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Darkest Dungeon Erotic Mods


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Posted

Man... where the hell is it? Roster bark frequency while in town can't possibly be tied to the game's executable file or something, can it? I've been looking everywhere now; no one seems to have said a thing about it. Might be a bust, this one—nothing to do now but wait for a miracle.

Posted
On 5/7/2025 at 10:49 PM, ViktorNikto said:

 

Oh boy, m8s, i want to ask you is it possible to separate save files of gog version and black reliquary?

 

When i played it on steam it was simple, if you want launch BR, you launch BR, wanna vanilla? You  launch vanilla, but it seems that gog version and BR shares the same save file path with vanilla. Is it possible to separate them on gog? Thanks in advance!

Posted (edited)
20 hours ago, OhHellNoDOY said:

Broken skeletons, it'd seem. Check the skin mods again, ensure that their skeleton files are properly loaded.
 

 

Thank you, sir. Now I just need someone knowledgeable to show me how to adjust bark frequency. So far, after a long while of digging, I've only found "playerCritBarkChance" and "masterBarkChance" inside shared/rules.json. Those might affect the bark chance in combat and interacting with curios; still have the in-town one left, though...

where i check that?

and i too add the Croco monster girl skin and the mob don't appeard in the figth, any way to fix that?

Edited by eSmiling
missing things
Posted
1 hour ago, eSmiling said:

where i check that?

and i too add the Croco monster girl skin and the mob don't appeard in the figth, any way to fix that?

 

Crocodile is Crimson Court monster, no? 

Posted (edited)

Hi, guys.

I wrote a program in Python called “Mega Rotator from Deep Space 9000”.
The idea is that DD reloads all its resources and files between dungeon/town cycles.
“Mega Rotator from Deep Space 9000” knows how to very carefully swap files between these cycles. I came up with an intuitive syntax for directories and files. For example, if we put several files in 'campaign\town\buildings\abbey' and name them '-a1-abbey.character.png', '-a2-abbey.character.png', '-a3-abbey.character.png' and so on - they will randomly change NPCs files and we will have a different NPC appearance every time we come back from the dungeon. Chance is based on weight - when file is loaded it reduces its weight so the probabilities of all the files are balanced, weights of individual files can also be adjusted.
This logic can be applied to all files of the game: monsters, heroes, to entire folders of dungeon background. Thus you can have installed at once all the beautiful mods and reskins at the same time and do not choose which one you like more.

All based on the fact that the executable process of the game has a static address in memory, which shows in what stage now the game. Where we are now in the town or in the dungeon and even more in which dungeon. When we are in a dungeon - swap the town files and vice versa.
Files are swapped using the move method because moving within one disk is essentially renaming - a tiny change in the file system header and very fast.

Second.
I wrote a program in Python and called it “Mega Monster Cloner from Deep Space 3000”.
As you can see by the 3000 index, it's much simpler than “Mega Rotator from Deep Space 9000”.
What it does is it takes a monster with an appearance mod and automatically copies all its data, sound overrides, localization data to another id and organically adds the new monster's id to the .mash files of all dungeons where its original was. The point of all this is to have all skins installed at once and even in one battle can be the same monster with different skins.

In general I wanted to put these two programs in the public domain, but I no longer have the strength and time to finish them.
Sorry guys. Maybe sometime in the distant future. 

What I'm writing this for. Because I feel bad that I couldn't follow through. Perhaps this post will be a reminder for me to come back to this topic when I have free time again. (But I don't see that possibility even on the horizon yet).

001.jpg

Edited by onedude9001
Posted
21 minutes ago, onedude9001 said:

Hi, guys.

I wrote a program in Python called “Mega Rotator from Deep Space 9000”.

What I'm writing this for. Because I feel bad that I couldn't follow through. Perhaps this post will be a reminder for me to come back to this topic when I have free time again. (But I don't see that possibility even on the horizon yet).

 

This sounds awesome. I think monster is the most tedious out of all of it since it uses a lot of coding. 

Images like town npc is plausible. How about segment it into several part? Monster, curios and NPC are seperated and when u have finished them all, perhaps could combine? 

Posted
1 hour ago, niknerozz said:

 I think monster is the most tedious out of all of it since it uses a lot of coding. 

Ackchyually contrary. Moving files turned out to be trickier than it seemed at first glance. For example, if we change the dungeon background files, then the png files of the doors (which are generally in another part of the game files) should change at the same time, i.e. some entities need to be somehow connected. So we need a SLAVE-MASTER system, add the tag 'S=1' to the file name, and this file will always be loaded together with the file that has the tag 'M=1'. This immediately added a lot of conflicts in other places. When a bunch of files and directories in different places are randomly mixed up, a very reliable system is needed that people could use, and not be afraid of breaking their files under any circumstances. I spent a lot of time testing and checking the logic for fault tolerance. That's why I feel bad that I can't release this work in the current state. As for segmentation, no, it won't work, it’s all inextricably linked.

002.jpg

Posted (edited)
20 minutes ago, onedude9001 said:

Ackchyually contrary. Moving files turned out to be trickier than it seemed at first glance. For example, if we change the dungeon background files, then the png files of the doors (which are generally in another part of the game files) should change at the same time, i.e. some entities need to be somehow connected. So we need a SLAVE-MASTER system, add the tag 'S=1' to the file name, and this file will always be loaded together with the file that has the tag 'M=1'. 

 This mean it multiply the game size? 

I think this will be too much mods. As if having 4 darkest dungeon games. 

 

Edited by niknerozz
Posted
11 minutes ago, niknerozz said:

 This mean it multiply the game size? 

I think this will be too much mods. As if having 4 darkest dungeon games. 

 

What are you talking about? When you install a mod in the mods folder, it also increases the size of the game, right? You can enable some mods and play with it that's all, but I had an idea that all the mods are enabled at the same time and randomly change the look of the game right on the fly. And yes, the size of my game files has already increased 4 times lol. Coz all the mods are installed at the same time.

As for the memory load, there can be no excesses, because only some target resources are loaded at a time.

Posted

From my understanding, since we cannot use it segmentally, that mean we need to have at least 2 master files (or something) to use it or even 4 files of vanilla master (which is to be modified later). 
My preference is to change certain parts only. Yes, it does increase the files size, but at comfortable rate. 

Posted
15 minutes ago, niknerozz said:

2 master files 

 

1) Here in the game folder is the file “blacksmith.character.png”.
This is the the original NPC file.

2) We put the file from the mod “-a1-blacksmith.character.png” next to it.

3) Now during the game and visiting the town, one of these options randomly appears. 
That's all. That's the core logic.

Apparently it's some misunderstanding, I must have explained something wrong, because English is not my native language. It doesn't matter anyway, forget it.

Posted (edited)
On 5/11/2025 at 10:15 AM, onedude9001 said:

Hi, guys.

I wrote a program in Python called “Mega Rotator from Deep Space 9000”.
The idea is that DD reloads all its resources and files between dungeon/town cycles.
“Mega Rotator from Deep Space 9000” knows how to very carefully swap files between these cycles. I came up with an intuitive syntax for directories and files. For example, if we put several files in 'campaign\town\buildings\abbey' and name them '-a1-abbey.character.png', '-a2-abbey.character.png', '-a3-abbey.character.png' and so on - they will randomly change NPCs files and we will have a different NPC appearance every time we come back from the dungeon. Chance is based on weight - when file is loaded it reduces its weight so the probabilities of all the files are balanced, weights of individual files can also be adjusted.
This logic can be applied to all files of the game: monsters, heroes, to entire folders of dungeon background. Thus you can have installed at once all the beautiful mods and reskins at the same time and do not choose which one you like more.

All based on the fact that the executable process of the game has a static address in memory, which shows in what stage now the game. Where we are now in the town or in the dungeon and even more in which dungeon. When we are in a dungeon - swap the town files and vice versa.
Files are swapped using the move method because moving within one disk is essentially renaming - a tiny change in the file system header and very fast.

Second.
I wrote a program in Python and called it “Mega Monster Cloner from Deep Space 3000”.
As you can see by the 3000 index, it's much simpler than “Mega Rotator from Deep Space 9000”.
What it does is it takes a monster with an appearance mod and automatically copies all its data, sound overrides, localization data to another id and organically adds the new monster's id to the .mash files of all dungeons where its original was. The point of all this is to have all skins installed at once and even in one battle can be the same monster with different skins.

In general I wanted to put these two programs in the public domain, but I no longer have the strength and time to finish them.
Sorry guys. Maybe sometime in the distant future. 

What I'm writing this for. Because I feel bad that I couldn't follow through. Perhaps this post will be a reminder for me to come back to this topic when I have free time again. (But I don't see that possibility even on the horizon yet).

001.jpg


It's a great idea! Really looking forward to you finishing it. It's such a headache to choose just one skin for anything. For heroes tho sometimes one needs to swap skel files too. Xelsword's characters use different skeleton for example, one can't put a vanilla friendly skin on them afaik. Would be great if your creation could handle it too!

Btw what are the sources for npc303 and npc304 or you did them yourself perhaps? Could you share it for any chance?

Edited by Abobus3542
Posted (edited)
1 hour ago, Abobus3542 said:

Btw what are the sources for npc303 and npc304 or you did them yourself perhaps? Could you share it for any chance?

Source art is made by artist "boobsgames"... I believe. This NPC pics made by me. Here you go.

 

1 hour ago, Abobus3542 said:

Xelsword's characters use different skeleton for example, one can't put a vanilla friendly skin on them afaik. Would be great if your creation could handle it too!

It would be better to create new hero IDs for this purpose. Program will be able to switch hero files, but I don't see it as particularly useful. It's conceptually kind of weird: you go into a dungeon with one hero and come out with another.
 

abbey_character.zip

Edited by onedude9001
Posted (edited)
On 5/11/2025 at 4:53 PM, onedude9001 said:

Source art is made by artist "boobsgames"... I believe. This NPC pics made by me. Here you go.


Yea, I've recognized their style by the second picture but I had no luck searching for abbey npc looking like one, so I asked you. Thank you :3
 

 

On 5/11/2025 at 4:53 PM, onedude9001 said:

It would be better to create new hero IDs for this purpose. Program will be able to switch hero files, but I don't see it as particularly useful. It's conceptually kind of weird: you go into a dungeon with one hero and come out with another.


Oh, you're right, it would be weird. I got carried away a little bit. Looking forward to any updates!

Edited by Abobus3542
Posted (edited)
Quote

 

Changes to Early Access for my mods

 

Starting with the Swine Prince release and going forward I am changing the timed early access for my mods from two weeks to two months.

I'm reevaluating my tier rewards and after some thought I decided to go with this.

For anyone currently subscribed to the 5$ tier and above nothing will change for you.

 

 

From Xel Patreon

Damn, that sad

So now free access skins will be only in 2 months - like Swine Prince i so waiting for not in start of June, but in August

Well - its still will be "free" sooner than later which is good, and thats fair from Xels side since he is author and wants some reward for his work from subsribers - but still sad

 

So - if smone with subsribe for Xel Patreon will read this and will have wish to share with me right after release - contact me in LL PM

I will not share it further anywhere before "original Xel free access release" anyway - its just will allow me to check skin and start to work with it into usual "befriendable heroe conversion" much earlier  - without waiting those 2 months, and when skin finally will become "free"

Im fine and to wait those 2 months if noone will want to help, its just will speedy up whole process a lot - and i myself reeealy thirsty to "touch" and "start editing|working with those hotties" as usual for most of Xels skins ;)))

Edited by Fnakasjg
Posted

Hey guys, is there any special trick that allows you to add a certain innate Quirks to a hero ?

I mean, can I program a hero of a certain class to appear in Stage Coach with a certain Quirks ? Or some workaround to implement such a thing?

Posted (edited)
On 5/12/2025 at 12:48 AM, Fnakasjg said:

 

From Xel Patreon

Damn, that sad

So now free access skins will be only in 2 months - like Swine Prince i so waiting for not in start of June, but in August

Well - its still will be "free" sooner than later which is good, and thats fair from Xels side since he is author and wants some reward for his work from subsribers - but still sad

 

So - if smone with subsribe for Xel Patreon will read this and will have wish to share with me right after release - contact me in LL PM

I will not share it further anywhere before "original Xel free access release" anyway - its just will allow me to check skin and start to work with it into usual "befriendable heroe conversion" much earlier  - without waiting those 2 months, and when skin finally will become "free"

Im fine and to wait those 2 months if noone will want to help, its just will speedy up whole process a lot - and i myself reeealy thirsty to "touch" and "start editing|working with those hotties" as usual for most of Xels skins ;)))

Speaking of Xelsword skins... Have you found the swine chopper lady yet in your game? 😁

Edited by HerChianti

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