Darkest Dungeon®

Darkest Dungeon®

Tomb Prospector - Animation Overhaul (For Redux)
28 Comments
Pino 23 hours ago 
This looks amazing! I'm definitely trying this :steamhappy: thank you for sharing this!
Whatparents Jul 24 @ 1:46am 
Thank you I'm also looking forward to try the texture patch ure planning to launch.
Sir Fartzalot  [author] Jul 23 @ 1:49pm 
There we are.

Updated it so the pre-patch taller combat sprite is in this folder:

"(Your Program Files folder)\Steam\steamapps\workshop\content\262060\3517734400\heroes\tomb_prospector\anim\combat sprite - before size reduction"

Simply drop the files in there into the "Anim" folder so it overwrites and you'll have the pre-patch height!

Kind of a band-aid solution til I figure out what most folks want lol - if steam validates your files you'll have to overwrite it again which is awkward.

(Alternatively you can move the whole mod folder into Steam\steamapps\common\DarkestDungeon\mods and it will never be validated - but you'll also not get updates automatically.)

Hope that makes sense! It's something until I figure out a better way haha
Sir Fartzalot  [author] Jul 23 @ 1:32pm 
Oh interesting! hmm I'll have to play around with it more.. Thanks for letting me know!

For now I'll package the taller pre-patch height in a benign folder in the mod so folks are free to overwrite it :)
Whatparents Jul 23 @ 1:09pm 
Personally i liked the previous height more, you are doing god's work here it looks great anyway it does not matter that much.
Sir Fartzalot  [author] Jul 23 @ 1:06pm 
If he's still too tall, I actually still have everything open in Dragonbones so it'd be a quick fix lol
Sir Fartzalot  [author] Jul 23 @ 12:59pm 
@Whatparents He should be shorter now! Especially 2H combat stance.

Still much taller than vanilla but not as tall as I orignally made him. (I found he was towering over other characters)

I also slightly changed the proportions for 2H combat stance to be more in line with DD1's style... larger head, smaller torso etc.)

Let me know what yall think!
Whatparents Jul 23 @ 9:34am 
@Sir Fartzalot Did you change the height of the character in the last update? He was looking much taller and massive.
Sir Fartzalot  [author] Jul 19 @ 11:18am 
Ty :er_heart:

And yes, he does! The Fist of Gratia - a slab of rock that you could punch eldtritch horrors with in Bloodborne lol.

I will say it looks a blurry in my sprite…. Which is why I have a texture touch up patch coming :)
Lionheart Jul 19 @ 9:00am 
I really love this mod. But I found the left hand of the 1H mode is a little bit weird, does he carry a brass knuckles or something?
Sir Fartzalot  [author] Jul 12 @ 7:34pm 
Enjoy :er_heart: the skill sprites don’t have increased height like the walk/idle/combat animations do yet (like they do for redux reanimated) - minor thing but it takes ages to go through them for all the palettes haha. Will plug through em next time I get a chance
Wikloe Jul 12 @ 7:19pm 
You're an absolutely legend, cheers bud!
Sir Fartzalot  [author] Jul 12 @ 2:46pm 
@Wikloe just uploaded the OG Tomb Prospector Reanimated :praisesun:
Sir Fartzalot  [author] Jul 8 @ 1:50pm 
Interesting. Maybe I'll play around with a tuned-down version of the original - if I have time lol don't wanna get ahead of myself. But yeah chances are thats what other folks want too
Wikloe Jul 8 @ 1:45pm 
The OG is pretty powerful. I get why the redux exists, it definitely makes him more balanced, but sadly he feels like every other modded tank class that way so I couldn't stick with it myself.
Sir Fartzalot  [author] Jul 8 @ 1:42pm 
nah youre good I was just happy you liked the animations lol :er_heart: Yenno I've somehow never even tried the original mod so this will be fun testing it - I just went straight to Redux during a mass mod download
Wikloe Jul 8 @ 1:33pm 
That would be fantastic honestly! Sorry if my prior message came off as rude btw. Your animation changes really make this character stand out and feel less like a leper reskin.
Sir Fartzalot  [author] Jul 8 @ 12:00pm 
its funny I was just wondering if there'd be folks wanting this just for the original. Say no more fam. give me a few days :er_wave:
Wikloe Jul 8 @ 11:19am 
Shame we need to redux to use this. Don't care for most of the redux changes as it feels like every other front line guard/tank class out there vs the original with was just a raw meat shield damage dealer, but I'd love to have these new animations. Ah well.
Sir Fartzalot  [author] Jul 8 @ 11:14am 
Would be the closest thing we got to bloodborne for pc :stress::stress::stress:
Soggy pizza Jul 8 @ 6:21am 
now someone needs to just straight up fully redraw him proper and the circle shall be complete
Il Cavaliere arrappato Jul 7 @ 11:02am 
I really liked the redux, well done
Sir Fartzalot  [author] Jul 6 @ 9:27am 
lol I feel you the walk animation is what I started with, then I went down the rabbit hole
argento Jul 6 @ 4:02am 
Nice, nice. That messed up walk animation was my only gripe, now I can run into a Swine Gorer in peace...
Sir Fartzalot  [author] Jul 5 @ 6:38pm 
Hey my pleasure! Thank you for your Bloodborne mods they give me life :praisesun::praisesun:
Fermint Jul 5 @ 5:37pm 
Peak stuff, thank you for making this my dude :GhostLoveEyes::GhostLoveEyes::GhostLoveEyes:
Sir Fartzalot  [author] Jul 5 @ 4:23pm 
It'll work, but only for a bit - Steam has a nasty habit of verifying mod files in the Workshop folder then deleting anything different.

You CAN however combine them if you just move the Tomb Prospector Redux mod folder (with the long string of numbers) into the Darkest Dungeon mod folder instead (C:\Program Files (x86)\Steam\steamapps\common\DarkestDungeon\mods). Then throw my files in there and overwrite.

Steam won't validate that folder. But it also won't get updated

Hope that makes sense!
hermit07 Jul 5 @ 4:14pm 
Will there be any problems if I just throw the files of this mod into the mod folder with the class?