Darkest Dungeon®

Darkest Dungeon®

Fixest Dungeon
45 Comments
Arqante  [author] Oct 22 @ 10:33pm 
Done in the latest update (as well as a few other things)
Patricida Aug 8 @ 12:44am 
I have made a small fix for myself by adding a simple "+X% PROT Multiplier" string for multiplicative Prot bonus so additive one can remain the same.

Imo it looks fine and you don't need to turn around a whole format design.

Probably this approach feels natural for me, because I'm using Vintage's Trinkets Plus that uses similar format for CRIT Multiplier. As far as I know, Sunward Isles also uses this format for several multipliers, but I'm not sure tbh.
Arqante  [author] Aug 7 @ 11:04pm 
Thank you! To be honest, I'm not sure I really like the whole format of +X for additive and +X% for multiplicative bonuses, for various reasons. I did try to come up with something else, looked for examples in some other games (like PoE, for instance), but ultimately didn't end up with anything. However, since you asked, I'll probably try to look into this once more, although I doubt I'll be more successful this time, but you never know.
Patricida Aug 5 @ 12:53pm 
Hi!
Thank you for this mod - I'm using it since 2024 and it's one of my essential ones.

I just wanted to let you know that your version of Tooltip fixer doesn't include PROT multiplier stat, that is included is some mods, like Ruin Sentinels for example. This bonus appears as a +X% PROT so it's hard to tell what kind of bonus it is.
Would you consider including this string in loc files?
Arqante  [author] Mar 25 @ 12:02am 
@Pirate Lord Omega, fixed.
Pirate Lord Omega Mar 24 @ 5:18am 
Somehow, dispite being at the bottom of the list, this breaks the D2 bounty hunter rework, I have no clue how...
agris Mar 18 @ 5:11pm 
Just tested it, no errors!
Arqante  [author] Mar 18 @ 9:58am 
Ok done, should be good to go now
agris Mar 16 @ 5:05pm 
You’re welcome, and thank you for the mod AND keeping it playable without the dlc!
Arqante  [author] Mar 16 @ 4:17pm 
Thanks for the heads-up, it'll be removed in the next update. Still, a little bit unfortunate that things have to be removed, but I do try to keep this mod DLC-agnostic, so something's gotta give. However, at this point I'm wondering if I should make a separate DLC addon for this mod, considering I've got another fix that would also require adding a DLC dependency. Anyway, thanks again for letting me know, it's unlikely I'd have caught this myself, since I don't usually play without CoM.
agris Mar 16 @ 2:23pm 
I've traced an assert error I was getting to this mod. I don't have CoM, and periodically on loading a save I would get an Assert Error referencing miller_A and monster brain. Disabling the .\monsters\miller\ folder with the subsequent miller_*.darkest files in them solved it.

It would be nice if the patch worked on the vanilla version of the game without errors. The assert didn't cause a crash, but it does make it hard to recommend this mod for those who want a vanilla experience (i.e. no CoM or CC DLC).
Arqante  [author] Mar 13 @ 4:28am 
I wouldn't call them redundant, feel free to use all the mods together if you like all of them. As you mentioned, the scope of icon changes in this mod isn't as encompassing as in, say, Consistent Skill Icons, since this mod is, for the most part, a bugfixing effort and as such it edits only a handful of icons, whereas the mods you linked are more like improvement mods or overhauls even, featuring more comprehensive UI changes.
agris Mar 11 @ 9:47am 
Ok thanks, I'll hold off on updating.

Separately, I looked at your list of additional fixes, and it appears that you've done standardizing of skill and trinket colors. Are the mods below redundant with FD? I couldn't tell from your change log if your scope of icon changes was smaller than these mods, i.e. more on a case-by-case basis than systematically aligning them all.

https://steamcommunity.com/sharedfiles/filedetails/?id=1653337639
https://steamcommunity.com/sharedfiles/filedetails/?id=2574405613
https://steamcommunity.com/sharedfiles/filedetails/?id=1241149582

This isn't related to the above, but is another consistency mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1618403504
Arqante  [author] Mar 11 @ 3:42am 
No, I haven't, and I don't think I will, not until it goes live, that is.
agris Mar 10 @ 9:30am 
Witteren Jan 10 @ 2:40am 
Thanks a bunch! :plagueknight:
Arqante  [author] Jan 10 @ 2:20am 
no, in fact it doesn't require any dlc at all
Witteren Jan 10 @ 12:41am 
Would I need to have the Musketeer enabled for this mod to work?
Arqante  [author] Dec 16, 2024 @ 1:02am 
You mean like friendly fire actouts? What classes do you want support for?
sperm@zoid Dec 16, 2024 @ 12:58am 
Neat, some new changes for some classes, will other classes be supported in the future or no?
Arqante  [author] Nov 2, 2024 @ 10:25am 
Correction: after one week, if you've already finished the quest, you'll actually get a second set of talismans. Still, this can fixed with a save editor (for example, this one [github.com]). Inside the editor, open the folder with your save file - profile_0/1/.., then look for the file named persist.estate.json. In that file, find the string that says darkest_dungeon_trinket_unlocks and remove everything between the two { } brackets right after it. Save the file (I recommend backing it up beforehand) and exit.
Arqante  [author] Aug 28, 2024 @ 10:22am 
Tbh I don't remember all the details, but I believe it's because in order for the fix to actually work I had to replace the original talisman with a copy that has all the same effects and appearance as the original, except its rarity (only internally in the code; in the actual game they both appear as being of the Darkest Dungeon rarity). But since you get the talismans from the first DD quest, I had to change the quest reward as well. If I'm not mistaken, quest rewards for story quests are generated when you first get said quest and cannot be "re-generated" afterwards. In other words, once the quest rewards are generated, they can't be changed retroactively. The DD1 quest is available right from the start which means that you have to start a new game in order to get new quest rewards for it. Well, unless you want to use a save editor to remove the old talismans and replace them with the new fixed ones which is actually possible.
Boldas Aug 28, 2024 @ 7:50am 
Hi, why does the Talisman change require a new savefile exactly?
Arqante  [author] Aug 27, 2024 @ 10:44am 
Well, some things were changed, not necessarily because of some of the included mods conflicting with each other, but yes, I did add and/or tweak some stuff. If you want to know in more detail, there's a thread that has the full changelog .
KannedKielbasa Aug 25, 2024 @ 2:57pm 
Sorry I meant,
Since there are various addons together in a single one will everything get tweaked so they could work properly?

mainly because the load orders
Arqante  [author] Aug 19, 2024 @ 1:24am 
Sorry, I'm not sure I understood your question, are you talking about compatibilty with other mods or smth?
KannedKielbasa Aug 18, 2024 @ 9:43pm 
Would everything overall also be tweaked for the fixes proper complete functionalities?
Or just to avoid issues idk
Arqante  [author] Aug 18, 2024 @ 6:52am 
Yes, there are still a few things that I'd like to implement at some point, such as: unique virtue/affliction sprites for character palettes (in the base game, only the grave robber has them), additional recolored skill icon borders, and more canon redhead musketeer skin. I posted a picture here to better illustrate what I mean.
KannedKielbasa Aug 17, 2024 @ 9:28pm 
Do you have plans to implement more fixes if there's any?
Arqante  [author] Jan 15, 2024 @ 10:54am 
@Last of the Order, thank you for asking.
1) This mod doesn't implement all the changes from the Tooltip Fixer mod, so, yeah, some strings will be different. It's a little bit hard to compare the two mods, because you'd have to do it on a string by string basis, but if you want, I can go into more detail. By the way, you can use Tooltip Fixer with this mod to get the best of both worlds, just make sure to load it above this mod.

2) The short answer is - it isn't, or rather, it couldn't be. Unfortunately, with how the game handles mod conflicts, some issues are unavoidable. I'd say in this particular case the main problem is with some older class mods that are partially incompatible with the Friendly Fire Fix. So unless you don't mind doing some manual file tweaking, you'll have to choose between the two options, based on which mod is more important to you. In any case, I'd strongly recommend you to put this mod at the very bottom to avoid as many bugs as possible.
Last of the Order Jan 13, 2024 @ 9:00am 
Some important observations concerning Load Order for this mod:

This mod ( Fixest Dungeon ) includes the Friendly Fire Fix For Modded Heroes and Clair's Journal Compatibility Fix . Friendly Fire needs to be above any hero class mods to work, while the Journal Fix needs to be below hero class mods so as to not overwrite their entries.

How is this accounted for in Fixest Dungeon , given that the functionality of both of the two stated mods are in direct Load Order conflict?
Last of the Order Jan 13, 2024 @ 8:57am 
@Argante -

I know the description says it is included, but is Tooltip Fixer by Moon/Void Slime properly implemented? I noticed that Stress Healing is not worded as Stress Relief when using your mod, but I know that Tooltip Fixer uses the latter phrasing.

(apologies for repost, I accidentally deleted comment like an idiot)
Arqante  [author] Nov 13, 2023 @ 11:52pm 
It's just a string fix, nothing else is changed
Raizen725 Nov 13, 2023 @ 7:29pm 
Forgot to mention considering this mod change the string from bloodsuckers to bloodsucker does that means it affects trinkets like dazzling mirror too? i checked and i got less stuns though it could be becasue bad luck but just want to make sure
Arqante  [author] Oct 28, 2023 @ 12:06pm 
no
Morcalvin Oct 27, 2023 @ 8:50pm 
Does this include Mafes quest generation fix?
HoundNL [BR] Oct 25, 2023 @ 12:01am 
well, already spent a few hours fixing lots of these for myself, but you merged some mods i use and fixed other things too that i didn't catch, gonna take a better look at this later and probably merge my changes with this mod, great work dude, love to see it.
Technotoad64 Oct 24, 2023 @ 7:36am 
Can't argue that!
Arqante  [author] Oct 24, 2023 @ 7:26am 
Well, she's the best at shooting with an arbalest, that's why she's the arbal-est 😉
Technotoad64 Oct 24, 2023 @ 6:21am 
I'd say this is better than "Quick Fixes" but it doesn't change Arbalest to Arbalist, so my version is clearly superior 😉

Jokes aside, this bundle is phenomenal and I'm honored to be included in it.
Arqante  [author] Oct 24, 2023 @ 6:12am 
Yes, it should be fine. I mean you can just try it out and see for yourself. But, keep in mind, this mod isn't a one-to-one reimplementation of every included mod, so there's a point in keeping at least some of them.
Raizen725 Oct 23, 2023 @ 8:22pm 
i assume with this mod, you can just remove all the mods that you included without breaking mid game nor crashing right?
Minuette Moonbeam Oct 20, 2023 @ 2:42am 
Love this thank you
Arqante  [author] Oct 19, 2023 @ 10:27am 
Thank you, I will. However, I'll probably release it with as a part of a separate 'plus' expansion to this mod, because with this mod one of my goals was to keep the original balance of the game. And how could I forget about the Tooltip Fixer? I know I looked at it at some point, it is indeed very neat, although I'm more used to vanilla's tooltips and not circus's. Still, I'm willing to include it as well.
Cerebralcloud92 Oct 19, 2023 @ 7:05am 
On Riposte: You may actually wanna look at Mafe's "No DMG Scaling Riposte" fix, as it keeps those Ripostes at their base values (Ex. HWM remains at -40% DMG) while scaling that accuracy by +5 per upgrade. Also, Void Slime's "Tooltip Fixer" is a fantastic mod to at least reference, string wise.