Jump to content

Darkest Dungeon Erotic Mods


Recommended Posts

Posted
3 hours ago, Faust6717 said:

Comrades, Mind if I get some help? Do you guys know the greyhawk class? One of her trinkets the 'King of Propulsion' causes crashes when you kill an enemy while being in 1st Rank. was there a fix for that?

Thats a difficult one to solve. I think the one on steam workshop is the most updated (22-10-08). If that one doesnt work I would turn on debug output in game under options/other. That could give you a clue what is causing the problem. I think there is a better debug outputer made by the team behind Black Reliquary mod but I dunno how to get that going.

Posted
8 hours ago, Fnakasjg said:

 

Exactly in progress at the moment (after a small break, but all preparational part done, just need to start draw|edit)

good to know. thanks for the reply and good luck on ur work

Posted
On 5/30/2025 at 7:57 PM, Fnakasjg said:

"Soon*TM"

 

Found her in proper playthrough - ZIMIK MAA skin with class i matched for a while with that skin, so her time finally come to "undress"|made NSFW version))

So - she will be current next to edit, probably will finish her in few weeks|months, usual staff

Swine Chopper never 😢

Posted
24 minutes ago, HerChianti said:

Swine Chopper never 😢

As i already said - its random, not me who decided "who one wll be next"

Just who i encountering in those prison cells)

 

Y, with bad luck it will be weeks or even months until i will finally encounter her)

But i hope it will become a thing, sooner or later - since i myself love Xels skin most of all, especially as "befriendable heroes conversions from enemies"))

Posted (edited)
24 minutes ago, Fnakasjg said:

As i already said - its random, not me who decided "who one wll be next"

Just who i encountering in those prison cells)

 

Y, with bad luck it will be weeks or even months until i will finally encounter her)

But i hope it will become a thing, sooner or later - since i myself love Xels skin most of all, especially as "befriendable heroes conversions from enemies"))

How do you actually convert enemies to heroes? I'm new-ish to the game.

 

And yeah I know you said you only work on who you find while playing but I can still cry about it 😋 My lovely Swine Chopper 😭

Edited by HerChianti
Posted (edited)
8 hours ago, HerChianti said:

How do you actually convert enemies to heroes? I'm new-ish to the game.

In DD in fact ANY skin can be used|attached for ANY heroe class, and ANY enemy, thanks for easy nature of how those working inside game as mechanic|description in files

(most 2 differences between enemy and heroe in fact are

 - enemy has no "idle" and "walk" anims by default, since they are just not using them, only "combat",

 - heroe can have several skin versions for same skeleton (like - different colors or "nude|clothed") while enemies by game mechanic can have only 1 skin (with possible color palette for different difficult levels by using tint|mask, but skin is still the same - if you will want for example swap "nude" to "clothed" version of same skin - you will need to replace files inside folder (if "skel|atlas" similar - replace only sprites, as for those Xelsword enemies varitants for example) and restart game to it appear in-game)

Second can be dealt with by "clonning enemy class" just with different name (for example - with prefix, like as in "Monster Divercity Project" mod im using in my game), its will be need to make mashes for new name to appear in-game dungeons - but it will allow to use several different skins for literally same enemy)

 

So - here just need to match properly in term of realism|nature|fitting - for example "skin of girl with rifle" into smthing like Brigand Fusilier enemy, and Musketeer class

Its possible to match and without that, ofc - its just will be looking unnatural and break immersion, for example "mage girl skin or warriour girl skin" into Brigand Furilier or Musketeer class will break immersion and will be looking unnatural in-game, until you will make a lot of edit and rebalance for it

 

Here 2 patterns|orders how exactly me myself doing|proceeding|deciding "which one skin with which one class" (for my game tastes|rules) -

1 pattern - i have class in-game already for a while (for example - "Succubus" class, or "Harlot" class, guess i have them from 2018-2020 years already in-game), and they are "in qeueu" for reskinning just when i will see any fitting skin for them (when smone from cool artists will release it in future)

For "Harlot" for example i already aiming for Xelsword Courtesan as reskin when she will become finally a thing

 

Now most of classes with that pattern in my game are already reskinned - left really very few amount in compare with what was when i just first time started in 2023 with my edits

 

2 pattern - sort of "backward", i dont find|check skin for class which is in my game already as with 1st pattern, instead i searching|matching for fitting new class (which was not in my game yet) as "basis" for recently released skin

For example - last Xelsword released skin Swine Prince - i chosed and matched with "Gourmet" class (and already integrated into game for those prison cell checks for encounter to start edit)

In early attempts i tried for this pattern to find very fitting classes - to fit planned reskin as close as possible, without really touching|editing original author class

But now i just rebalancing|editing class itself and to fitting reskin better (for my taste), and to fitting my in-game rules|patterns (like melee skill positiones and "limithed ammo" for range skills like "shots|bandages")
Still trying to take as "basis" class already fitting with skin, but if previously it was "around 80-99% fit to look natural inside game" bcs i was not editing|rebalance class - now its like "any fit and basic match around 50% is already fine, rest i just will rebalance|match myself")

 

2nd pattern is literally endless since new awesome skins releasing almost every month (for example - same, Xelsword, will provide A LOT of enemy skins in future if he really will go for reskin each enemy in-game, and i will include and accept a lot of them as well, few of them i waiting really badly, like that Courtesan i mentiond, or Crone, Hag and Siren)

 

So, for 2nd pattern - when i already decided|matched skin and "basis" class for it (after testing "if class is fine and working|not crashing game", ofc) and skin itself is already released and "in my hands" (so i can work with it and attach into class any moment when it will be need to)  - i including that class without attached skin into proper playthrough (and most of the time i also matching that skin with one of fitting enemies, just for immersion|divercity|roleplay "this one can be and as enemy, and as befriendable, just depending from if you will be able to capture|save|convince her right," as usual), so it now just appearing in-game pool of heroes for rolling to appear as prisoner in those prison cells, and when i finally encounter it sooner or later - i starting to work with it (properly match with skin fully, animations, edit, rebalance and etc)

Edited by Fnakasjg
Posted (edited)

Oh, I was asking inside the game while playing how do you "befriend" enemies and convert them into heroes 😋

Sorry if it sounded like I was asking how you converted enemies to hero mods!

Edited by HerChianti
Posted (edited)
8 hours ago, HerChianti said:

Oh, I was asking inside the game while playing how do you "befriend" enemies and convert them into heroes 😋

 

Ah, you about this

Its just my roleplay, ofc, not covered by in-game mechanic fully

 

I reaaly like a lot of roleplays and "self-rules" during game, just for better immersion and realistic outplays

 

Since as i said - i usually have same-skinned enemy and heroe for almost each skin (like for example - Xelsword Brigand Fusilier as enemy Brigand Fusilier enemy|monster, and as "Reaver" class) - so when i encountering that class in prison cell i roleplaying myself depending of which class i found, zone where i found prison cell, surrondings, events, enemy packs in that dungeons and etc

Some roleplays are "i captured her (cultist, bandit, demon) without killing and was able to convince join my party - since she was impressed that i kept her alive instead of slaughter her as other monsters", some are "saved her while she was about to die from wounds, rest of her party was already killed by others monsters (or betrayed her and left to die from wounds|starvation)", etc)

 

And female enemies with that skin i always try to "knock out" by unlethal strikes (with "mild" dot (dot which not big enough to "kill" corpse when it entering "knock out" stage), or with smthing like "Dazzling Light" "Stunning Blow" skills (low damage and more "stunning|knock out" than "slaugher in guro way"), not "Point Blank Shot" into face or "Decapitate"))

Sort of roleplay "im not killing human girls - only men, beasts, creatures, undeads and other monsters" - i have in game sort of "50|50" split between sexy skinned girls enemies, and common (including vanilla) monsters, immersive and divercity)

Edited by Fnakasjg
Posted
On 2/24/2022 at 11:23 AM, Dorian Bates said:

So when I said the crusader would be done in a week that's because I didn't know what the fuck I'm talking about lol my timescales are wack

 

getting there tho

crusader.sprite_camp.png.d64873f305a0af4c8142595be0dbecd0.png

 

I also got involved with another project as well, which I think will be well appreciated

cumgoblincombat3.png.8b50ddb3053caf5f8592fdcdb607b651.png

ain't she cute



Any update on these?

Posted (edited)
On 6/22/2022 at 10:30 PM, Fasterflight225 said:

Reorganize: This is THE megapack, which claims to hold every vanilla-skeletoned skin from December 2020 and older. It sure has a lot of them, clocking in at a whopping 6 gigabites.
https://mega.nz/file/yjxAAKjY#a_xEOWNh2jKNG_IuY8nOHrVxioVQ49ZgxyRdjSTYcZ0
Lewd Megapack: The above pack, with all the SFW skins cut from it, knocking four gigs off the size.
https://mega.nz/file/3jhkRaYI#kQFxLiZ5omMukA60SgpLKh7ok2y3UrMN561lefrsJAo

wild question, I'm sure, but
Is there any way to make these 50000 skins in here all work at the same time?
If I were to put these in the mod folder, for example, they don't register in game. Does the folder need a project.xml or something?

edit:
I've found out how; just insert them into the actual game folders and make sure to swap their fx and anim folders with the most updated versions

Edited by Lauren
Posted

is darkest desires is working in late version? the last update was in 2020. Nsfw skins are fun, but without gameplay usage.. what's the point?

 

Posted
14 minutes ago, quenty said:

is darkest desires is working in late version? the last update was in 2020. Nsfw skins are fun, but without gameplay usage.. what's the point?

 

 

For similar theme, I recommend Lustiest Lair. I never play it so idk how to install it. Try backing up first and confirm the installation method - I heard it is a bit difficult. 

Posted
On 2023. 10. 16. at 오전 9시 45분, Fnakasjg said:

구조대.zip 29.82MB · 1,055회 다운로드

 

"구조자" 딸이 자라서 벌써 18살이 된 핫한 소녀!

 

그녀는 아버지 "구조자"로부터 대부분의 기술과 지식(그리고 동물 친구를 사랑하는 법)을 배웠고 그의 "구조자"의 길을 따르기로 결심했습니다.

또한 그녀의 어머니(추방당한 사냥꾼이자 부족의 주술사/마녀)로부터 그녀는 활과 창을 다루는 법과 룬 마법에 대한 약간의 지식을 배웠습니다.
그래서 그녀는 새로운 친구를 만나고 모험을 떠날 준비가 되었습니다(진정한 "친한 친구"와의 "어른 모험" 포함 ;)).

 

rescuer_guild_header.png.8de3be39f596f244e7d647d66099c990.png

 

"Rescuer" 클래스의 SFW/NSFW 스킨 변형("shadoweyes"), 직접 원하신다면 원래 "eyes" 버전을 복원하는 것은 어렵지 않을 것입니다.

)

원래 피부와 호환되지 않음(분명히)

또한 그녀의 통합된 타운 이벤트에 대한 약간의 편집(보스 처치에 따른 종속성) - 게임에서 원하지 않을 경우 쉽게 되돌릴 수 있습니다.

또한 원래 "HM" 스킨이었고 스킬의 원래 파일 이름을 편집하지 않고도 "Rescuer"에 구현되었기 때문에 원한다면 "Houndmaster" 스킨에도 쉽게 구현할 수 있습니다.

 

내가 사용한 원래 모드 -

수업 -  https://steamcommunity.com/sharedfiles/filedetails/?id=2053917390

스킨 -  https://steamcommunity.com/sharedfiles/filedetails/?id=2537880572  https://catalogue.smods.ru/archives/86753

 

 

원하시면 자유롭게 편집하고 공유하세요.

그녀와 함께 모험을 즐기시고 이 18세 젊은 여성을 "돌봐주시기"를 바랍니다  ;).)

 

건배)

 

예시

  숨겨진 내용을 공개하세요

rescuer_guild_header.png.8de3be39f596f244e7d647d66099c990.png                    구조대원_초상화_명단.png.b6d92234c0d64df8a1dc20ecf4e62088.png

1.gif.9cbda0f425b22e7e85aac6cb2696b273.gif2.gif.a7631698402ff4bc4f9fb85a03af92ef.gif

3.gif.7889b22ac5302c2c9b01d5ee7c34d54a.gif4.gif.a8aff290cf32a3648a4239eaea93d732.gif

5.gif.88817f2c3bc1e1046d0457fb561cc6f0.gif6.gif.5e4e616dcd0bc5fcbc03f09c53d750c9.gif

하운드마스터.스프라이트.고통받는(2).thumb.png.9ace980282c7cf60d523f35e61882032.pnghoundmaster.sprite.afflicted.thumb.png.ff8ce6a3cf8ca1c01d7d45c69ea88742.pnghoundmaster.sprite.heroic(2).thumb.png.f0bce5e67460ad4b99582f3d6ed0b559.pnghoundmaster.sprite.heroic.thumb.png.c5a1ced637ae7c9890a93be7dec7490e.pnghoundmaster.sprite.camp(2).png.5777c8483e3621581e5010e17c656539.pnghoundmaster.sprite_camp.png.e84d0b8f628317f5506862e55026917f.pnghoundmaster.sprite.investigate(2).png.89399dcc70587b0b70fb6a05efcc77d5.pnghoundmaster.sprite.investigate.png.6eb82764fac7651c1248ca3a9f4bc6c9.pnghoundmaster.sprite.defend(2).png.5247813c615fe67a52d77143d471c692.pnghoundmaster.sprite.defend.png.6164643c90f4f082e51620ec0e593a44.png

구조대.zip 29.82MB · 1,055회 다운로드

Can anyone tell me how to apply the rescuer skin to the houndmaster skin?

Posted (edited)
3 hours ago, dmdmdkdk54 said:

Can anyone tell me how to apply the rescuer skin to the houndmaster skin?

https://steamcommunity.com/sharedfiles/filedetails/?id=2583339977

 

In few simple words - rename "skel" and "atlas" files from "rescuer" to "houndmaster" (or whatever class you aiming for reskin) for anims and combat skills - only title, not inside files

Titles of sprites for those - left as they are, just put in proper folders ("A", "B", etc)

And match names of skils inside "art" file with those new skill names you replaced and renamed

 

After you will do this ones or twice - you will figure out whole pattern of those reskins, its pretty easy 

Edited by Fnakasjg
Posted (edited)
On 6/9/2025 at 4:30 PM, Fnakasjg said:

https://steamcommunity.com/sharedfiles/filedetails/?id=2583339977

 

In few simple words - rename "skel" and "atlas" files from "rescuer" to "houndmaster" (or whatever class you aiming for reskin) for anims and combat skills - only title, not inside files

Titles of sprites for those - left as they are, just put in proper folders ("A", "B", etc)

And match names of skils inside "art" file with those new skill names you replaced and renamed

 

After you will do this ones or twice - you will figure out whole pattern of those reskins, its pretty easy 

It's a nice guide. Helped me replacing Lepler skin. 
However, I've ran into an issue with another skin port, could you help me (or anyone else)?

The issue: 
During combat, the attack animation & fx plays, but the animation gets stuck. I believe the idle animation during combat does not play, and thus attack animations persist after use.
I checked the file: Leper.art.darkest but can't figure out where it goes wrong.

Edited by Straze
Posted
4 hours ago, Straze said:

It's a nice guide. Helped me replacing Lepler skin. 
However, I've ran into an issue with another skin port, could you help me (or anyone else)?

The issue: 
During combat, the attack animation & fx plays, but the animation gets stuck. I believe the idle animation during combat does not play, and thus attack animations persist after use.
I checked the file: Leper.art.darkest but can't figure out where it goes wrong.



what skin/monster are you porting from? If the monster has 2 modes (usually transformation like Bloodsuckers) it does not has normal combat mode. It is my assumption - cannot confirm. 

Posted

So - i finally started with her (was sort of unplanned break, but its fine i guess)

 

preview-icon.png

 

Maded "idle" - both as concept to figure out "how whole thing will be" and also just as final version for "idle" itself)

NSFW version plus revamp of original "lazy" ZIMIK animation (proper boob bounces in my version)

 

1.gif

 

So - next on the list will be "walk" and "combat", then static sprites, then class revamp to fit reskin better, all as usual step by step

Posted (edited)
9 hours ago, niknerozz said:



what skin/monster are you porting from? If the monster has 2 modes (usually transformation like Bloodsuckers) it does not has normal combat mode. It is my assumption - cannot confirm. 

It's a custom class: "Floss by Deovolente" which I want to partly use for Leper. I really like Deovolente style, and thus I'm trying to port selected animations that makes sense for Leper. 
Everything works other than the combat idle animation which breaks other animations. 

Edited by Straze
Posted
35 minutes ago, Straze said:

It's a custom class: "Floss by Deovolente" which I want to partly use for Leper. I really like Deovolente style, and thus I'm trying to port selected animations that makes sense for Leper. 
Everything works other than the combat idle animation which breaks other animations. 


I've checked the combat animation using SkeleViewer and as I suspected, it animation type/naming is different from what Leper (or any normal hero) need.
How to solve this? Difficult, because you need animation app - not easily be done by changing name without app. I don't have the app nor exp so I cannot help. 

Unrelated but Fair warning: The original author said no modification or reproduction of the mods. 

ASD.png

Posted

There is a way but it is stupid and should not be done so be warned. Best to use this as mods - NOT REPLACEMENT to original file. 

combat_Floss_A means the hero has mode Floss_A (other example is Abomination having 2 modes: beast and human).
So I add Floss _A mode into leper.info. and add ".valid_modes Floss_A" to all of Leper's ability. 

Again, put this into your mods folder, along side your leper.art. If it already has leper.info, backup that one first. Test first and report. I don't know whether this will work or not. 

Incompatibility
This edits leper.info, so it is incompatible with mods that edit Leper's stats or ability. 

ASD.png

leper.info.rar

Posted (edited)
1 hour ago, niknerozz said:


I've checked the combat animation using SkeleViewer and as I suspected, it animation type/naming is different from what Leper (or any normal hero) need.
How to solve this? Difficult, because you need animation app - not easily be done by changing name without app. I don't have the app nor exp so I cannot help. 

Unrelated but Fair warning: The original author said no modification or reproduction of the mods. 

ASD.png

To just edit name|title of anim you can use DragoneBone - free programm to deal with DD animations, alternative to original usage for game of Spine - which is "pay to use"

You will need however converter to convert anims back-forward into proper format to work inside DB (even just to edit name of anim) and to game recognise those after edit end

 

Both DragoneBone and Converter can be obtained easly just by Google search (first results would be exactly what you need if i remember right, was 2 years when i obtained those)

 

Quote

There is a way but it is stupid and should not be done so be warned. Best to use this as mods - NOT REPLACEMENT to original file. 

combat_Floss_A means the hero has mode Floss_A (other example is Abomination having 2 modes: beast and human).
So I add Floss _A mode into leper.info. and add ".valid_modes Floss_A" to all of Leper's ability. 

Again, put this into your mods folder, along side your leper.art. If it already has leper.info, backup that one first. Test first and report. I don't know whether this will work or not. 

Incompatibility
This edits leper.info, so it is incompatible with mods that edit Leper's stats or ability. 

ASD.png

leper.info.rar1.38 kB · 1 download

 

And ye - i one time myself used same way for one edit (for Seraph, when attached Gabriel skin for her which had same "several modes problem" and "name difference")

But this way muuuuch more dirty and complicated, than just edit title|name of anim to proper one, since no point to add additional info and modes|stances just only to catch for skin with those additional stances, without actual mechanic in-game usage

Editing name of anim muuuuch easier and smother (less errors and memory usage as well)

 

Only case when its unavaliable - when you cannt convert back-forward anim due to it "destruction during convertion" (happening smtimes, for example for all newest Xelsword skin, since he making them with Spine, and when using Converter to work in DB - they literally botching|destroying into random pieces, i guess its bcs of too much mesh poitns|detailes for newest skins)

But even in that way smtimes just easier to "restore" original anim and use proper way anyway (especially if you anyway will work with anim itself so will need that convertion)

Other than that (when no need to "restore" and converter cause no issues, so its just "back-forward and save-load, few minutes") - its really work for few mins, literally "one string edit after convertion, then back convertion and save")

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

The original author said no modification or reproduction of the mods. 

I didn't see that line, but hopefully it's fine as long as it's for personal use to have demon looking party. Last thing I'd want is damaging his/her amazing work. 😰

 

1 hour ago, niknerozz said:

Again, put this into your mods folder, along side your leper.art. If it already has leper.info, backup that one first. Test first and report. I don't know whether this will work or not. 

Incompatibility
This edits leper.info, so it is incompatible with mods that edit Leper's stats or ability. 

Thank you, I will try that after work.
This is my first playthrough of Darkest Dungeon, so I don't use any other mods other than reskins of original characters. That's why I avoid using custom classes in order to keep the original experience.

Edited by Straze

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...