Darkest Dungeon: Current Modding Fixation
With the advent of this year's surprise Fire's Edge DLC, I've returned to this timeless roguelike classic and dipped my toes into the massive modding community that has helped keep this game alive and well for 10 years running.
A while back I wrote about creating custom party names and since then, my obsession has only worsened ten-fold, with my current project being creating up-to-date patches for the Monster Skills Illustrated add-on, which ports a UI QoL feature found in the Black Reliquary overhaul 1 of Darkest Dungeon.
The entire process for patching the mods is extremely tedious and involves cross-referencing a handful of files against each other and editing-in the appropriate UI changes via a series of hieroglyphs 2 coded to unique symbols... followed by play-testing and meticulously updating the project spreadsheets.
But hey, the end-result makes my game look much prettier. And when a DD session can run for hours without end, making what you stare at look prettier is well worth the effort.
This is what the process looks like for patching a single monster. Big dungeon and enemy mods typically add about 10-20 in a single mod...
Sigh. I wish there were a way to make the process easier but alas, I make do with what I have. I'd be lying if I didn't admit that it's oddly fun, in it's own way.
Anyway, that's all I have for now. Feel free to drop by the Discord 3 for regular updates.
Cheers!
Morrowindnostalgia
an extensive and insanely well-done total overhaul of the game. Find out more on the Steam page↩
I will, at some point, dream in these symbols.↩I've basically traded in my Reddit addiction for a Discord one. At least Discord feels more personal so far.↩