Darkest Dungeon®

Darkest Dungeon®

View Stats:
kvnmck Jun 6, 2015 @ 3:41pm
Any tips on moddifying hero classes? *edited*
*edit* Wow, im so used to Notepad just opening up to bizzare illegible symbols. did not even bother trying. Now though im looking at the code and it seems pretty straightforward.

that being said, What should i watch out for? im basically thinking of starting by editing hero abilities, maybe stats. I mean, what should i avoid doing to not ruin my save file?
Last edited by kvnmck; Jun 6, 2015 @ 5:29pm
< >
Showing 1-10 of 10 comments
Satoru Jun 6, 2015 @ 6:25pm 
Well first get Notepad++ because its a zillion times better to use to edit xml files

Also see what other modders are doing. They'll edit a bunch of files which will give you a feel of how creating or modifying an existing class works.

Last edited by Satoru; Jun 6, 2015 @ 6:27pm
kvnmck Jun 6, 2015 @ 10:57pm 
Ok wow, this stuff is super straightforward actually. It took little to no effort to figure out what everything meant, and tweak it to do what i wanted. :D
Got some other ideas that i cant figure out, but i should prolly just go directly to the modding forumns for that. idk how active it is, but, theyll know best.
Hero editing in any form has a high chance of breaking saves. Once you start using a new class, you can't get rid of that mod unless you get rid of every member of that class on your team or in your stagecoach, otherwise that save becomes unloadable.
kvnmck Jun 7, 2015 @ 10:02am 
Originally posted by Celerity:
Hero editing in any form has a high chance of breaking saves. Once you start using a new class, you can't get rid of that mod unless you get rid of every member of that class on your team or in your stagecoach, otherwise that save becomes unloadable.
Yeah, that was a concern. I didnt see my save file in the local files anywhere, so i just havent touched or loaded my main save at all. B4 i do ill put everything back to the way it was. Is that how it works?
Celerity, Executor of Impunity (Banned) Jun 7, 2015 @ 10:07am 
That's the general idea. If the save tries loading a class that doesn't exist = instant crash. An incorrectly configured one probably also crashes, though class modding isn't something I've really fooled with.

Oh and your save will become unusable if you uninstall with any of them in your graveyard as well. Adding the class back will make it work again.
kvnmck Jun 7, 2015 @ 10:15am 
Well, im not doing new custom classes. Its a weird "proof of concept" thing im doing, to demonstrate some ideas I have reguarding current class balance. For instance Im reworking the Jester, grave robber, and the Hellion right now. So i imagine i wont have issues reguarding the game trying to load things that arent there.

*edit* i would really love to backup my save data though. For convienience and testing consistancy. So if u know how to do that, itd help alot :D
Last edited by kvnmck; Jun 7, 2015 @ 10:17am
Celerity, Executor of Impunity (Banned) Jun 7, 2015 @ 10:25am 
Oh, you're changing skill balance on existing classes? That shouldn't break anything then, the worst that will happen is you'll spell an effect wrong and crash the game when you use that skill. There's no chance that will corrupt your saves. I won't say how you can save them though as there are a lot of casuals I'd rather not feed by telling them how they can savescum through the game.
kvnmck Jun 7, 2015 @ 10:35am 
Originally posted by Celerity:
Oh, you're changing skill balance on existing classes? That shouldn't break anything then, the worst that will happen is you'll spell an effect wrong and crash the game when you use that skill. There's no chance that will corrupt your saves. I won't say how you can save them though as there are a lot of casuals I'd rather not feed by telling them how they can savescum through the game.
True :/ thats probably not something that should be common knowledge. Enough wagon upgrades, an ill make due. Wont get to test the higher tiers of the abilities, but it should suffice for a "proof of concept". thx.
Last edited by kvnmck; Jun 7, 2015 @ 10:35am
Scorpiova Jun 7, 2015 @ 2:25pm 
I recommend using a save slot just for using your custom files.

Personally, I generally have 1 vanilla run, 1 mod class run, and 1 just for testing things out with mods.

Keep it seaparte and be aware that you may destroy a modded run accidentally and have to start over on those saves. But that's all part of the fun in testing and using mods.
kvnmck Jun 7, 2015 @ 3:56pm 
OK my first few character changes are RDY to go. However, as im preparing to upload them to the D.D. nexus page, Im noticing everyone elses files are on there as .rar which leads me to beleive mine needs to be aswell. Been a while since ive needed Winrar or w/e it was, i dont even know how to convert them. Im such a scrub.
< >
Showing 1-10 of 10 comments
Per page: 1530 50

Date Posted: Jun 6, 2015 @ 3:41pm
Posts: 10