possible, is it hard? For example if i tried to edit the Slaver files can i use them on the ghoul?

slaver_monster_1.gif.f2120c1098dd627031ff587d4586ed0c.gif.252192ead18709e81595b9c89217be33.gif

ll_slaver.rar

Edited by 6LewdLove6
Posted (edited)
32 minutes ago, oppaibanan said:

can you modify the darkest desires mod? I wanted to decrease the time cost of some skills and modified the file but nothing happened

 

 

Did you edit the "default.camping_skills" inside raid > camping files in the mod's folder?
Also, make sure no other mods overwrite that file

 

  

12 minutes ago, 6LewdLove6 said:

Does anyone know if the monsters from Lustiest Lair can be edited to replace vanila monsters? If it's possible, is it hard? For example if i tried to edit the Slaver files can i use them on the ghoul?

slaver_monster_1.gif.f2120c1098dd627031ff587d4586ed0c.gif.252192ead18709e81595b9c89217be33.gif

ll_slaver.rar 4.02 MB · 0 downloads

 

You probably could

As what Fasterflight said before

Overwrite the anim and fx, only need to rename the .skel and .atlas, no need to rename the .png

Edited by Valixe
Posted
10 minutes ago, Valixe said:

 

Did you edit the "default.camping_skills" inside raid > camping files in the mod's folder?
Also, make sure no other mods overwrite that file

 

  

 

You probably could

As what Fasterflight said before

Overwrite the anim and fx, only need to rename the .skel and .atlas, no need to rename the .png

yes i modified the values in darkestdesire.camping_skills file

 

Posted
28 minutes ago, 6LewdLove6 said:

Does anyone know if the monsters from Lustiest Lair can be edited to replace vanila monsters? If it's possible, is it hard? For example if i tried to edit the Slaver files can i use them on the ghoul?

slaver_monster_1.gif.f2120c1098dd627031ff587d4586ed0c.gif.252192ead18709e81595b9c89217be33.gif

ll_slaver.rar 4.02 MB · 3 downloads

Yeah, they can and its rather easy. You only have to place them in a chain of folders identical to the D-D structure so:
1. Folder: monsters

2. Folder: [themonsteryouwanttoreplacefoldername]

next you wanna pack them into a different folder thats going to be your mod folder
idk: Monsterreplacer

 

Put your "mod" into the mods folder.

 

and stuff the sampleproject.xml from the _windows (located in your D-D directory) into your new mod folder. Edit the sampleproject to your liking. Id suggest you go with
dont_submit instead of direct_upload
and private instead of public

Change the path to the your new Monsterreplacer mod folder, save it and close it (I'd suggest Notepad++ for the editing)

now take that sweet sampleproject.xml and drag and drop it onto the steamuploader.exe located in the previously mentioned _windows folder let the computer do its magic and voila you have got a mod you can activate like any other that replaces your enemies.

It's quicker than posting this response.

Posted
28 minutes ago, Valixe said:

 

Did you edit the "default.camping_skills" inside raid > camping files in the mod's folder?
Also, make sure no other mods overwrite that file

 

  

 

You probably could

As what Fasterflight said before

Overwrite the anim and fx, only need to rename the .skel and .atlas, no need to rename the .png

 

2 minutes ago, swaggman666 said:

Yeah, they can and its rather easy. You only have to place them in a chain of folders identical to the D-D structure so:
1. Folder: monsters

2. Folder: [themonsteryouwanttoreplacefoldername]

next you wanna pack them into a different folder thats going to be your mod folder
idk: Monsterreplacer

 

Put your "mod" into the mods folder.

 

and stuff the sampleproject.xml from the _windows (located in your D-D directory) into your new mod folder. Edit the sampleproject to your liking. Id suggest you go with
dont_submit instead of direct_upload
and private instead of public

Change the path to the your new Monsterreplacer mod folder, save it and close it (I'd suggest Notepad++ for the editing)

now take that sweet sampleproject.xml and drag and drop it onto the steamuploader.exe located in the previously mentioned _windows folder let the computer do its magic and voila you have got a mod you can activate like any other that replaces your enemies.

It's quicker than posting this response.

Thank you it worked great!

Posted
26 minutes ago, oppaibanan said:

yes i modified the values in darkestdesire.camping_skills file

 

 

From the screenshot I have on raid > camping folder of the darkest desire mod, you'll only need to modify the default.camping_skills.json. I don't even see darkestdesire.camping_skills

Spoiler

image.png.a37fce39bab469c6c432dbeffd76fb72.png

Anything else doesn't really matter, even the localization folder, since Lustiest Lair is better on the spicy text too.

Posted
9 minutes ago, Valixe said:

 

From the screenshot I have on raid > camping folder of the darkest desire mod, you'll only need to modify the default.camping_skills.json. I don't even see darkestdesire.camping_skills

  Hide contents

image.png.a37fce39bab469c6c432dbeffd76fb72.png

Anything else doesn't really matter, even the localization folder, since Lustiest Lair is better on the spicy text too.

Does the jester by any chance crash your game too though?

Posted
5 minutes ago, swaggman666 said:

Does the jester by any chance crash your game too though?

 

Sorry, I don't really use Darkest Desire, so I don't know. I downloaded it just to check the file they wanted to edit.

 

Just now, 6LewdLove6 said:

Um so i messed around a bit and kind of deleted some files on accident. Does anyone have the original ghoul files?

 

 

Here you go

ghoul.7z

Posted
2 hours ago, oppaibanan said:

no but nothing happens when i edit mod files

 

Modfiles.txt.

It's a manifest of every file in a mod, allowing the game to ignore unauthorized content.

Literally delete it. It is not needed, and does nothing of value.

If you're modifying a steam mod, remember that when it auto-updates, it'll replace the damned thing, so check it if you new stuff breaks.

Posted
4 hours ago, Valixe said:

You probably could

As what Fasterflight said before

Overwrite the anim and fx, only need to rename the .skel and .atlas, no need to rename the .png

Hey, watch what words you put in my mouth, especially when it's fucking wrong.

It's only that simple when replacing literally identical monster types, when trying anything more complicated, you need to edit the .art files to match the new attack names.

4 hours ago, 6LewdLove6 said:

Does anyone know if the monsters from Lustiest Lair can be edited to replace vanila monsters? If it's possible, is it hard? For example if i tried to edit the Slaver files can i use them on the ghoul?

It's not hard. You rename the .atlas and .fx of their /anim and /fx folders by replacing the monster name with the new one, then change all three art files to call for the new monster's ability artwork instead of the old one.

Ghoul Slaver Replacement.rar

Again, this is nessisary because the game will then look for 'oldmonstername'.sprite.'newattackname' .atlas and .skel files, which will then look for specifically 'newmonstername'.sprite.'newattackname'.png.

The atlas is unencryped and can be told better, but the Skeleton is not, and would require decompiling and recompiling to make a simple text edit. It's not worth it to make cleaner installs, so just don't fuggen touch the .pngs and change everything else around them to match.

Posted
42 minutes ago, Fasterflight225 said:

Hey, watch what words you put in my mouth, especially when it's fucking wrong.

It's only that simple when replacing literally identical monster types, when trying anything more complicated, you need to edit the .art files to match the new attack names.

It's not hard. You rename the .atlas and .fx of their /anim and /fx folders by replacing the monster name with the new one, then change all three art files to call for the new monster's ability artwork instead of the old one.

Ghoul Slaver Replacement.rar 4.01 MB · 1 download

Again, this is nessisary because the game will then look for 'oldmonstername'.sprite.'newattackname' .atlas and .skel files, which will then look for specifically 'newmonstername'.sprite.'newattackname'.png.

The atlas is unencryped and can be told better, but the Skeleton is not, and would require decompiling and recompiling to make a simple text edit. It's not worth it to make cleaner installs, so just don't fuggen touch the .pngs and change everything else around them to match.

Yeah i had someone help me with that. Thank you though.

Posted (edited)
2 hours ago, Fasterflight225 said:

Hey, watch what words you put in my mouth, especially when it's fucking wrong.

It's only that simple when replacing literally identical monster types, when trying anything more complicated, you need to edit the .art files to match the new attack names.

It's not hard. You rename the .atlas and .fx of their /anim and /fx folders by replacing the monster name with the new one, then change all three art files to call for the new monster's ability artwork instead of the old one.

Ghoul Slaver Replacement.rar 4.01 MB · 7 downloads

Again, this is nessisary because the game will then look for 'oldmonstername'.sprite.'newattackname' .atlas and .skel files, which will then look for specifically 'newmonstername'.sprite.'newattackname'.png.

The atlas is unencryped and can be told better, but the Skeleton is not, and would require decompiling and recompiling to make a simple text edit. It's not worth it to make cleaner installs, so just don't fuggen touch the .pngs and change everything else around them to match.

After testing your version out it seems that the Ghoul just doesn't show up at all. Instead of getting him and the other monsters he spawns with i just get the other monsters like 1 cultist and 2 gargoyles

Edited by 6LewdLove6
Posted
3 hours ago, 6LewdLove6 said:

After testing your version out it seems that the Ghoul just doesn't show up at all. Instead of getting him and the other monsters he spawns with i just get the other monsters like 1 cultist and 2 gargoyles

That's not a replacer, it's an add-on, she doesn't have the Ghoul's .info or tint files in the lettered folders, meant to be layered, not completely replaced with.

Posted
7 hours ago, Fasterflight225 said:

Hey, watch what words you put in my mouth, especially when it's fucking wrong.

It's only that simple when replacing literally identical monster types, when trying anything more complicated, you need to edit the .art files to match the new attack names.

It's not hard. You rename the .atlas and .fx of their /anim and /fx folders by replacing the monster name with the new one, then change all three art files to call for the new monster's ability artwork instead of the old one.

Ghoul Slaver Replacement.rar 4.01 MB · 25 downloads

Again, this is nessisary because the game will then look for 'oldmonstername'.sprite.'newattackname' .atlas and .skel files, which will then look for specifically 'newmonstername'.sprite.'newattackname'.png.

The atlas is unencryped and can be told better, but the Skeleton is not, and would require decompiling and recompiling to make a simple text edit. It's not worth it to make cleaner installs, so just don't fuggen touch the .pngs and change everything else around them to match.

 

Sorry, I'll be more careful next time.

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