Darkest Dungeon®

Darkest Dungeon®

Arbalest's bandages cures bleed
29 Comments
RCJenn Dec 6, 2024 @ 2:43pm 
Works with Musketeer as well !
JuanJo Jul 22, 2024 @ 2:30pm 
first time i've seen the skill i thinked that removes bleed, now it does, thanks!
LemonPoppyMuffin Dec 2, 2023 @ 12:30am 
You would expect the skill to do this already.
jworm Jun 7, 2022 @ 6:43am 
I see. Thank you for the quick response!
Ærialvas  [author] Jun 7, 2022 @ 6:11am 
You'd need to create an .xml file in data/localization and modify it accordingly, if you want an example just take a look at cure_bleed.string_table.xml of this mod, can't help you more than that because it's been three years since i've uploaded this and don't remember much of it now.
jworm Jun 7, 2022 @ 6:03am 
A question from a beginner at modding:

How did you manage to give the bandages the 'Cure Bleed' tooltip? I can implement the cure bleed myself, but the game doesn't seem to have a default tooltip for it.
It just gives me '<effect_tooltip_cure_bleed>' when I alter it in 'base.effects'.
Drag0n May 10, 2021 @ 8:27am 
Oh cool, thanks for the update!
Ærialvas  [author] May 10, 2021 @ 5:20am 
Should be good now, let me know if i broke something even tho i shouldn't have, but we never know.
Drag0n May 9, 2021 @ 7:03pm 
Can you capitalize "bleed", so as to be consistent with the rest of the game please?
Lynchman Jan 20, 2021 @ 11:05am 
bandage item: cures bleeding
bandage skill: does not
thank you, this mad no sense
Agrippa May 12, 2020 @ 5:39am 
Hey, that's cool! This has always been one of these things that bothered me.
Leorlev Apr 13, 2020 @ 5:44am 
Thanks for your help!
Ærialvas  [author] Apr 12, 2020 @ 7:22pm 
Since the mod you sent doesn't change in any way the bandage ability, it should work fine, even if it did it should, but this just gives it more reason to work, also yeah, it changes both Arbalest/Musketeer because the bandage skill is shared, since the musketeer is basically a reskin of the arbalest, or at least, it was, unless they changed something.
Leorlev Apr 12, 2020 @ 7:32am 
Sorry if this is a dumb question, but does this mod interfere with a Musketeer rework, specifically this one? https://steamcommunity.com/sharedfiles/filedetails/?id=1624470590

Your title says the Arbalest changes, but your description says both Arbalest and Musketeer change. I want to make sure since the rework changes the Musketeer's skills.
DetourDunnDee Mar 31, 2020 @ 9:57am 
Great tweak! Another convenient one I'd love to see if giving Antiquarian's Heal a cure for Horror.
spaghettiandsauce Sep 8, 2019 @ 6:21am 
Thanks
SadBoi41 Jun 6, 2019 @ 11:15am 
big thanks to you man :) very useful, from now on i'm gonna take for runs more often
OzymandiusTTV May 31, 2019 @ 9:37am 
Sing the praises of the ultimate heal! Battlefield bandage to buff heals, word reconstruction for massive heal, battlefield bandage to cure the bleed.
**Promissor2000** May 31, 2019 @ 6:54am 
always wondering why the arbalest's bandages don't cure bleeding hehehe
Nightshade May 29, 2019 @ 4:20am 
No reason to use the bandage normally, but this would be a pretty good one
NikoKV May 29, 2019 @ 3:08am 
Also here you can read more about DD modding from developer:
https://steamcommunity.com/sharedfiles/filedetails/?id=819597757
NikoKV May 29, 2019 @ 3:04am 
It is ok :) We all do first steps sometimes, no worries.

Question1: Yeah, for most files it is works (not only those which have "base.*" in their name)
For example "loot.json" in your mod can be used as "some_mod_name.loot.json" with only lines you want to add or modify.
For most cases just try to test it (is work or not), but should work.

Question2: vanila files always load in the begin and then game load files from mods in order which player set in main menu before load his save.

- if you are using file name which is using in vanila (for example "base.effects.darkest") then game will use content your file (and ignore content of original),
- if your file will in same folder, but with other name "arbalest_bandage.effects.darkest" then it content will be added to the file "base.effects.darkest" (and if your mod contain some parameters which exists in "base.effects.darkest", then your values for these parameter will be in priority).
Ærialvas  [author] May 29, 2019 @ 1:55am 
@Niko_KV Thank you, i just assumed by default it was like every other game and if you were to replace something in a file, you would have to replace everything in that file making compatibility a hassle since i didn't knew you could create new effect for already existing characters like that.

I just have two small question, does it work for any other files other than the effects.darkest ?

And if another effect.darkest file change the same line, should the load order determine which one has priority or will it double the effects ?

Once again, thank you, this is a life saver.
NikoKV May 28, 2019 @ 7:19pm 
@Aerialvas, first of all great idea - IMO that what Arbalest was always lack of!

Secondly, here small tip for you:
It doesn't required to copy whole content of "base.effects.darkest" with adding your modifications, you simply can make your own file (for example: "arbalest_bandage.effects.darkest") and put there only your lines of modifications (for effects "Arb Stacking Heal" 1-5).
Game will use your new small file as well.

Benefits:
- if RedHooks will make some future updates and put some changes in "base.effects.darkest" your mod will be always stand-alone,
- will much less chances to get conflicts with other mods.
mystery2me May 27, 2019 @ 8:48pm 
This never made sense to me........its a bandage.....its supposed to stop bleeding...
guilherme.gigeck May 27, 2019 @ 5:53pm 
Finally the Arbalest is patchin-up the right spot, she always misses in the base game for some reason.
LeoArcticaa May 25, 2019 @ 9:37am 
It makes so much sense! >.<
Hunter of the Wasteland May 24, 2019 @ 1:55pm 
I agree Arba;est's need that
ShinyCog May 24, 2019 @ 1:11pm 
THANK YOU. It is literally a bandage. Why wouldn't it function more like a bandage?