tianyuan Posted January 25, 2025 Posted January 25, 2025 On 2024/4/29 at PM10点05分, Caiojedi said: https://gyazo.com/010161bb1bcd324c40310d3493e93519 一些现在看起来的样本 Can you share the mod? 3
nietghe Posted January 25, 2025 Posted January 25, 2025 Can i ask? Why my mod here can't show on mod list?「芙兰朵露」Flan Class.zip「芙兰朵露」Flan Class.zip
mrtyig Posted January 26, 2025 Posted January 26, 2025 7 hours ago, nietghe said: Can i ask? Why my mod here can't show on mod list? In mods, the mod name cannot have Chinese characters. You can try deleting '芙兰朵露'
yahijo Posted January 26, 2025 Posted January 26, 2025 22 hours ago, Dasdspouy said: Don't know if this is what you're talking about, but if you're looking for the problem that caused the errors that was presented by the screenshot, I've met this problem too. The solution is to copy the game's original "colours" folder to the folder of the mod that you're editing since the localization.exe reads the colours files from the mod itself instead of the game's files. I'm not a native English speaker, and I apologize for my poor expression🥺 Thank you for the insight, I'll check it out when having free time.
nietghe Posted January 26, 2025 Posted January 26, 2025 Guys, how i can find what mod make my game crash, i was check all of my mod with no duplicate
yahijo Posted January 26, 2025 Posted January 26, 2025 1 hour ago, nietghe said: Guys, how i can find what mod make my game crash, i was check all of my mod with no duplicate How many mods you have enable may be the problem, but first, there is a modded executable of the game that have increased limits, search for it then replace your game executable with the modded version, also there was a file from the game that you needed to open with a text editor like Notepad++ and change the number to something like 44000 i don't remember the name of the file sorry, and one last thing classes and their trinkets have an absolute limit to how many the game can handle, it's not just mods like more provision or more loot.
yahijo Posted January 26, 2025 Posted January 26, 2025 Messing around with localization i found that you can actually directly edit a .loc file with notepad++ This really cuts in dealing with the localization.exe, it has its downsides, like having to be more carefull when dealing with "nulls" and less details control with editing the text but it does work, gonna try some more.
nietghe Posted January 26, 2025 Posted January 26, 2025 1 hour ago, yahijo said: How many mods you have enable may be the problem, but first, there is a modded executable of the game that have increased limits, search for it then replace your game executable with the modded version, also there was a file from the game that you needed to open with a text editor like Notepad++ and change the number to something like 44000 i don't remember the name of the file sorry, and one last thing classes and their trinkets have an absolute limit to how many the game can handle, it's not just mods like more provision or more loot. tks u!
nietghe Posted January 26, 2025 Posted January 26, 2025 2 minutes ago, yahijo said: Messing around with localization i found that you can actually directly edit a .loc file with notepad++ This really cuts in dealing with the localization.exe, it has its downsides, like having to be more carefull when dealing with "nulls" and less details control with editing the text but it does work, gonna try some more. I realized I probably installed too many mods around 177 mod and the most is custom class :v
jonsummer911 Posted January 27, 2025 Posted January 27, 2025 Quick Questions for you guys. How do you guys manage your game performance? I love new content which add new regions such as sunward isles, but having all new contents enabled plus 150 to 200 classes mods not only made loading times very long but also made the game outright crashed. I did all i could with 4gb ram patch and other stuff recommended online. But no matter what i do, I cannot just squeeze with all new content plus hundreds of new classes mod work together. How do you guys managed it. Is there any alternative way to make the game use over 10gb i have rather than just 4gb? thanks in advance
nietghe Posted January 27, 2025 Posted January 27, 2025 50 minutes ago, jonsummer911 said: Quick Questions for you guys. How do you guys manage your game performance? I love new content which add new regions such as sunward isles, but having all new contents enabled plus 150 to 200 classes mods not only made loading times very long but also made the game outright crashed. I did all i could with 4gb ram patch and other stuff recommended online. But no matter what i do, I cannot just squeeze with all new content plus hundreds of new classes mod work together. How do you guys managed it. Is there any alternative way to make the game use over 10gb i have rather than just 4gb? thanks in advance can u teach me to squeeze all class mod in one?
schlongarms Posted January 27, 2025 Posted January 27, 2025 2 hours ago, jonsummer911 said: Quick Questions for you guys. How do you guys manage your game performance? I love new content which add new regions such as sunward isles, but having all new contents enabled plus 150 to 200 classes mods not only made loading times very long but also made the game outright crashed. I did all i could with 4gb ram patch and other stuff recommended online. But no matter what i do, I cannot just squeeze with all new content plus hundreds of new classes mod work together. How do you guys managed it. Is there any alternative way to make the game use over 10gb i have rather than just 4gb? thanks in advance 1 hour ago, nietghe said: can u teach me to squeeze all class mod in one? The way I did it, mainly in order to have all the classes that I care about, was to make a dummy folder. This is how I did it, following NoraTheExplora?s instructions: 1. create a folder, giving it an unused name (for example, mine is "Lovely lewded ladies", since I only collected lewd classes for the Lustiest Lair) 2. put in a blank image and a project.xml in it (you can find them in the darkestdungeon>windows folder) 3. set name and modpath to match and the upload info to private (the image shows the text that I use) 4. set the folders up like the game files, adding only the folders you need. 5. put the folder in the mod folder of the game, enable it in the mod window in game 6. profit! To be clear, the folders to put in the main folder are the ones inside the various mods that you want to activate. I suggest to try and make a "main folder" for each category of mods, if you need, like one for classes. I also found that adding the files from monster mods directly in the monster directory works fairly well. 1
nietghe Posted January 27, 2025 Posted January 27, 2025 6 hours ago, schlongarms said: The way I did it, mainly in order to have all the classes that I care about, was to make a dummy folder. This is how I did it, following NoraTheExplora?s instructions: 1. create a folder, giving it an unused name (for example, mine is "Lovely lewded ladies", since I only collected lewd classes for the Lustiest Lair) 2. put in a blank image and a project.xml in it (you can find them in the darkestdungeon>windows folder) 3. set name and modpath to match and the upload info to private (the image shows the text that I use) 4. set the folders up like the game files, adding only the folders you need. 5. put the folder in the mod folder of the game, enable it in the mod window in game 6. profit! To be clear, the folders to put in the main folder are the ones inside the various mods that you want to activate. I suggest to try and make a "main folder" for each category of mods, if you need, like one for classes. I also found that adding the files from monster mods directly in the monster directory works fairly well. But when i add it, that make my game crash at game open
nietghe Posted January 27, 2025 Posted January 27, 2025 6 hours ago, schlongarms said: The way I did it, mainly in order to have all the classes that I care about, was to make a dummy folder. This is how I did it, following NoraTheExplora?s instructions: 1. create a folder, giving it an unused name (for example, mine is "Lovely lewded ladies", since I only collected lewd classes for the Lustiest Lair) 2. put in a blank image and a project.xml in it (you can find them in the darkestdungeon>windows folder) 3. set name and modpath to match and the upload info to private (the image shows the text that I use) 4. set the folders up like the game files, adding only the folders you need. 5. put the folder in the mod folder of the game, enable it in the mod window in game 6. profit! To be clear, the folders to put in the main folder are the ones inside the various mods that you want to activate. I suggest to try and make a "main folder" for each category of mods, if you need, like one for classes. I also found that adding the files from monster mods directly in the monster directory works fairly well. my mod here, can u check it? Arknight class.zip 4
yahijo Posted January 28, 2025 Posted January 28, 2025 20 hours ago, jonsummer911 said: Quick Questions for you guys. How do you guys manage your game performance? I love new content which add new regions such as sunward isles, but having all new contents enabled plus 150 to 200 classes mods not only made loading times very long but also made the game outright crashed. I did all i could with 4gb ram patch and other stuff recommended online. But no matter what i do, I cannot just squeeze with all new content plus hundreds of new classes mod work together. How do you guys managed it. Is there any alternative way to make the game use over 10gb i have rather than just 4gb? thanks in advance Well that is not so simple, but the simplest way is less mods. But but here are some of my personal experiences/observations: -Mods that interact with others i think had the most impact in performance(in my case), I'm talking about specifically about "Fire attacks", to put it this way(I'm no programmer so this is my conjecture) "Fire Attacks" enables a whole new mechanic, then said mechanic has to look for mods from many different authors, witch have to have a patch to make use the "fire Attacks" mod there you have not only modded classes, but their patches overwriting the already read files of said classes but also having to communicate with the "Fire Attacks" mods itself keeping track of new buff and debuff stacking -Trinkets, trinkets are some of the more common mods because they are easier to make than whole classes, the problem is that most trinkets mods add new trinkets, and that's the issue, the "add" part, said mods make the game have to keep track of a new directory/data base etc. and as previously said trinkets have and absolute limit that the game can handle, so i would recommend not to install too much new trinkets and even go so far as to erase some trinkets from mods that you don't expect to use, this is regrettable as trinkets offer some of the more meaningful changes to classes and have great lore and graphical power, in most cases they add a lot to the classes. -Less impactful are skins, though almost "non issues" skins have to be loaded by the game and skins with skel data are more costly, so be more selective with your skins -Not sure how useful this next ones are but, at the very least i can say with 95% accuracy that deleting localization files from languages that you don't use is fine, deleting the mod.txt files, merging mods so that there are less folders in the mod folder, checking that you have assets being overwritten and thus increasing the load with no benefit (for example mods like Koala's Creature collection comes with some backgrounds that may be being overwritten by mods like "Spider's Nest", Immersive Backgrounds, etc, also some mods come with backgrounds that are the same as the vanilla game, so you get the same room but loaded twice, example is Koala's Creature collection the Shrieklings trinkets recovery, in that you have to find theirs nest and some rooms are dead ends said dead ends are programmed to always use the same background but said background is a vanilla background, which is why I edited that room to make it more distinct, I'll upload said background in case i haven't done so already, again Koala's Creature collection comes with hallways files ones with bunnies, and it comes with a number that may be being overwritten, likewise some mods come with files from the vanilla game that may not be needed or may be in another mod too, things in the panels folder are common -This one is more drastic but again i tested it and works with no problems, and that is replacing the vanilla files, for example in the case of the vanilla heroes if you have skins that absolutely will always install, delete the B,C,D skins (even the A if you are sure) of the heroes(less to load), same for backgrounds, hallways, etc. Also you can install mods as DLC to the dlc folder i remember i did so to mods like Sunward Islands an Vermintide and they indeed appear in the installed DLCs screen, also since you are messing with the game folders you could delete folders like the PS4 and psv as well as localizations, etc. -Finally the length of the names of folders of mods may contribute to loading and for reaching the maximum characters of windows, so keep it simple 2
yahijo Posted January 28, 2025 Posted January 28, 2025 Here are the weald room pictures, this ones are kinda old and i haven't had the time to polish them 3
jonsummer911 Posted January 28, 2025 Posted January 28, 2025 2 hours ago, yahijo said: Well that is not so simple, but the simplest way is less mods. But but here are some of my personal experiences/observations: -Mods that interact with others i think had the most impact in performance(in my case), I'm talking about specifically about "Fire attacks", to put it this way(I'm no programmer so this is my conjecture) "Fire Attacks" enables a whole new mechanic, then said mechanic has to look for mods from many different authors, witch have to have a patch to make use the "fire Attacks" mod there you have not only modded classes, but their patches overwriting the already read files of said classes but also having to communicate with the "Fire Attacks" mods itself keeping track of new buff and debuff stacking -Trinkets, trinkets are some of the more common mods because they are easier to make than whole classes, the problem is that most trinkets mods add new trinkets, and that's the issue, the "add" part, said mods make the game have to keep track of a new directory/data base etc. and as previously said trinkets have and absolute limit that the game can handle, so i would recommend not to install too much new trinkets and even go so far as to erase some trinkets from mods that you don't expect to use, this is regrettable as trinkets offer some of the more meaningful changes to classes and have great lore and graphical power, in most cases they add a lot to the classes. -Less impactful are skins, though almost "non issues" skins have to be loaded by the game and skins with skel data are more costly, so be more selective with your skins -Not sure how useful this next ones are but, at the very least i can say with 95% accuracy that deleting localization files from languages that you don't use is fine, deleting the mod.txt files, merging mods so that there are less folders in the mod folder, checking that you have assets being overwritten and thus increasing the load with no benefit (for example mods like Koala's Creature collection comes with some backgrounds that may be being overwritten by mods like "Spider's Nest", Immersive Backgrounds, etc, also some mods come with backgrounds that are the same as the vanilla game, so you get the same room but loaded twice, example is Koala's Creature collection the Shrieklings trinkets recovery, in that you have to find theirs nest and some rooms are dead ends said dead ends are programmed to always use the same background but said background is a vanilla background, which is why I edited that room to make it more distinct, I'll upload said background in case i haven't done so already, again Koala's Creature collection comes with hallways files ones with bunnies, and it comes with a number that may be being overwritten, likewise some mods come with files from the vanilla game that may not be needed or may be in another mod too, things in the panels folder are common -This one is more drastic but again i tested it and works with no problems, and that is replacing the vanilla files, for example in the case of the vanilla heroes if you have skins that absolutely will always install, delete the B,C,D skins (even the A if you are sure) of the heroes(less to load), same for backgrounds, hallways, etc. Also you can install mods as DLC to the dlc folder i remember i did so to mods like Sunward Islands an Vermintide and they indeed appear in the installed DLCs screen, also since you are messing with the game folders you could delete folders like the PS4 and psv as well as localizations, etc. -Finally the length of the names of folders of mods may contribute to loading and for reaching the maximum characters of windows, so keep it simple Thank you for your insightful feedback. I thought so many classes would be problematic. But from your observation, it turns out both fire attacks ( i regrettably installed it) and trinket mods are the the problems. i can get rid of fire attacks without much remorse. But it is pretty regrettable to trim trinkets as they offer very fun gimmick to work with several custom classes and trinket collection is very fun. But i guess i have to trim loads of my trinket mods. To be safe, i guess i will trim some of new classes mods to be safe. thanks for your suggestion!
Fnakasjg Posted January 28, 2025 Posted January 28, 2025 (will be 5 variants this time (5 "shadow eyes" 5 "visible eyes", as usual) - "Clothed" "Clothed without panties" "Topless" "Topless without panties" "Nude" - just bcs i enjoyed A LOT how she is looking without panties on those skins, so - why not )) 7
yahijo Posted January 28, 2025 Posted January 28, 2025 12 hours ago, jonsummer911 said: Thank you for your insightful feedback. I thought so many classes would be problematic. But from your observation, it turns out both fire attacks ( i regrettably installed it) and trinket mods are the the problems. i can get rid of fire attacks without much remorse. But it is pretty regrettable to trim trinkets as they offer very fun gimmick to work with several custom classes and trinket collection is very fun. But i guess i have to trim loads of my trinket mods. To be safe, i guess i will trim some of new classes mods to be safe. thanks for your suggestion! Yeah... it sucks, i do in fact really like the "Fire Attacks" mod, but it does weigh heavy in load times
yahijo Posted January 28, 2025 Posted January 28, 2025 Could someone please share this mod https://steamcommunity.com/workshop/filedetails/?id=2026508173 - Lectern of Time Lite
schlongarms Posted January 29, 2025 Posted January 29, 2025 On 1/27/2025 at 4:33 PM, nietghe said: my mod here, can u check it? Arknight class.zip 320.82 MB · 42 downloads It should work, my folder is like yours. You need to check if it appears on the mod list ingame and see if it works when activated. Obviously, do not have the class mods in the folder also outside and active, otherwise you won't be able to tell
Fnakasjg Posted January 29, 2025 Posted January 29, 2025 Ended Revaer "walk") Isnt she sexy? )) So - probably will end her whole mod in 1-2 next days Rest is static sprites, guild header, preview, roster icons, trinkets, class rebalance, localisation - all on its own not so hard and long, just need to do all those, without hurry and properly) 7
gwrliu Posted January 29, 2025 Posted January 29, 2025 10 hours ago, nietghe said: Anyone know these mod? Top one is skeleton monster girl 0.6 by w_s_l (https://steamcommunity.com/sharedfiles/filedetails/?id=2444921571) Bottom is by Yakou (pixiv.net/en/users/35003939). Don't remember where I got it, probably in this thread somewhere if you search. 1
yahijo Posted January 30, 2025 Posted January 30, 2025 Hello to all, I may be going dark for some time, so before that since someone brought this point to me I'll post it here. "To any and all reading this, feel free to use any and all of the content (be it picture, ideas, etc.) I have posted for whatever you like, i don't care or mind if you credit me or not, use it as you like"
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