Darkest Dungeon®

Darkest Dungeon®

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Modded Vanilla plea for help :)
Hi all,

I wanted to get back into Darkest Dungeon (original) and thought I would try to ass some new classes and QoL mods too. Problem is when I load all these up, it goes to the wheel spinning at the start, then POP, a nice black screen with a long error message on the left.

I was hoping someone would be able to help me determine what isnt compatible with just the vanilla game (no CC or CoM). Many thanks in advance for any help given !!!

Heres the list of mods, top lot is 19 Classes, bottom lot is libraries and other mods...

Ashen Warrior - New Class
Bogatyr Class Mod
Duchess Class Mod
Marvin Seo's Falconer Class Mod
Marvin Seo's Lamia Class Mod
Marvin Seo's Seraph Class Mod
Marvin Seo's Sisters Class Mod
Marvin Seo's Thrall Class Mod
Marvin Seo's Wraith Class Mod
Pit Fighter - Class Mod
Rescuer (Class Mod)
Slayer Class Mod
The Dungeon Chef Mod
The Exile - Class Mod
The Exorcist Class Mod
The Incandescent Whisperer
The Snake Charmer
The Succubus
Zenith (Class Mod)

Additional Room Backgrounds
Anti-grind & Larger Roster
Beyond Mortality by Golden Yak
Casual Provisions and Common Enemies
EC Dungeon backgrounds
Faster Scouting
Inventory Expansion
Koala's Creature Collection
Kraken Society District Mod
Level Restrictions Removal
Mafe Patch for Quest Generation Issues
Marvin Seo Mods: Shared Assets
Missing Caretaker found!
No Invitations Required
Perfect Faster Dungeon
Quest Selection Background - Locations and Enemies
UI Enhancement
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Showing 1-2 of 2 comments
lawjax Mar 24 @ 1:02pm 
What is the actual load order of your mods? The order in which they load can make or break your game. Class mods should be at the bottom while your mechanic-altering mods, such as Level Restrictions Removal and Inventory Expansion, should be near the very top. Marvin's Shared Asset pack must also be loaded before all of his corresponding mods. Creature collection should be above classes and below mechanics. As for the rest, I can't say I've ever used them. Make sure you are reading the descriptions and it also does not hurt to review workshop comments left on some mods, as it is possible the mod was abandoned some time ago, prior to a more recently updated version of DD, and this could mean that the mod no longer works with your version of the game. There may also be incompatibilities listed on the respective mod's page.

Another recommendation, as this is a possible trick to resolve too many assets loading in a more heavily modded version of the game, is to check the properties of your game (via your library) and under the "General" subsection, paste the following command under the Launch Options subheading: "-disable_monster_pre_loading". Type that in just like that, minus the quotation marks, if everything else I've mentioned checks out and you do not believe there are any outstanding conflicts or incompatibilities present among your chosen mods.
Thorium Mar 24 @ 5:54pm 
Originally posted by lawjax:
What is the actual load order of your mods? The order in which they load can make or break your game. Class mods should be at the bottom while your mechanic-altering mods, such as Level Restrictions Removal and Inventory Expansion, should be near the very top. Marvin's Shared Asset pack must also be loaded before all of his corresponding mods. Creature collection should be above classes and below mechanics. As for the rest, I can't say I've ever used them. Make sure you are reading the descriptions and it also does not hurt to review workshop comments left on some mods, as it is possible the mod was abandoned some time ago, prior to a more recently updated version of DD, and this could mean that the mod no longer works with your version of the game. There may also be incompatibilities listed on the respective mod's page.

Another recommendation, as this is a possible trick to resolve too many assets loading in a more heavily modded version of the game, is to check the properties of your game (via your library) and under the "General" subsection, paste the following command under the Launch Options subheading: "-disable_monster_pre_loading". Type that in just like that, minus the quotation marks, if everything else I've mentioned checks out and you do not believe there are any outstanding conflicts or incompatibilities present among your chosen mods.

Exactly right, thank you so much, after receiving your reply I went through all the mods and their info pages on Workshop and POP there were 3 mods that had to be at the top of the list or they wouldnt run (and cause errors).

Thanks so much lawjax, much appreciated !!!
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