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Darkest Dungeon Erotic Mods


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Posted
22 minutes ago, LussaVanor said:


Those icons looks great! Although, if you don't mind me asking this but may I know if you can share the full raw design of the crest used? 

I only asked because I'm working on changing most of the UI in game and I could use it's design to add them throughout like the banner near the estate name...


 

 

Sure

 

image.png.5fbb0d42291bded885501da3cc20d209.png

Posted

Anyone know what's wrong with the skel converter? The previews of the anims look normal on skel viewer, but when i decide to put them into the game they jank out and all that's outputted is broken anims are these settings right on the converter?

 

settings.json

Posted
1 hour ago, Tinyhouse said:

Anyone know what's wrong with the skel converter? The previews of the anims look normal on skel viewer, but when i decide to put them into the game they jank out and all that's outputted is broken anims are these settings right on the converter?

 

settings.json 244 B · 1 download

 

Maybe not appropriate version of Spine? I heard you need specific version of Spine to animate DD. I might be blabbering - might be off topic. 

Posted
1 hour ago, leakaomi said:

 

Maybe not appropriate version of Spine? I heard you need specific version of Spine to animate DD. I might be blabbering - might be off topic. 

I'm genuinely getting a headache from this.

 

I just want to import the idle anim of the steelpath into the mod, but it's just not doing what i want. The head for some reason shrinks along with random parts. I just want an idle and combat anim but it refuses me completely. Don't even know what i'm doing wrong man...

Posted
1 hour ago, leakaomi said:

 

Maybe not appropriate version of Spine? I heard you need specific version of Spine to animate DD. I might be blabbering - might be off topic. 

And now the investigate anim isnt working either. WTF.

 

The skel viewer shows it working, so why is it in game, it displays as chunks. Seriously it makes no sense. look at it in skel viewer, it displays normal. But in game it's broken

Steelpath.sprite.investigate.png

Steelpath.sprite.investigate.atlas Steelpath.sprite.investigate.skel

Posted (edited)

investigate animation should have separate shadow, right? where did you copy the animation? 

 

Idk how to view skeleton. 

Edited by leakaomi
Posted
6 hours ago, Tinyhouse said:

I'm genuinely getting a headache from this.

 

I just want to import the idle anim of the steelpath into the mod, but it's just not doing what i want. The head for some reason shrinks along with random parts. I just want an idle and combat anim but it refuses me completely. Don't even know what i'm doing wrong man...

The more complex an animation is, the more fixes you'll need to do on DragonBones before you see the original animation. As an example, the Draconblood class animation converted needs so many fixes that it would be easier to redo the animation altogether, lol. It's mostly because skel to json convert is not 100% accurate and the import from DragonBones doesn't help either. So if you're having problems converting, it's one of these two or maybe both.

On another note, think like you're editing a png image but you don't have the actual project from said png, so you don't have access to layers and such, only a tool that tries to mimic the project.

Posted
20 hours ago, Fnakasjg said:

You mean Luminocity?

Here she is)

 

VestalSkinsMod.zip 33.47 MB · 116 downloads

 

 

And yep - actually she is in my "working queue" for NSFW edit, will be ready pretty soon in future (like 1-3 weeks probably)

Didnt "touch" her a lot yet, just did 1-2 sprites for "pure concept" and "myself check" for now

 

As example "how it will be for her SFW variant "nip slip" (NSFW will be the same just without bra) - 

mender.sprite.heroic.thumb.png.3ecbdd05e63235ab97c0f664695c9d90.png

thank you  ^_^

Posted
5 hours ago, darkwerr said:

The more complex an animation is, the more fixes you'll need to do on DragonBones before you see the original animation. As an example, the Draconblood class animation converted needs so many fixes that it would be easier to redo the animation altogether, lol. It's mostly because skel to json convert is not 100% accurate and the import from DragonBones doesn't help either. So if you're having problems converting, it's one of these two or maybe both.

On another note, think like you're editing a png image but you don't have the actual project from said png, so you don't have access to layers and such, only a tool that tries to mimic the project.

I genuinely am getting a headache from this damn thing, look at it

asdasdadasd.JPG

but.JPG

Posted
5 hours ago, darkwerr said:

The more complex an animation is, the more fixes you'll need to do on DragonBones before you see the original animation. As an example, the Draconblood class animation converted needs so many fixes that it would be easier to redo the animation altogether, lol. It's mostly because skel to json convert is not 100% accurate and the import from DragonBones doesn't help either. So if you're having problems converting, it's one of these two or maybe both.

On another note, think like you're editing a png image but you don't have the actual project from said png, so you don't have access to layers and such, only a tool that tries to mimic the project.

why does it work fine on the character screen, but not while walking?

Posted
1 hour ago, Tinyhouse said:

I genuinely am getting a headache from this damn thing, look at it

asdasdadasd.JPG

but.JPG

I think walking and idle skeleton for your heroes separate differently. idk how to describe it. 

Like PD has different separation for walking and idle. You can't use same picture for walking and idle. 
Certain heroes have same separation. 
This is my guess. 
 

plague_doctor.sprite.walk.png

plague_doctor.sprite.idle.png

Posted (edited)
2 hours ago, Tinyhouse said:

image.jpeg.ea6ba36fc52d3051f22ac31603a76528.jpeg

 

Skel viewer shows it working so why isnt it functioning right?

 

 

 

I don't know exactly what are you doing and I never tested using skel viewer, I always did things directly in-game (using the game scripts to test).

With base on what leakaomi said, I could guess you tried to make an idle/combat animation into a walk animation, but you didn't switch the in project's animation name. If you select Animation (where Armature is), you'll see the animation name on the bottom-right corner, you can double click to rename it, if it's a walking animation, it should be "walk".

Spoiler

umA6tYn.png.53012a19e4fe43b21bdd1eda225d1288.png

 

Edited by darkwerr
Posted (edited)

The Good Girl - Tamed Doggo Class.zipThe Good Girl - Tamed Doggo Class Town Event.zippc_dog.zip

 

"What a bitch!"

 

preview_icon.png.5bd20d34fbd14b7ba64293a9afb9dae6.png

 

"Wandering wild semidog human monstergirl was spotted nearby the Hamlet. Looks like she is not same ferocious as her other wild sisters. Perhaps she was already tamed and just lose her houndmaster, may be you as her new master will be able to retame her again for your own usage?"

 

town_event.image_first_goodgirl.png.3e617b1f88b54587e420bcc68a80a8bc.png

 

NSFW reskin for one of the old classes with Xelsword "Hound" skin (only Hound from his "Houndmaster" version)

Only NSFW this time since here was no SFW (make sence since she is wildy semi-monster girl - she just dont bothering with clothes at all ;))

"Shadow eyes" ("A") and "visible eyes" ("B") versions this time

Also edited her "weapon" sprites to fit her "semi-human" nature better (originals were just "dog")

Spoiler

eqp_weapon_0.png.65cd38ea118d7957c79ab70700999022.pngeqp_weapon_1.png.76fb3183d57b9fdc3e3aacb7a5e60195.pngeqp_weapon_2.png.7b158804a9e3e098199c855cc6210d15.pngeqp_weapon_3.png.9b30e6d7ed6f6b0e49cf6124d9c2dbe4.pngeqp_weapon_4.png.8364bb5543b6e16a826a3b5e82c826e6.png

 

Also added Town Event to tame her faster (with "defeat boss" condition, feel free to edit or remove it if you will want)

Also if you using "Pet Cemetry" mod - here is optional replacer for one of "PC" monsters (dog) with same skin, for proper and immersive roleplaying of "taming" during quests ;))

 

Also i did a little polish/rebalance of her skills (in numbers, effects and positions) - for better immersion and interesting|unique playing with her and giving her special place in the roster, same time fitting her original "doggo" nature)

Feel free to use original if you will want to (just replace skin in that case), or edit futhrer yourself)

 

Original mods i used as materials - 

Class - https://steamcommunity.com/sharedfiles/filedetails/?id=899943437

Skin by Xelsword - https://www.nexusmods.com/darkestdungeon/mods/1052

Edited "Hound only" by MadFluffyPanda, big thanks for him for that edit - 

 

 

Hope you will be able to tame this wildy hottie ... and will ... "breed" ;).... a new specie of loyal hounds for Hamlet with her help))

 

Cheers)

 

Spoiler

1.gif.0d78598400e79b1eb6e1e935ad233a3a.gif2.gif.625b305bcf07a1ce46de999d0b564337.gif3.gif.363ce76158d9237848e59fcfe52d29cc.gif

preview_icon.png.5bd20d34fbd14b7ba64293a9afb9dae6.png

good_girl_portrait_roster.png.a05bef8346fda42f013d075fc079c02e.pnggood_girl_portrait_roster(2).png.32f8c0c5ab6fdfa19c1f05ad7fd31eb7.png

eqp_weapon_0.png.65cd38ea118d7957c79ab70700999022.pngeqp_weapon_1.png.76fb3183d57b9fdc3e3aacb7a5e60195.pngeqp_weapon_2.png.7b158804a9e3e098199c855cc6210d15.pngeqp_weapon_3.png.9b30e6d7ed6f6b0e49cf6124d9c2dbe4.pngeqp_weapon_4.png.8364bb5543b6e16a826a3b5e82c826e6.png

good_girl_guild_header.png.c136f0af211d5d254b7ac9dd26fd8b20.png

town_event.image_first_goodgirl.png.3e617b1f88b54587e420bcc68a80a8bc.png

good_girl.sprite.afflicted.thumb.png.b3b303f735ee9ab256088e3aaff20576.pnggood_girl.sprite.heroic.thumb.png.d46fcdd568fbaaec56508562538ac44c.pnggood_girl.sprite_camp.png.e2c5c44ad1b988280fee997ac1f82124.pnggood_girl.sprite.camp(2).png.11637d267e7edd3e13bcd3418b28025d.png

good_girl.sprite.defend.png.133f97adda8bf7a59f2bdf59b308e85d.pnggood_girl.sprite.defend(2).png.fea4d79041d2e9113097801127804378.pnggood_girl.sprite.investigate.png.40182637dddde244afb7695ece4eeb49.png

houndmaster.sprite.attack_club.thumb.png.698d82b21370fa36bcb8a8c9af9e33d1.pnghoundmaster.sprite.attack_club(2).thumb.png.4f8aafdb6d9f3381512bf1caac06365e.png

houndmaster.sprite.attack_guard.png.57f94a021c99b1717257cd10c2542660.pnghoundmaster.sprite.attack_guard(2).png.90b02e68ed7982378256e05c4c89f44d.png

 

houndmaster.sprite.attack_heal.png.fb5a8b2a498860c7f09dcc0dc72de540.pnghoundmaster.sprite.attack_heal(2).png.df9958768f401ba7c759e77546d32ead.png

houndmaster.sprite.attack_howl.png.8f82b26b8e0e35572fdfd53e0be6b8ab.png

houndmaster.sprite.attack_point.png.0006287e79c28a7b405294ff00970e5b.pnghoundmaster.sprite.attack_point(2).png.d34844aee2533e7de00ccf08c5cc7568.png

houndmaster.sprite.attack_rush.png.e7125037658b77338a0c5532047e769b.png

houndmaster.sprite.attack_rush(2).png.3f1d37e0cea14787b115958afaacedce.png

 

houndmaster.sprite.attack_sickem.png.2faecc2e41a5a75f57609e9cff07fbbd.png

houndmaster.sprite.attack_sickem(2).png.03ae25011abfe05f86dc5b67c3622574.png

 

 

 

 

The Good Girl - Tamed Doggo Class.zipThe Good Girl - Tamed Doggo Class Town Event.zippc_dog.zip

 

 

 

 

Edited by Fnakasjg
Posted
1 hour ago, darkwerr said:

I don't know exactly what are you doing and I never tested using skel viewer, I always did things directly in-game (using the game scripts to test).

With base on what leakaomi said, I could guess you tried to make an idle/combat animation into a walk animation, but you didn't switch the in project's animation name. If you select Animation (where Armature is), you'll see the animation name on the bottom-right corner, you can double click to rename it, if it's a walking animation, it should be "walk".

  Reveal hidden contents

umA6tYn.png.53012a19e4fe43b21bdd1eda225d1288.png

 

at this point im just trying to fix the other anims. But i don't get why it isnt working. The camp anim has it supersized for some reason:image.jpeg.6eb1e45fc758eede23b81b22f1378ba7.jpeg

Posted
6 minutes ago, Tinyhouse said:

at this point im just trying to fix the other anims. But i don't get why it isnt working. The camp anim has it supersized for some reason:image.jpeg.6eb1e45fc758eede23b81b22f1378ba7.jpeg

 

Static images should be easy. Take any heroes camping animation, skel and png. Edit the image by putting your heroes image, within correct size, boundaries and position. 
Rename the anim, skel and png to your heroes name and put into your heroes folder. 
Only for static. Not recommended for walk, idle, combat or FX. 

Are you doing this one from scratch or you copy animation from somewhere else? I don't edit animation so Im not familiar. I am familiar with static image. 
But I do recommend you to copy from 1 heroes folder and use it as baseline for heroes edit. 
 

Posted
1 hour ago, leakaomi said:

 

Static images should be easy. Take any heroes camping animation, skel and png. Edit the image by putting your heroes image, within correct size, boundaries and position. 
Rename the anim, skel and png to your heroes name and put into your heroes folder. 
Only for static. Not recommended for walk, idle, combat or FX. 

Are you doing this one from scratch or you copy animation from somewhere else? I don't edit animation so Im not familiar. I am familiar with static image. 
But I do recommend you to copy from 1 heroes folder and use it as baseline for heroes edit. 
 

originally i imported the Steelpath's power down anim into a camp anim, got a skinwalker taller than the entire party during camping. Then i tried editing an existing camp anim with the steelpath static image. Didnt work and i got big sideways png instead.

 

I beg of you, look at this in dragonbones and tell me what i'm possibly doing wrong. This problem has stripped me of my sanity for the past 3 hours. 

Steelpath.sprite.camp.png

Steelpath.sprite.camp.atlas Steelpath.sprite.camp.skel

Posted
15 minutes ago, Tinyhouse said:

at this point im just trying to fix the other anims. But i don't get why it isnt working. The camp anim has it supersized for some reason:image.jpeg.6eb1e45fc758eede23b81b22f1378ba7.jpeg

I can't help much, since I never tried to change skel/atlas files other than actual animations (walk/idle/combat), and normally there's no point in it, maybe you're changing the size? Dunno.

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