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Darkest Dungeon Erotic Mods


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Posted
Spoiler
59 minutes ago, declineX said:

Ok, so with the great Xelswords permission I edited and animated one of his concept arts: the fungal artillery:

Since this is my first complete animation and I am still learning, it is way from perfect, but maybe you want to use it as well.

image.png.c93d3ecb1f1fd5dc37aed88bd6c1ea2c.png

 

image.gif.67b0be8d487a9a2df6d5c74aa1e4df3a.gif

fungal_artillery.rar 1.87 MB · 6 downloads

 

Pretty cool! Took me 2 trips to weald to find 1. 5 Hate Viragos but only one fungal artillery! Champion is a wild place ...

You did a great job on your first animation! A couple comments. The body movements are a bit "watery" and unnatural, her curves jiggle like jelly not like skin. Also the color scheme is not ideal for me. Overall its good and I think you have some natural talent. Thank you for sharing!

Posted

Please help, i open "sycophant.sprite.combat.png" in the Paint, use eraser to delete public hair, save changes. And have this in the game. How to make changes correctly? 

 

1111.jpg

Posted
1 hour ago, Santa1112 said:

Please help, i open "sycophant.sprite.combat.png" in the Paint, use eraser to delete public hair, save changes. And have this in the game. How to make changes correctly? 

 

 

 

It seems that your save, overwrote the transperancy of the original file. Can't tell you exactly but you have to check this when exporting your edit.

Posted

This can happens sometimes and can depend on the program you're using to edit it. Since you used Paint that is most likely your problem but I know certain versions of Photoshop also have this problem. I had to download GIMP to be able to edit images properly. Even if you have the appropriate program you can still run into this problem though. From my experience even using GIMP, you can sometimes have a sort of residual image of something you've erased. I've learned that it is generally a good idea to create a blank layer underneath your image as well, this will usually prevent that from happening.

Posted
6 hours ago, Santa1112 said:

Please help, i open "sycophant.sprite.combat.png" in the Paint, use eraser to delete public hair, save changes. And have this in the game. How to make changes correctly? 

 

1111.jpg

I normally use these two files after using photoshop for my edits, see if it works. Just drag the ,png into each of these once, dont think order matters.

mask_trim_png.exe png_alpha_colour_remover.exe

Posted
On 2/8/2023 at 9:06 AM, Santa1112 said:

Please help, i open "sycophant.sprite.combat.png" in the Paint, use eraser to delete public hair, save changes. And have this in the game. How to make changes correctly? 

 

1111.jpg

be sure to use a program that has a "transparent background" option,such as gimp or fire alpaca,many paint type programs don't have this option and fill the background in with white which will cause a white block to appear around the pieces

 

Posted
27 minutes ago, noratheexplora said:

be sure to use a program that has a "transparent background" option,such as gimp or fire alpaca,many paint type programs don't have this option and fill the background in with white which will cause a white block to appear around the pieces

 

It's not just the transparent background. It's file compression options. The file needs to be completely uncompressed and some programs automatically compress some aspects of the file when they save it.

Posted
On 2/8/2023 at 3:06 PM, Santa1112 said:

Please help, i open "sycophant.sprite.combat.png" in the Paint, use eraser to delete public hair, save changes. And have this in the game. How to make changes correctly? 

 

1111.jpg

 

Where did you get the mods for the monsters? especially the flying one

Posted (edited)
10 hours ago, tentaclerapier said:

Does anyone have a large list of the NSFW mod creators? Especially the Patreons. Thank you in advance!

Xelsword, Alcor, Anaertailin, Nuir, Half-Tilt, Porkin, W_S_L I guess...

The list isn't that large, TBH.

Edited by Fasterflight225
Posted
2 hours ago, Fasterflight225 said:

Xelsword, Alcor, Anaertailin, Nuir, Half-Tilt, Porkin, W_S_L I guess...

The list isn't that large, TBH.

Ah, well. Thank you! A couple of those I didn't know, appreciate it!

Posted
3 hours ago, Jikko Kyubu said:

Question so i have the Angela's Provision skin and i already copy pasted it. but whenever i check the provisions its the default npc instead of the mod. does anyone have a link to the mod that works or can tell me how to get it to work?

stagecoach_LC_B.zip 2.85 MB · 7 downloads

Check to see if another mod is overwriting it, or if this mod has modifies.txt which you can remove

Posted
11 hours ago, firestormx64 said:

Check to see if another mod is overwriting it, or if this mod has modifies.txt which you can remove

where do i check that? because i don't see anything else in the folder

Posted (edited)
2 hours ago, Jikko Kyubu said:

where do i check that? because i don't see anything else in the folder

I'm finding it a little hard to guess your experience modding this game, so I'll just give my thoughts from the ground up.

 

There are 2 ways to mod the game. One is directly replacing files, while the other lets the game overwrite base files once the game loads from a mod folder. I wont touch on directly replacing files since that is not recommended (you can just copy/paste mod contents onto the base game if you really want to do this).

 

Loading mods using the game's tools can be done manually or through steam, the only difference is where the mods are stored. Lets say you have your desired mod stored in the path ...\Steam\steamapps\common\DarkestDungeon\mods. When you launch the game and get to the screen where you select your campaign/save, there will be options on the left, one of which is to use mods. When you click that, it will pull up a list of all the mods it can find. Specifically, it will look through all the directories stored in your mods folder, and look for a project.xml file (...\Steam\steamapps\common\DarkestDungeon\mods\your_mod\project.xml). This file stores metadata and indicates that the contents of the directory is a usable mod. When you enable the mod, the game will include the files in your mod directory to the game in ascending order (mods at the bottom overwritten by mods at the top if applicable).

 

From your response I am guessing that you did not include a project.xml file in your mod, and did not enable it for your campaign. The metadata in the project.xml file is mostly unimportant if you aren't interested in using Red Hook's tools to compile and upload mods to the steam workshop, so you can just use a dummy project.xml file. You can learn more about this here: https://steamcommunity.com/sharedfiles/filedetails/?id=819597757

 

Since I'm super cool, I will include one for you.

project.xml

Edited by iamnotreallysure
Typos, more info

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