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Darkest Dungeon Erotic Mods


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Posted
20 minutes ago, asskikaa said:

woah thanks man i like the idea of having similar art style mods together 

much appreciated 😁

NP, just returning the favor that other members did for me when i asked, and yes i would recommend to keep the mods of the same artist in a sole folder, less clicks when starting a new run or when doing a challenge run.

Screenshot (273).png

Posted
5 hours ago, jkool34 said:

help me pls

 

Screenshot 2025-01-12 014038.png

i suppose you messed with monsters folder ? if you added anything remove it 

the musketeer folder should go in dlc folder 

Posted
11 hours ago, yahijo said:

NP, just returning the favor that other members did for me when i asked, and yes i would recommend to keep the mods of the same artist in a sole folder, less clicks when starting a new run or when doing a challenge run.

 

Spoiler

Screenshot (273).png

 

do you do it manually merging mods together or you change the mod.files txt?

Posted
3 hours ago, asskikaa said:

do you do it manually merging mods together or you change the mod.files txt?

Yes, Xelsword uploaded all classes in one folder, but for others you have to do it yourself.

Here is a tip, mods from the same artist are reasonable safe to merge in one folder, but from different sources is a case by case, and as for the mod.files txt you have and is better to remove it, the mod.files txt dictates what is read inside the folder by the game, so if the mod.files txt says that only 2 skins A and B are to be read then those are the only skins you will get.

But if you remove the mod.files txt the game reads everything inside the folder, what is the use for the mod.files txt you may ask, i don't know there may be legit reasons for it but i always remove it and have had no troubles (i think...)

Posted (edited)
1 hour ago, yahijo said:

But if you remove the mod.files txt the game reads everything inside the folder, what is the use for the mod.files txt you may ask, i don't know there may be legit reasons for it but i always remove it and have had no troubles (i think...)

Fuck this "modfiles.txt")))

Drain so much from me in my early persuits of editing and modding, and messed up a lot of time where i was figuring out "why here is error|edit not working"))

 

Deleting every time this shitty shit "modfiles.txt", destroying it from existence with smile on face, "annihilation and doom for this file" :))))

 

 

If without joking - reason for its existance i guess saving some resources from PC which mod is using and faster dowloading into memory|game parts|files of mod, using "matrix" of that "modfile.txt" - since this file allowing DD to upload mod straight by this file description, and reserve resources of memory exactly which it will need to have ... probably

And it is automatically updating and creating by Steam itself, i guess

 

But for ANY manually edits and modding its just shitty shit, and must be destroyed first thing first you ever ever touching mod folder for any edits)))

Especially if game is repack, not Steam-foldered

Edited by Fnakasjg
Posted
31 minutes ago, Fnakasjg said:

Fuck this "modfiles.txt")))

Drain so much from me in my early persuits of editing and modding, and messed up a lot of time where i was figuring out "why here is error|edit not working"))

 

Deleting every time this shitty shit "modfiles.txt", destroying it from existence with smile on face, "annihilation and doom for this file" :))))

 

 

If without joking - reason for its existance i guess saving some resources from PC which mod is using and faster dowloading into memory|game parts|files of mod, using "matrix" of that "modfile.txt" - since this file allowing DD to upload mod straight by this file description, and reserve resources of memory exactly which it will need to have ... probably

And it is automatically updating and creating by Steam itself, i guess

 

But for ANY manually edits and modding its just shitty shit, and must be destroyed first thing first you ever ever touching mod folder for any edits)))

Especially if game is repack, not Steam-foldered

Sorry to hear want you have to go trough, but is reassuring to hear from someone more savvy on this.

Posted (edited)
39 minutes ago, yahijo said:

Sorry to hear want you have to go trough, but is reassuring to hear from someone more savvy on this.

I started those edits i guess on 2023 summer (2 years already - damn time is running), complelty on my own and for my own game first of all (to not wait years until "someone will do what i want"), from absolute zero|without expirience and without any advices|hints, so all those things i went through was on "figuring out with tryings|attempts|self expirience", and only some of them was "on guides|hints", mostly just for DragoneBone animations

Hopefully Darkest Dungeon modding patterns are one of the easiest and "lowest entering borders for newcomers", for any amateur modder|editor, no need some special knowledges, tools and expirience for almost all edits here, as for Skyrim for example

 

Standalone big thanks for @Xenserrah for some very usefull hints, tips and tools for editing text files (likes "info" or "effects") and localisation

She helped really greatly - since before her advices i made those very "dirty way" and amateur, having a lot of issues and errors sometimes))

(Sad that she is offline on LL already about year, hope she is at least fine and "not dead")))

Edited by Fnakasjg
Posted
2 hours ago, Fnakasjg said:

I started those edits i guess on 2023 summer (2 years already - damn time is running), complelty on my own and for my own game first of all (to not wait years until "someone will do what i want"), from absolute zero|without expirience and without any advices|hints, so all those things i went through was on "figuring out with tryings|attempts|self expirience", and only some of them was "on guides|hints", mostly just for DragoneBone animations

Hopefully Darkest Dungeon modding patterns are one of the easiest and "lowest entering borders for newcomers", for any amateur modder|editor, no need some special knowledges, tools and expirience for almost all edits here, as for Skyrim for example

 

Standalone big thanks for @Xenserrah for some very usefull hints, tips and tools for editing text files (likes "info" or "effects") and localisation

She helped really greatly - since before her advices i made those very "dirty way" and amateur, having a lot of issues and errors sometimes))

(Sad that she is offline on LL already about year, hope she is at least fine and "not dead")))

I see, the guiding way of a "mentor like" is a pivoting point, a beginner friendly guide to bones animations would be appreciated, i may not do anything worth of note with it but I'm always up for a reading of a new(at least for me) theme/concept, and likewise good wishes for your friends wherever she is.

Posted (edited)
3 hours ago, yahijo said:

 a beginner friendly guide to bones animations would be appreciated

I used this one, also mostly just figured out myself by trying different things and features - most of those just comming with attempts and expirience, after several times make yourself

Edited by Fnakasjg
Posted
1 hour ago, Fnakasjg said:

I used this one, also mostly just figured out myself by trying different things and features - most of those just comming with attempts and expirience, after several times make yourself

Will check it thx

Posted

Paid Opportunity: Art and Animation

 

Hey lovelies! I'm looking for artists and animators who're interested in working on things for Lustiest Lair!

Experience with Spine, Dragonbones, or similar software preferred!

Posted
23 hours ago, Ancestress said:

Paid Opportunity: Art and Animation

 

Hey lovelies! I'm looking for artists and animators who're interested in working on things for Lustiest Lair!

Experience with Spine, Dragonbones, or similar software preferred!

Hello.

I tend to prefer the Blood, Gore and Cruelty of DD, but the enemies, animations, etc of LL is too good to pass up, so i use the standalone version of the Bosses.

For more lore and quirks/effects, i think something akin to the "dancing plague" a "Lust Plague", with something like the infection levels of the Crimson Court dlc and the madness of entering the Darkest Dungeon where at the beginning the hamlet is mostly horny, while at the end are euphoric.

Posted
On 1/13/2025 at 2:30 AM, yahijo said:

sorry dont have the others

i only use skymods and modders remove them (mainly the ugly art ones)

1221097087 Marvin Seo's Seraph Class Mod.rar

Posted (edited)

Hello, i have been testing the changes i did for Xelsword's Sniper class and i found that most where underwhelming, so i reworked her skills.

 

This time i tested only in champion and darkest level quest, against Bosses, mini bosses and mob enemies, both vanilla and modded.

-"aimed_shot" launch 43 .target 234 effect "Sniper Damage 1" "Stun Killer 1", her main attack, before most of the time couldn't keep up, the extra acc was situationally usefull but in general the extra acc and crit dint make up for the lower dmg, i reverted the attack to vanilla levels and effects except for keeping the stun killer.

 

-"smokescreen" launch 43 .target ~234 effect "ShamblerBlight 1" "MultiStun 1" "Big Ecto Slime Debuff 5" "Caltrops Prey Debuff 1", i noticed that i avoided using this skill because of the unreliable effects and even when most if not all effects landed it did little to sway the battle in my faver over simply using aimed shot, especially against bosses, so i changed the weak blight effect for the shambler's blight that does the same dot but has 10 points more of chance to land the blight and added the Bounty hunter debuff that cuases those afflicted to receive extra damage, so now this skill feels like hi risk hi reward it may "proc" most or all effects all targets or few to none at all, the skill does not damage directly, mark and is almost useless to those resistant to blight and debuff.

 

-"call_the_shot" launch 43 .target 1234 effect "Arb Mark Target" "on_crit_speed" "on_crit_crit" "GR Acc Buff 1" since the sniper is a mark abuser class i decided to work on that, when she is the only marker of the party (which is what i'm gonna assume that she is for balance purposes) she hardly landed hits on market targets, so i gave her three ways to mark targets, this skill is the most reliable on bosses and on one sole  target, this skills gives her a +2 spd for the next turn helping her to move first and thus hit a marked target, is best used when she moved slow/last in the turn, also i exchanged the debuff dodge to the marked to a buff in acc since the arbalest effect did that and ended making the marked vulnerable to the whole party instead of just her.

 

-"buckshot" dmg -60~50%  .target ~12 effect "Sniper Damage 1" this skill is to help her deal with the front row and deal with weakened foes

 

-"sidearm" dmg -100% launch 4321 .target  effect "Hwy Riposte 1" "GR Dodge 1" this is another marker skill, will mark on riposte, i wanted to have her also move back one space after each riposte but it dint work, the stats are the lowest of the heroes riposte skill, since the ability to mark foes depends on the foes themselves, this skill is very risky, it can ensure marking on bosses and mobs easily but it can also never have the chance to activate or land, and the skill slot is now more valuable.

 

-"patch_up" VANILLA, at the moment i don't have any good idea what to concretely do with this.

 

-"skeet_shot" dmg -100% launch 43 .target ~234 effect "Suppression 1" "MultiStun 1" "BH Minor Mark"  this is the 3rd marking skill, it flashes enemies lowering their acc and crit but also can marks 3 foes at once but the mark last only 2 turns as oppose to the usual 3, this skill is good with other mark abusers but not so good alone, since it does not slows down foes or speeds her up.

 

As you can see i improved her marking capabilities as well as her chances to make use of the marks, when choosing effects i keep asking me why use this skill instead of this one and so i tried to make each skill especially the marking ones fell distinct from one another, what do you think, what needs some tone down or change, remember that i use only vanilla effects so there is no compatibility issues.

 

Also i tried to give her "move" skill the riposte effect i said early but although the game said that on moving the riposte would activate, when trying to move, it dint work, too bad, anyway hope you all like it or find it useful or amusing, good night.

 

 

Sniper - reworked.7z

Edited by yahijo
Posted (edited)
Quote

Also i tried to give her "move" skill the riposte effect i said early but although the game said that on moving the riposte would activate, when trying to move, it dint work, too bad, anyway hope you all like it or find it useful or amusing, good night.

If you want to remake "move" skill into common skill - just remove in "info" file ".type "move" prefix, and it will be counted in game as usual skill, with appliying any effects

For some classes its already made that way

However in that case here will be one issue - it would be no more "move" skill count in game, with your choice "move back OR move forward", even if it will have "1 1" or "2 2" options for position - it will be "move back" OR "move forward" now, but you will not be able to chose "where to move" in battle, like "move back 1 or move forward 1") 

You still will be able to reposition out of battle any position you want as usual, but not in battle

I remade for some classes same way their move skill into "just additional skill" (usually adding it as "save skill", like self-stealth), for those i just make them "move back 1-2" ("cowardly" classes, like cult priestess or range classes), or "move forward 1" ("berserk" classes, like leper or hellion)

 

So if you want - just make her constantly "move back 1-2" when using that skill (with "move 2 0"), remove in "info" ".type "move" tag - and add any effect you want - riposte, or whatever, it will be working just as one more skill in game mechanic

 

Example of "remade "move" skill into "just skill" " (Cult Priestess) -

 

combat_move_skill: .id "Hastily_Escape" .level 0 .type "ranged" .move 2 0 .launch 4321 .valid_modes ritual0 ritual1 ritual2 ritual3 .effect "to_ritual0_tt" "switch_ritual0" "Worship_Relax" "Mark performer" .is_continue_turn true .per_turn_limit 1

 

(as you see - removed ".type "move" tag, she is just "move 2 back' when using that skill, constantly, without choice)

 

Or Riftwatcher move skill as additional "1 step back" skill - 

 

combat_move_skill: .id "swiftstep" .level 0  .launch 4321 .effect "swiftstep" "swiftstep debuff" "Tooltip Swiftstep"   .is_continue_turn true  .per_turn_limit 1

(same - no ".type "move" tag, here "1 step back" made inside "swiftstep" effect, honestly its just was able to made by class author as simple "move 1 0", without using effect - easier and same result, less resources from memory perspective spend probably)

 

In compare with "common move skill" -

 

combat_move_skill: .id "move" .level 0 .type "move" .move 1 1 .launch 4321

 

as you can see - here is ".type "move" " tag - making it counted by game as "move skill", with selection of "move back 1 or move forward 1", but .effects will be not applyed since its "move skill", you still can add them, and here will be no error by game core check from code side, game just will not apply them since its "move skill"

Edited by Fnakasjg
Posted
9 minutes ago, Fnakasjg said:

If you want to remake "move" skill into common skill - just remove in "info" file ".type "move" prefix, and it will be counted in game as usual skill, with appliying any effects

For some classes its already made that way

However in that case here will be one issue - it would be no more "move" skill count in game, with your choice "move back OR move forward", even if it will have "1 1" or "2 2" options for position - it will be "move back" OR "move forward" now, but you will not be able to chose "where to move" in battle, like "move back 1 or move forward 1") 

You still will be able to reposition out of battle any position you want as usual, but not in battle

I remade for some classes same way their move skill into "just additional skill" (usually adding it as "save skill", like self-stealth), for those i just make them "move back 1-2" ("cowardly" classes, like cult priestess or range classes), or "move forward 1" ("berserk" classes, like leper or hellion)

 

So if you want - just make her constantly "move back 1-2" when using that skill (with "move 2 0"), remove in "info" ".type "move" tag - and add any effect you want - riposte, or whatever, it will be working just as one more skill in game mechanic

 

Example of "remade "move" skill into "just skill" " (Cult Priestess) -

 

combat_move_skill: .id "Hastily_Escape" .level 0 .type "ranged" .move 2 0 .launch 4321 .valid_modes ritual0 ritual1 ritual2 ritual3 .effect "to_ritual0_tt" "switch_ritual0" "Worship_Relax" "Mark performer" .is_continue_turn true .per_turn_limit 1

 

(as you see - removed ".type "move" tag)

 

In compare with "common move skill" -

 

combat_move_skill: .id "move" .level 0 .type "move" .move 1 1 .launch 4321

 

as you can see - here is ".type "move" " tag - making it counted by game as "move skill", with selection of "move back 1 or move forward 1", but .effects will be not applyed since its "move skill"

Interesting stuff, question though, would that new "move" skill count towards the 4 skill limit?

Posted
Just now, yahijo said:

Interesting stuff, question though, would that new "move" skill count towards the 4 skill limit?

I guessing yes according to your first lines, if so can that skill be exempted from the skill equip count?

Posted (edited)
On 1/15/2025 at 9:43 PM, yahijo said:

I guessing yes according to your first lines, if so can that skill be exempted from the skill equip count?

This skill will be as 5, in place of original "move" skill", bcs in combat here are 5 skills for common classes (not transforms|different modes) - 4 chosen by player and 1 move, so now it will be sort of 5, with 5 (move) you will not be able to chose or disable, but it will be here, and will be working as additional skill

Edited by Fnakasjg

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