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Darkest Dungeon Erotic Mods


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Posted

antiquarian.zip

 

Just a little fast edit for original Xels Antiquarian (since i met her in proper playthrough) - just same pattern to make "mild variant" between original "Clothed" and "Nude"

Made this variant for "shadow" ("B" folder) and "visible" ("D" folder) eyes, bcs "why not", just to not return for it in future and count as "complete"

 

"Clothed" (original)|"Topless" (mine)|"Nude" (original)

Spoiler

antiquarian.sprite.attack_heal.png.7b12dc1427365d90f42962f13e7c9c1f.png

antiquarian.sprite.attack_heal(3).png.7aa921731c63fa03be90fbf2415cb73a.png

antiquarian.sprite.attack_heal(2).png.fc87dd2bbe09f211e2eddb166a6f40ea.png

 

Also added a little cute "camp" variant for her - chose and replace with one for "camp", i left both files in folder, just rename one into "camp", second in something like "camp2", so at any point of time you will be able to swap those (after game reloading) and use both if you will want 

 

"Camp" both variants ("topless" and "clothed" same since her boobs are hidden in both)

Spoiler

antiquarian.sprite.camp(3).png.3fe7ee72f86aa55199868c962df16658.pngantiquarian.sprite.camp(2).png.481d293bc6a919e0f9949758e3c99b16.png

 

Posted (edited)

Perhaps someone knows where they saw this, it was this image but it included a circus tent, I can't remember where I saw it, does anyone have it?

40.png

Edited by Dunkle Konig
Posted

Hi guys I had a strange bug in LLE both v1.22 and v1.3:
Assert Failed
(SpriteLibrary::lnstance( ).GetSpriteldName( string_hash( pActivateClass→m_CurioGraphicName.e ))!= nullptr)
Quest::SystemClass::LoadTypes in quest_class.cpp line 1343
Couldn't find quest activate curio pillory. Make sure this exists in the second column of curio_props.csv file

Does this mean some code calls curio pillory? Although curio pillory does have atlas png skel in props/shared/curios folder, this curio pillory has never been registered in lustiest_curio_props.csv file. I can't find other codes about curio pillory either. After skipping this warning, the game can be loaded and played normally.

Posted

Is it possible to use monster fx for heroes fx? 

I got these errors. I already changed the name in atlas and the animation works fine in skeletonviewer. 
I want to do stupid stuff for my hero but I'm not good in coding. 

I want to replace certain fx without adding new ability. 

ASD.png

ASD1.png

Posted (edited)
47 minutes ago, niknerozz said:

Is it possible to use monster fx for heroes fx? 

I got these errors. I already changed the name in atlas and the animation works fine in skeletonviewer. 
I want to do stupid stuff for my hero but I'm not good in coding. 

I want to replace certain fx without adding new ability. 

ASD.png

ASD1.png

Usually here no problems - since its just sprites, and compostion|organisation|method is all the same for both heroes and enemies (same reason why its possible and actually easy to port and backport any skins from enemies into heroes, or from heroes into enemies, same for "fx" effects as well)

 

You need no coding at all to implement this - its just 2 titles renaming (for "atlas" and "skel", to match mod name (as it was for original files, for example if it was "outlaw" title prefix and you adding something with "crusader" prefix - just edit "crusader" into "outlaw" for title, outside, not inside)

And this all - even no need to edit anything INSIDE, or touch "sprite" title (bcs "sprite" title must match title INSIDE "atlas" in first link, and you didnt edit it INSIDE if you remember :) - so just let it be as it is) - only "atlas" and "skel" is enough and will not cause issues if you not figured out "advanced way" of renaming (to being properly matched everywhere)

 

Try to edit only titles for "atlas" and "skel", without editing anything INSIDE them, also not editing "sprite" title (in fact to any skin to work - you need to edit and match with class|enemy only "atlas" and "skel" titles so game will recognize them for that class|enemy and match, "sprite" name just must match with what is inside "atlas" and it easly can be untouched - here will be no issues and bugs since recognition will not go outside mod folder - for example i using MULTIPLE "sprites" with same name for different mods, and its not overwriting each other if "atlas" and "skel" titles are different and matching class|enemy name

 

Also - did you removed "modfiles.txt" from mod? Since "buffer too small" is very common issue when "modfile.txt" is here and you edit anything inside mod folder

Edited by Fnakasjg
Posted
46 minutes ago, Fnakasjg said:

Usually here no problems - since its just sprites, and compostion|organisation|method is all the same for both heroes and enemies (same reason why its possible and actually easy to port and backport any skins from enemies into heroes, or from heroes into enemies, same for "fx" effects as well)

 

You need no coding at all to implement this - its just 2 titles renaming (for "atlas" and "skel", to match mod name (as it was for original files, for example if it was "outlaw" title prefix and you adding something with "crusader" prefix - just edit "crusader" into "outlaw" for title, outside, not inside)

And this all - even no need to edit anything INSIDE, or touch "sprite" title (bcs "sprite" title must match title INSIDE "atlas" in first link, and you didnt edit it INSIDE if you remember :) - so just let it be as it is) - only "atlas" and "skel" is enough and will not cause issues if you not figured out "advanced way" of renaming (to being properly matched everywhere)

 

Try to edit only titles for "atlas" and "skel", without editing anything INSIDE them, also not editing "sprite" title (in fact to any skin to work - you need to edit and match with class|enemy only "atlas" and "skel" titles so game will recognize them for that class|enemy and match, "sprite" name just must match with what is inside "atlas" and it easly can be untouched - here will be no issues and bugs since recognition will not go outside mod folder - for example i using MULTIPLE "sprites" with same name for different mods, and its not overwriting each other if "atlas" and "skel" titles are different and matching class|enemy name

 

Also - did you removed "modfiles.txt" from mod? Since "buffer too small" is very common issue when "modfile.txt" is here and you edit anything inside mod folder

I always remove the modfiles.txt. 
I removed my fx edit and I can play the game - meaning my edit is the problem and no other thing is broken.
I try to only change name of atlas and skel but to no avail :(. 

Can you help me edit it? 
From Xelsword's cultist witch file to Occultist: 
1. cultist_witch.sprite.pull_target  >>  occultist.sprite.daemons_pull_target  

2. cultist_witch.sprite.push_target  >>  occultist.sprite.hands_from_abyss_target  

Posted

Big ask, can someone suggest skin/class mods that fit with Muscarine's? Steam Workshop::Muscarine's Class Mods (steamcommunity.com)

 

I am looking at NaNaSkin for the vanilla classes, I don't like the difference in eye appearance (Shadowed eyes vs non-shadowed) but the only option I found that makes them match more or less is JEF's retextures, which feel off to me for some reason (I'd only use them for Muscarine's classes, I like NaNaSkin's retextures more tbh.)

 

NaNaSkin: Steam Workshop::NaNaSkin-Mods (steamcommunity.com)

JEF: Steam Workshop::LW SEXY SKIN and EC Series~ (steamcommunity.com)

 

I feel like I might have to use JEF's for the Village NPCs, cause the other NPC mod is lacking Blacksmith, Abbey, and CampTrainer. I want the art to be as consistant as possible, which may be impossible, but I'll get as close as I can.

 

The other npc modlist: Steam Workshop::NPC (steamcommunity.com)

 

I know these are all already on here, I just posting the links for easier referance if anyone wants to help me. I don't plan on adding any sex mods (yet, maybe at a latter date idk) and am just looking to get class and skin mods (Any classes that fit the classes I'm already adding or reskins appearance wise, also I am keeping as lore friendly as possible, hence I am not using the tifa Muscarine mod)

Posted (edited)
10 hours ago, niknerozz said:

I always remove the modfiles.txt. 
I removed my fx edit and I can play the game - meaning my edit is the problem and no other thing is broken.
I try to only change name of atlas and skel but to no avail :(. 

Can you help me edit it? 
From Xelsword's cultist witch file to Occultist: 
1. cultist_witch.sprite.pull_target  >>  occultist.sprite.daemons_pull_target  

2. cultist_witch.sprite.push_target  >>  occultist.sprite.hands_from_abyss_target  

As i said - try to rename only that way as i said

So for your edit it will be 

1. cultist_witch.sprite.pull_target  >>    occultist.sprite.pull_target

2. cultist_witch.sprite.push_target  >>    occultist.sprite.push_target 

 

THAT mean "rename only prefix title and nothing else", it you didnt understand - only prefix, and only for "skel" and "atlas", do not edit INSIDE atlast (in 1st line) and for "sprite" itself - only "skel" and "atlas" by way i show

 

You can also send me those "fx" which you want to edit (files themself), i will show on straight example (send class as well so i will be able to match name of class for files obviously)

Its like 5 minutes of renaming titles)

Edited by Fnakasjg
Posted
44 minutes ago, Fnakasjg said:

As i said - try to rename only that way as i said

So for your edit it will be 

1. cultist_witch.sprite.pull_target  >>    occultist.sprite.pull_target

2. cultist_witch.sprite.push_target  >>    occultist.sprite.push_target 

 

THAT mean "rename only prefix title and nothing else", it you didnt understand - only prefix, and only for "skel" and "atlas", do not edit INSIDE atlast (in 1st line) and for "sprite" itself - only "skel" and "atlas" by way i show

 

You can also send me those "fx" which you want to edit (files themself), i will show on straight example (send class as well so i will be able to match name of class for files obviously)

Its like 5 minutes of renaming titles)

It does work. However, I must make an edit on occultist.art to make it work. 
Without the edit, I got the error. 

 

Thanks for the help :) 

Posted
4 minutes ago, niknerozz said:

It does work. However, I must make an edit on occultist.art to make it work. 
Without the edit, I got the error. 

 

Thanks for the help :) 

Ye, you need to match in "art" as well, but here its easy since you need just only match properly name of sprite itself, without any titles - easy enough

Posted (edited)

 

On 8/6/2020 at 5:30 AM, acdcfan53 said:

Inspired by the pregnant large ectoplasm slime girl posted earlier.  Made a version to go with https://steamcommunity.com/sharedfiles/filedetails/?id=1997258361 which allows the large ectoplasm to engulf your characters.  

monsters.zip 1.33 MB · 869 downloads

Bashed @acdcfan53's absorbing slime skin into a large ectoplasm skin, works decently well with the slime bosses from Lustiest Lair.

 

Sprites may look a little misaligned due to being a quick & dirty hackjob.

ectoplasm_large.zip

 

Spoiler

ectoplasm_large.sprite.attack_melee.png.c413ef9af3d78b5b19926be57bd91f97.png

ectoplasm_large.sprite.defend.png.7362ac5cc69204d4b02c01def4bbf208.png

 

Edited by Anmon
Posted (edited)

anyone that can craft monster brains that don't get parse errors,please chat with me on discord as NoraTheExplora

my monsters are all braindead.

my poor imp monster needs help.image.png.e1a132fecfee58b7fc6309a5109ffc69.png

Edited by noratheexplora
Posted
On 12/28/2023 at 8:01 AM, papadude86 said:


Did this mod ever come into existence I like it very much

I am using the SFW version of that mod rn, does a NSFW exist?

Posted

Does anyone have the nsfw skins mod of the old 2.0 Gem Hunter? I learned too late the old one was being removed and didn't have time to make a backup.

Posted
On 3/15/2024 at 11:11 AM, ASDFGHB said:

I am using the SFW version of that mod rn, does a NSFW exist?

give you. Contains three skins in total. B is what I did, I haven't tested it, but it should be fine.

It should be noted that none of them make nsfw for the deformed state.

 

abomination.7z

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