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Darkest Dungeon Erotic Mods


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Posted
5 minutes ago, Tinyhouse said:

anyone got tips for giving her a walking animation?

Other than try and error, you can import some good animations and grab as base and adapt (like Xelsword's skins).

Posted
1 hour ago, darkwerr said:

Other than try and error, you can import some good animations and grab as base and adapt (like Xelsword's skins).

Do you know how to rotate an image in dragonbones? i just want to move her cape a little so it doesn't look weird while she's walking forward

Posted (edited)
10 minutes ago, Tinyhouse said:

Do you know how to rotate an image in dragonbones? i just want to move her cape a little so it doesn't look weird while she's walking forward

You can either rotate it on armature using the cape or bones attached to the cape, or directly into the animation (here you would need to rotate and press the banners to activate on that frame).

UnLxadc.png.a5e0d91f96d0478f33bf7dd2756adb4c.png

Edited by darkwerr
Posted
1 hour ago, darkwerr said:

You can either rotate it on armature using the cape or bones attached to the cape, or directly into the animation (here you would need to rotate and press the banners to activate on that frame).

UnLxadc.png.a5e0d91f96d0478f33bf7dd2756adb4c.png

Thx, figured it out. 

 

Animating her walk animation is really tedious. Is there a way to import existing animation to give her a walk cycle or do I have to animate it all?

Posted

Behold, I have crafted the jankiest walk animation that there ever was.

 

I finally finished the walk cycle animation... needless to say it looks unnatural.

 

to anyone who wants to improve upon my... bizarre modification of the wildlander thrall mod, have at ye. 

 

none of this is mine anyway :) 

 

 

 

thrall backup.rar

Posted

fixed her walk animation and swapped out a bunch of her animations. Though i encountered a glitch where after investigating a curio, her hand goes up and walk go back down. Don't know why that happens. warhawk mod.rar

 

anyway... anyone know how to turn her into a separate class mod? i've done the animations already (choppily and without expertise mind you) but coding an actual class mod is out of my scope of knowledge.

Posted
18 minutes ago, Tinyhouse said:

I give my thanks to darkwerr and Fnakasjg for helping me understand some basic stuff on dragonbones, I appreciated the help. :) 

Np, understanding and improvement/polishing of skills and "tricks" will come just with trying and experimenting on your own with multiple different practical attempts, as usual))

Posted (edited)
30 minutes ago, Tinyhouse said:

anyway... anyone know how to turn her into a separate class mod? i've done the animations already (choppily and without expertise mind you) but coding an actual class mod is out of my scope of knowledge.

I usually myself finding some old standalone class as "basis" (usually with old and boring vanilla-like skins which not super cool to use in-game any way) and using skin just for "conversion/reskin"

Best result when original class nature fitting/matching skin as close as possible (for example "dagger + pistol bandit" class for "dagger + pistol bandit" skin, you got the idea i guess)

Here also an option to fully revamp all effects, titles and numbers if you will want to, ofcource)

 

Also more interesting, unique and "polished" (without bugs and with good balance in numbers and skills) class itself - better to implement it into game with that reskin, obviously)

Edited by Fnakasjg
Posted
1 hour ago, Fnakasjg said:

Np, understanding and improvement/polishing of skills and "tricks" will come just with trying and experimenting on your own with multiple different practical attempts, as usual))

even in animating, Darkest Dungeons never fails to bust my balls XD 

 

seriously I changed the thrall's risposte left punch, but instead of displaying the animation i made it just shows the whole ass png whyyyyyyy.... And why the hell does her hand go up while walking after interacting with a curio???? Haven't found a solution for those two still... gonna play a bit of DD then return to the grind of polishing off this weird creation of mine. 

 

If you know the solution to this problem, i beg of thee give unto me your eternal knowledge so that i may fix her 

Posted
1 hour ago, Fnakasjg said:

I usually myself chosing some old standalone class as "basis" (usually with old and boring vanilla-like skins which not super cool to use in-game any way) and using skin just for "conversion/reskin"

Best result when original class nature fitting/matching skin as close as possible (for example "dagger + pistol bandit" class for "dagger + pistol bandit" skin, you got the idea i guess)

Here also an option to fully revamp all effects, titles and numbers if you will want to, ofcource)

 

Also more interesting, unique and "polished" (without bug and with good balance in numbers and skills) class itself - better to implement it into game with that reskin, obviously)

I'll take this knowledge you have bestowed upon me to perfect this craft, and create a standalone Warhawk Matron mod..

 

actually, i'm currently eyeing the steel path wildlander. Might make a mod of her... 

Posted
5 minutes ago, Tinyhouse said:

even in animating, Darkest Dungeons never fails to bust my balls XD 

 

seriously I changed the thrall's risposte left punch, but instead of displaying the animation i made it just shows the whole ass png whyyyyyyy.... And why the hell does her hand go up while walking after interacting with a curio???? Haven't found a solution for those two still... gonna play a bit of DD then return to the grind of polishing off this weird creation of mine. 

 

If you know the solution to this problem, i beg of thee give unto me your eternal knowledge so that i may fix her 

It is hard to catch what problem is just from "description like this", sadly - bcs im barely can track what you are talking about, not even talking about "spot problem", sadly :)))

It will come with expirience any way - just try to figure it out on your multiple experiments and tries (as i gathered those "tricks" on my own - when you figured out 1 time "how it is working" - all future similar places in any other edits will be simple and obvious)

Posted

her riposte is still displaying the whole png and not the animation.

 

I swear to god i'm Gonna have an aneurysm.

 

AND HER ARM WONT GO DOWN AFTER INVESTIGATING A CURIO

 

WHYYYYYYYY... Aaaand now the chain is pushing out of her thigh...

 

wtf

 

aaaand her combat animation is going over her idle animation.

 

Never mind taking a break i'm being dragged into fixing it through spite.

weird ass hand.JPG

now she's not even displaying her idle animation.JPG

i modified it specifically to go with the investigate animation... but i guess not.JPG

Posted
18 minutes ago, Tinyhouse said:

Why.

 

 

i replaced everything in the anim folder with custom stuff.

 

 

IT SHOULD EVEN BE DOING ANY OF THIS

 

WHAT

i dont even know what's happening anymore.JPG

It is hard to explain "how to do that" - will be like whole big post if i will do that "step by step whole algorythm of how i myself doing for my enemy conversions"

So best and easier way if you will figure out just by experementing, i did myself exactly same way (experementing on my own to understand algorythmes)

Posted (edited)

One thing i understand from your "description" is that you probably trying to use for static (skill, camp, investigate) sprites sprites with animation ("walk", "combat", "idle")

Also dont forget to edit inside "art" file as well titles of "what sprite will be used for skills"

(and INSIDE "atlas" files to match title of sprite will be used with existing ones)

If you will just "stay in border" - will be no issues

Dont know how to explaing short - "step by step" it will be really a lot

Try to just figure out, process is the same every time and not so complicated at all

Also in guide i share with you it is already describes pretty good, if i remember correclty (you can also try to find another guide with Google, im sure it is already exist)

Edited by Fnakasjg
Posted
1 hour ago, Fnakasjg said:

It is hard to explain "how to do that" - will be like whole big post if i will do that "step by step whole algorythm of how i myself doing for my enemy conversions"

So best and easier way if you will figure out just by experementing, i did myself exactly same way (experementing on my own to understand algorythmes)

 

I'm struggling real hard bro. It's brain numbingly hard. Especially not knowing what works with what... well, i guess trial and error can solve anything given enough time and tenacity.

 

Wish me luck, i'm gonna spend my afternoon tinkering with this mess.

Posted
1 hour ago, Fnakasjg said:

One thing i understand from your "description" is that you probably trying to use for static (skill, camp, investigate) sprites sprites with animation ("walk", "combat", "idle")

Also dont forget to edit inside "art" file as well titles of "what sprite will be used for skills"

(and INSIDE "atlas" files to match title of sprite will be used with existing ones)

If you will just "stay in border" - will be no issues

Dont know how to explaing short - "step by step" it will be really a lot

Try to just figure out, process is the same every time and not so complicated at all

Also in guide i share with you it is already describes pretty good, if i remember correclty (you can also try to find another guide with Google, im sure it is already exist)

alright i'll see what i can  do.

 

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