The brutally hard and extremely grim phenomenon that is Darkest Dungeon may have finally received its Crimson Court DLC to add another layer of dungeon delving fun, but that's just the tip of the iceberg.
There are dozens, or maybe even hundreds, more hours to be had in this game through the absurd number of mods available. Due to the game's gestation in Early Access, sadly many of those mods are drastically out of date and no longer function due to a variety of updates and patches over time.
The once-necessary Curio Hints mod for instance isn't working properly anymore (that's alright though, just use our Darkest Dungeon curio guide instead). Losing the sexy time camping skills from the Darkest Desires mod, on the other hand, was a blow we simply may never recover from.
Luckily, new mods have arrived to fill that void -- and here we're rounding up the 11 best mods available at the moment that you need to be trying out for vanilla Darkest Dungeon, Radiant Mode, or the Crimson Court DLC.
Unleashing Of The Kraken
There have been plenty of mods over the last two years or so that add in new classes, but less prevalent have been whole new monsters and bosses. A series of mods from ActionJack aim to rectify that problem, taking up the noble goal of providing new creatures to messily devour your heroes (or drive them mad, of course).
The Kraken mod adds five new common aquatic-themed enemies to the Cove area, along with a brand new tentacled boss. As with most DD bosses, this one will take some strategy and forethought to avoid a total party wipe. Get ready to meet a Captain Jack Sparrow style end!
House Full Of Piggies
The Warrens version of the previously mentioned Kraken mod, this one gives you several new swine opponents to battle, and they absolutely will test your skills.
Darkest Dungeon Class Mods Pack
Your standard battle tactics will likely result in a hasty retreat, as the pig folk punish you for not thinking strategically and learning from your mistakes. I don't know what the human equivalent of bacon is, but the swine are sure about to find out.
More District Buildings
The District Buildings were an excellent addition to the game's base Hamlet, but sadly they are a little underutilized -- especially since you'll be building them so few and far apart due to the high costs and low number of available blueprints.
This mod adds in a whole mess of new buildings revolving around every single class, so you'll have far more constructions projects to try out in between dungeon delves.
Lone Crusade
Most Darkest Dungeon mods make the game easier.. but not this one! Forget delving into the abyss with a group of four heroes to assist one another. That's all but a distant memory with the Lone Crusade mod, which has you play through the entire game with no one but the Crusader Reynauld.
Obviously tweaks are made to the enemies and bosses, since there are places where one character can't possibly win normally. But don't think this mod is doing you any favors. The difficulty is ramped up even further than normal -- and if Reynauld dies, you get to start over from the beginning.
No Invitations Required
Oh my sweet tentacled god, this is mod so, so badly needed. Are you tired of grinding away against anything that vaguely looks like a mosquito (while your whole roster of heroes contracts the Curse and dies of blood craving) and somehow still not getting the invitation you need?
To move onto the later quests of the Crimson Court DLC without the obnoxious invitation, just download this nifty little mod that cuts out the middle man (middle mosquito?).
For those who are opposed to the spirit of this particular mod and want to keep the difficulty and grinding cranked up to maximum levels, check out our full guide to finding the Crimson Court invitation.
Super Heroes
While the recently released Radiant Mode was a welcome addition to Darkest Dungeon by cutting down the dozens of hours of grind after you inevitably (and repeatedly) lose a high level group to a total party wipe, it didn't really offer an 'easy' mode.
The whole point of this game is the difficulty and setbacks, of that there's no doubt, but there does reach a point somewhere around 30-40 hours in where you've had enough of relentless failure and just want to see the next boss or finally storm that final dungeon.
That's where the Super Heroes mod comes in. See those killer pixelated shade they're wearing? That's because the future is so incredibly bright after modding your heroes to be relentless powerhouses who deal obscene damage. Vocal synth vst free. Health loss will no longer be a concern here (although sanity can still cause you to lose all four super powered versions of your heroes, so stay vigilant).
Marco's Inventory Balance Mod
There are a bunch of inventory stacking and tweaking mods out there to ease up on the relentlessly difficult back and forth of being prepared or being out of money. This particular entry is a new Steam Worskhop version of one of the best mods from the game's earlier editions.
Where this one really shines is that it doesn't totally go off the rails, giving you limitless stacks of torches to carry or a free bag of holding that lets you return from a mission with all the gold you can imagine.
Instead, it scales the stack limits better so you can carry enough valuable objects back from a mission to actually be worthwhile at higher levels. It makes the grind a little less relentless, and helps you actually build up enough of a war chest to upgrade your facilities.
Dungeon Background Variations
I'm consistently impressed with how the modding community always steps in to resolve core issues with any given computer game. Darkest Dungeon's aesthetics are absolutely a huge draw.. but the unending grind required to reach the end of the game means you will see the same hallway panels over and over and over and over.
For a varied experience that's more pleasing to the eye, this mod changes up some of the backgrounds with different colors and curio placements, adding them in randomly with the normal backgrounds.
Faster Walking
When you've seen the exact same Warren, Cove, Ruins, and Weald backgrounds a couple of thousand times, the monotony can really start to set in and weaken the game experience.
If you want to get to the next room more quickly to complete any given quest, this mod boosts the walking speed so the hallways will fly by. Just don't forget to keep an eye out for those traps!
Epic Loading Screens
I honestly don't know how it took so long for a mod like this to show up. While Darkest Dungeon just oozes a particularly dark and gritty style, the loading screens are a little lackluster.
No more though! This mod adds in epic combat scenes featuring the most common enemies from whatever area you are exploring, offering a little excitement while you wait for the Ancestor to stop yapping away.
Sunlight Warrior Man At Arms Skin
The game already takes its difficulty from Dark Souls, so why not pull some of the art as well? Praise the sun with this new set of skins for the Man-At-Arms class in all its various animations! Despite bringing in a little brightness, this mod actually makes the game a bit darker (or I guess more soulsier?).
What did you think of our mod picks here, and what new Darkest Dungeon mods would you recommend we try out? Let us know with a comment below!
If you want even more ways to tweak the Darkest Dungeon experience, be sure to also check out:
Published Aug. 14th 2017
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ByTechMarvin Seo's Falconer Crimson Court Trinkets
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Hello everyone!
I would like to announce that i’m working on new class. I called it hunter but if anyone have idea for more fitting name then post it bellow.
I’m using abomination transformation to implement something that i call Stance System.
I’m using abomination transformation to implement something that i call Stance System.
Hunter is warrior that is at its best when given time for preparation.
He starts in Ranged stance with skills:
He starts in Ranged stance with skills:
1. Change stance:
Usable at: OOOO
* First use activates riposte for whole fight (not dungeon)
* Switches to melee stance and gives him + 3 speed for 2 turns
* Using this ability doesn’t ends his turn
Usable at: OOOO
* First use activates riposte for whole fight (not dungeon)
* Switches to melee stance and gives him + 3 speed for 2 turns
* Using this ability doesn’t ends his turn
2. Penetrating barrage:
Usable at: OOOX hits: all
* If provided cover hunter can fire powerful shots that penetrate all targets
* Landing his shots motivates him to push himself and deal more damage with each shot (+ 5% dmg for 3 turns)
Usable at: OOOX hits: all
* If provided cover hunter can fire powerful shots that penetrate all targets
* Landing his shots motivates him to push himself and deal more damage with each shot (+ 5% dmg for 3 turns)
3. Quick shot (Not sure about this name):
Usable at: XOOX hits: one of OOOO
* This ability uses ammo system:
+ You can use this ability 2 times per round and 6 times per fight (needs ballancing)
+ Doesn’t deal too much dmg bud doesn’t end turn and after you shoot yours quick shot you still can use some other attack
Usable at: XOOX hits: one of OOOO
* This ability uses ammo system:
+ You can use this ability 2 times per round and 6 times per fight (needs ballancing)
+ Doesn’t deal too much dmg bud doesn’t end turn and after you shoot yours quick shot you still can use some other attack
4. Eviscerate him!:
Usable at OOOO hits: Both XOXO
* With this ability you call your pets to help you with defeating your enemy
* This attack will apply mark and deal extra dmg to marked targets or some kind of debuff.
Usable at OOOO hits: Both XOXO
* With this ability you call your pets to help you with defeating your enemy
* This attack will apply mark and deal extra dmg to marked targets or some kind of debuff.
Now to his melee stance:
1. Change stance:
Usable at: OOOO
* Switches to ranged stance and gives him + 3 ACC for 2 turns
* Using this ability doesn’t ends his turn
Usable at: OOOO
* Switches to ranged stance and gives him + 3 ACC for 2 turns
* Using this ability doesn’t ends his turn
2. Karambit slash:
Usable at: XXOO hits: one of OOXX
* Simple melee attack that applies bleed
* (thinking about adding something to this boring attack)
Usable at: XXOO hits: one of OOXX
* Simple melee attack that applies bleed
* (thinking about adding something to this boring attack)
3. Lay trap:
Usable at: XOOX hits: 1 random enemy
* Hunter lays trap that will poison and stun random enemy
Usable at: XOOX hits: 1 random enemy
* Hunter lays trap that will poison and stun random enemy
4. Thinking about one more, i think this will be his heal/stress heal spell.
So what do you think. All feedback is appreciated.
At this moment I’m finishing “coding” his skills then I’m gonna try doing some graphic for him (I;m not the best graphic designer) ;p
At this moment I’m finishing “coding” his skills then I’m gonna try doing some graphic for him (I;m not the best graphic designer) ;p
Posted by3 years ago
Archived
For examples of this process and more see my gameplay overhaul mod Pearls Before Swine here:
http://www.nexusmods.com/darkestdungeon/mods/179/?
//MAKING A NEW CLASS
Let's say I want to make a new class called the Wizard.
- Pick an existing class to use as your skeleton/animation base.
- Go to that class's folder in your heroes directory (DarkestDungeon/heroes/occultist for example), and make a copy of one of the existing skin folders ( occultist_A for example). Rename the folder to occultist_X .
- Go into your new folder, then into the subfolder anim (DarkestDungeon/heroes/occultist/occultist_X/anim) and start editing the pictures using software like GIMP or Photoshop. Start with the .idle file.
- Start up a game where you have an Occultist. Go into a dungeon, and into the character screen. Here you can switch between skins - your new skin should be available as skin 5 (if you haven't added any others). Each time you make changes to the .idle file, exit to main menu and reload the game to see your work. When you're satisfied, repeat the same for the .combat and .walk files. Leave the rest as is for now (or edit them too, but usually by this point I'm really sick of art)
- Create a new folder in the heroes directory for your new class (DarkestDungeon/heroes/wizard) and move your new skin inside. Rename the folder from occultist_X to wizard_A.
- Now it's time to start making the new files for your new class. Start with the .info file, which details the stats and combat skills for your character. I recommend copying the .info file from an existing character and changing the values. Start with a character with roughly the same stats/role as the one you're making, and then ask yourself, how much better/worse should my character be at X than its base character? So for instance, your Wizard might be slower than the Occultist with worse dodge, but slightly higher damage. Don't go too far outside of existing constraints if your aim is balance :) Save your new .info file with seven new skills (or a combination of old ones) and name it wizard.info. Make sure you change all instances of the old class name to the new class name with a cntrl-h search! One last thing and this is IMPORTANT, on the second to last line you want to replace the random_starting_combat_skills 4 with a 7, to give your wizard all seven abilities right away (for testing). you can change this back to 4 later.
- Go into the effects file in the folder DarkestDungeon/scripts and if you made any new effects up, define them here. Save and exit.
- Next make a .art file. Again I recomennd copying the one from your original class and renaming the abilities. Do not change any of the .fx or .anim in this file right now, just rename the hero class with cntrl-h , rename the abilities, and move on.
- Copy the icon_equip, anim and fx folders from your original class into your new class folder. Go into your anim folder and change every instance of your old class name to new class name. For instance, the file occultist.sprite.afflicted will be renamed to wizard.sprite.afflicted. Next, go INSIDE every .atlas file (it should open in notepad) and replace the first word of the file (the old class name) with your new class name. Create a new fx folder for your new class, but do not bother copying any of the old class's fx - it's a lot of work, and you probably won't end up using them anyway. Lastly, rename all the icon names and guild header files with the new class name.
- Next you need to make a localization file for your new class. Here, I recommend downloading an existing class mod and copying the localization file from it to start. The reason is that all the game's original character localizations are grouped together in one big file that I wouldn't touch or edit if I were you, cause you don't have to (you can just add a supplemental file). So copy the localization from an existing mod, do a cntrl-h and replace the old class name with the new class name, then go line by line through the new file and replace all the old skill names and extensions for your new skill names (the ones from the .info and .art files). When you are done, save the file as wizard.string_table and run the localization.bat file in the localization folder to compile it all together. If this doesn't work, it means you made a mistake in your localization file.
- Next you need to edit an upgrades file from the folder DarkestDungeon/upgrades/heroes . It's a .json file, and I use a json editor online to open it. I would pick the upgrade from your base class, cntrl-h to rename every old class to new class (as usual), and then go through the file and cntrl-h each one of the old abilities for your new abilities. Make sure the names match exactly the ones in the localization, art, and info files!
- Next go back to your json editor and open the file DarkestDungeon/campaign/buildings/stage_coach/stage_coach.buildings.json and replace either the vestal or plague doctor with wizard. Save this file and replace your old one with it (save the original so you can go back to the PD-V starting setup).
- Start a new game and get to the first mission. Recruit your new Wizard! It should have a working skin and seven working combat abilities with names and descriptions. At this point it still has old ability icons and no camping skills. Make sure that each ability is displaying correctly and listing the correct effects! If it's not working, exit to main menu, edit the code, and return. Repeat until you've got all the abilities working as intended.
- Enter the first dungeon and get into a combat. Now exit the game and go back to your .art file. Start changing the anims to ones appropriate to the ability, and match or make up new .fx. Go one ability at a time, one change at a time, so if your game starts crashing you'll know exactly what caused it. Once you're satisfied with the fx and animations for each of your seven abilities, move on to the next step.
- If you didn't do it before, do the rest of your painting on each of the remaining skins in the wizard_A folder.
- Make new skill icons and replace the old ones.Nov 2, 2015 - Dougherty County Sheriff Pack: Georgia State Patrol Pack:. May 22, 2015 - These cars are based off of Kygo/Tim98(at the time)s Valor pack which was never. Model is Ford Crown Victoria from Driver SF, converted to GTA IV by F5544, modified. Converted into a Police vehicle by IronicRainbow. Gta iv police packs.
- Make up a set of camping skills and icons. If you're using existing camping skills, you don't need icons (obviously). Again, here I recommend starting with an existing mod and copying the classname.camping_skills.json file from it. Cntrl-H to replace the class name with your own. If you're just using existing abilities, copy them from the default_camping_skills.json file into your own, being VERY CAREFUL of the syntax. An extra comma will screw you up here. If you're making your own go slowly and be even more careful :) The file you create should be put in DarkestDungeon/raid/camping
- If you made new camping skills, make new icons for them and put them in the folder DarkestDungeon/raid/camping/skill_icons
- Go back to the localization file and edit in the appropriate camping skill names. Run localization.bat again!
- Go back to your saved game and play through to mission 2 to make sure the camping skills work. If they do you're done! congrats! Remember to change the number of starting skills back to 4 and upload your work to nexus mods, then post to reddit about it :)
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