Darkest Dungeon®

Darkest Dungeon®

Head Start
70 Comments
Wyvandron  [author] 4 May @ 3:14pm 
Then you have to run a bat file to generate the actual locatlization files "[numerical_id]_[language_name].loc2" those are the files the game actually uses to read strings.
The localization.exe is inside the game folder DarkestDungeon/_windows/localization.exe you have to make a localization.bat inside the localization folder of the mod pointing to the localization.exe. This is what mine looks like: START ../../../../Library/steamapps/common/DarkestDungeon/_windows/localization.exe >>error_try.txt -prefix head_start
../ goes back one folder so you may need a lot of those depending on where you are keeping the mod files. If you do it write it will generate a loc2 for every language you speciffied on the xml if you do it wrong the execution will just fail. All launguages not listed on the xml will show up as id entry in pink instead of the actual name.
Wyvandron  [author] 4 May @ 3:14pm 
The name on persist.roster.json is not the actual name but an id referencing the name on the localization file. Let's take Paracelsus as an example it's id under actor is "name_id": "hero_name_paracelsus" then you need to make an xml file inside localization folder for this mod I named the file party.string_table.xml.

<?xml version="1.0" encoding="UTF-8"?>
<root>
<language id="english">
<entry id="hero_name_paracelsus"><![CDATA[Paracelsus]]></entry>
<entry id="hero_name_junia"><![CDATA[Junia]]></entry>
</language>
<language id="french">
<entry id="hero_name_paracelsus"><![CDATA[Paracelsus]]></entry>
<entry id="hero_name_junia"><![CDATA[Junia]]></entry>
</language>
</root>
Mal Akula 4 May @ 12:16pm 
It also happens when I change Raynaulds or Dismases names.
Mal Akula 4 May @ 12:14pm 
Hi there.
Did you do anything special when putting down heroes names into file? Whenever I try to make my own version hero 3 and 4 always have weird pink font instead of game font.
robxara 20 Nov, 2024 @ 12:42pm 
Yep that worked. unsub-resub.
robxara 20 Nov, 2024 @ 12:39pm 
Still having the same issue, a bazillion gold. only using your mod. ill unsubscribe and resub see if that works.
Wyvandron  [author] 20 Nov, 2024 @ 8:11am 
@Chillsabre that is definitely some other mods fault. This mod doesn't include any file dealing with class, quirk and trinkets, it's just simply impossible to have incompatibility with the stuff you mentioned. The only thing this mod alters is the persisted save used to start a new game, the stage coach and the conditions for buildings and districts to unlock.
Scully Bones 20 Nov, 2024 @ 7:55am 
For me all my mods seem to be working fine. I don't know anything about modding so I'm not sure why they don't seem to work for you.
Chillsabre 20 Nov, 2024 @ 7:44am 
I just tried it and while I can confirm the values are back to normal, it is now incompatible with any of the other mods. None of my class mods, quirk mods, trinket mods and such will just not work with this anymore.
Chillsabre 20 Nov, 2024 @ 7:32am 
I thought something like that had happened, maybe Steam had mixed em up was my exp[ectatioon.
Wyvandron  [author] 20 Nov, 2024 @ 4:10am 
@Scully Bones and @Chillsabre Sorry about that I was using the mod locally to test some stuff. I increased the roster size and probably forgot I had changed the initial resources before pushing the update. I push a new update with the normal values let me know if you are still having issues.
Chillsabre 19 Nov, 2024 @ 8:40pm 
I have the same issue with this mod suddenly giving billions of golds and hundreds of each heirlooms. This was not a thing earlier today. I noticed the 99 food in the starting inventory too which wasnt present before. Its almost as if mods were merged into one giant one and now you get more than the mod is designed for. I do not even have any inventory mod so the 99 food stack shouldnt even exist
Scully Bones 19 Nov, 2024 @ 8:10pm 
So, removing Unlimited Inventory Stacks didn't fix anything.
Scully Bones 19 Nov, 2024 @ 8:03pm 
So, I'm having a problem where when using this mod with a few other non-skin/cosmetic mods, after I complete the Old Road and make it to the Hamlet I for some reason have 2 billion coins and hundreds upon hundred of Heirlooms.

The non-skin/cosmetic related mods I'm using are Unlimited Inventory Stacks, your 50/50 Affliction Chance mod, Level Restriction Removal, Three Trinkets, Better Trinkets, The Marauder, and The Dutchess. I tried it with Unlimited Inventory Stacks at the very top with Head Star just beneath it and the other way around and the problem was still there.

Side note I also noticed was that I had 99 food while in the Old Road so it may be something to do with Unlimited Inventory Stacks so I am fixing to test that.
Wyvandron  [author] 11 Sep, 2024 @ 7:05am 
If you mean the first dungeon after completing the Old Road, no, it doesn't. This mod doesn't change anything besides what is listed on the description.
Oblivious Naga 10 Sep, 2024 @ 11:32pm 
Does this mod not change the starting ruins dungeon to something random? It doesn't look like it was mentioned but I thought I'd ask
HKR31 4 Sep, 2024 @ 1:56am 
:steamthumbsup:
Wyvandron  [author] 3 Sep, 2024 @ 4:08pm 
It is compatible with mods that alter buildings, this mod doesn't edit the base files for buildings like "sanitarium.building.json" it uses "headstart.sanitarium.building.json" containing only the lines needed for unlocking the buildings. Doing that is better for compatibility than using the actual base file.
HKR31 3 Sep, 2024 @ 3:05pm 
Is this compatible with other building mods?
in the description its says buildings will be open in the first week so will it work with those?
Wyvandron  [author] 16 Apr, 2023 @ 7:10am 
Go to C:\Program Files (x86)\Steam\steamapps\workshop\content\262060\1379937708 or to wherever drive you moved your library to. What youre looking for there is scripts\starting_save\persist.roster.json you can open it on notepad (ideally notepad++, vs code or any other text editor for developers as those make it easier to read) and search for quirks thyere should be one for each of starting characters.

Also, you may need to look DarkestDungeon\shared\quirk\quirk_library.json on the game folder to look up the actual quirk names as quite a few of them have different names than what is displayed ingame, you need those to names to actually use on the mod file to change quirks.
Gomano 25 Oct, 2022 @ 2:34am 
I realy like this mod, but I don`t like that all of the starting heros have the same quirk and that these are reinforced. Is there a way to change the starting quirks of the heros?
Wyvandron  [author] 2 Aug, 2022 @ 4:31pm 
You can, it should be fine as long as you haven't done any stage coach upgrade before enabling the mod.
Lovecraft 2 Aug, 2022 @ 3:14pm 
Can I add this after the old road start for the stage coach improvements?
Wyvandron  [author] 21 May, 2022 @ 3:17pm 
I can't reproduce the mod works just fine for me so it's problem on your side.
Cerbrosyn 21 May, 2022 @ 12:09pm 
Dismas and Reynauld got the quirks, Junia and Paracelsus only appeared in the completion menu. Also i did not get any extra supplies.
doorknob 10 Oct, 2021 @ 5:07am 
coolio :))
Wyvandron  [author] 10 Oct, 2021 @ 3:50am 
I though Reynauld and Dismas were starting a bit too op with trinkets and 3 locked positive quirks it definitely affected more than just the tutorial. So I decided to change it to give a full party instead. I was originally planing on removing the Stage Coach portion of the mod but after thinking a lot about it I decided not to since it would just break the game for people already using the previous version so I instead removed the gold cost and increased barracks and network size so it would be better for people that use a lot modded classes. Removing the files that made all buildings open earlier also made it compatible with other mods likte Better Nomad Wagon.
doorknob 9 Oct, 2021 @ 8:56pm 
why did you rebalance the mod? don't get me wrong i absolutely love it, i'm just curious why you changed it since the old one was already pretty great
Wyvandron  [author] 30 Jun, 2021 @ 7:33am 
The game uses a persisted save to start the old road this mod edits those records and since Heirs on the road does too it's impossible to make them compatible it's mostly because of how the persisted save works. I tried making it compatible with everything before but the game will just crash. An edited persisted save must contain all the lines unlike the other files of the game where you can just add a name and a dot to the front of the file and only keep on the file the values you want to change.
ALE199 14 Jun, 2021 @ 7:02am 
Hey may I ask for one compatibility to be added? Compatibility with Heirs on the road mod?
贞子姐姐的微笑~ 8 May, 2021 @ 12:15am 
过了原版血月后,尝试了几个敌人mod,但是mod起手四疯子难度让人难以应对,这个mod可能提供一定程度上的改善,但愿吧
Wyvandron  [author] 29 Apr, 2021 @ 9:57pm 
Read the description, compatibility section.
FairyBeardMother 29 Apr, 2021 @ 1:58pm 
So i've come across a small issue. I have this mod active along with a Nomad Wagon improvement overhaul that increases rarity chances. But i'm on week 4 and it still isn't unlocked. Hopefully i just do some more quests and then it's unlocked. Not sure if there is some conflict between mods going on.
向東 8 Mar, 2021 @ 4:26pm 
有多少次你做的每件事都是对的,但是RNG决定无论如何都要干掉你?在教程中,你的攻击总是失败,或者敌人总是躲闪,所有敌人的攻击都会变成暴击导致你失败。这是一个教程,所以它应该是不公平的。你想至少从一开始就摆脱对你的暴虐吗?好吧,我的朋友,你来对地方,因为这个国防部是你要找的,它使教程不公平的抛光迪马斯和雷诺,也给你一些其他优惠,使前几个任务更可行。这个mod还提高了舞台教练,看看你得到什么额外津贴阅读mod功能部分下面。
Fabz 10 May, 2020 @ 1:05pm 
This is cool because I killed dismas already and I barely started the game
Spooky Scary Seraphims 8 Feb, 2020 @ 4:10pm 
@Miketsukami thanks man really appreciate it and btw this is a great mod nothing bad to say about it
Wyvandron  [author] 8 Feb, 2020 @ 11:04am 
You can find it on workshop\content\262060\1379937708\campaign\town\buildings\stage_coach\stage_coach.building.json
Spooky Scary Seraphims 8 Feb, 2020 @ 10:35am 
What's the file that you can find this in your steam workshop folder? I love this mod but I wanna see if i can edit the Stage coach size and roster size to be bigger
Jayden Hawke 23 Jun, 2019 @ 11:09pm 
I would suggest a recruitment level cap equivalent to no more than the highest level in the roster. Roster -1 might be more balanced.
Witteren 2 Jun, 2019 @ 1:27pm 
Nvm, it just takes awhile for the descriptions to show up
Witteren 2 Jun, 2019 @ 12:53pm 
The descriptions for items, abilities and upgrades won't show up for some reason, and I don't have any incompatible mods with this one, it was right after I downloaded this mod that it happened.
Wyvandron  [author] 2 Jun, 2019 @ 7:59am 
Head Start doesn't mess with inventory files so Inventory Expanstion should work with it. No idea what might be cause the issue.

As for the buildings... I took a look at No rising costs with rising level mod files and it only alters estate.json files for all game modes and dlcs while Head Start alters files like [bulding_ name].building.json for all the buildings on the mod description and stage_coach.upgrades.json that is problably why they work together.
Nimbus_96 2 Jun, 2019 @ 12:44am 
I found the mod that nullified the headstart!! It was the Inventory Expansion mod, even though it should technically work, that swallowed the key. So now everything is working. But the funny thing is, now that I read over the compatibility part again, I AM using one that messes with the buildings a little (No rising costs with rising level, it's called, I think) and it's still working alongside with your mod.
Wyvandron  [author] 1 Jun, 2019 @ 6:32pm 
Are you using any mod that messes with the buildings? Or maybe mods that alter or skip the old road section?

As stated at the compatibility section of the mod description it's not compatible with mods the alter the buildings. Also because I altered the persisted save used to start a new game and the reward for completing the old road mods that mess with the same stuff or completely remove the old road are not compatible also you only get them on new games. Hardcore overhaul mods like Pitch Black Dungeon are also not compatible as they alter way too much stuff.

If your problem is none of those let me know what mods you are using. I'll also take a look at the mod files once I get some free time I have been busy so don't know if any new builds came out for the game because if that is the case my mod might be broken for now.
Nimbus_96 28 May, 2019 @ 12:33pm 
I have the mod as the first one in the loading order and its not working... The game starts as normal and the other mods I have enabled are working fine .....
IOException 5 Mar, 2019 @ 1:31pm 
Just what I needed. Thanks!
Wyvandron  [author] 29 Aug, 2018 @ 8:33am 
No idea, but you won't get any of the items or modified starting quirks since this mod edits mostly the persisted save the game uses to start a new game. So you would get only the improved stage coach but since I changed the upgrade costs and added a gold cost to it I don't know if it would corrupt an old save. Now if you only want the sage coach try this mod instead: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=942405260
zergvsgenin 29 Aug, 2018 @ 6:44am 
What happens if you enable this on an older save?
GodfatherPlunger 3 Aug, 2018 @ 8:27am 
damn, I upgraded everything already, thanks for answering. I guess a roster size of 40 isn't too bad... ^^
Wyvandron  [author] 3 Aug, 2018 @ 7:47am 
If you didn't use the new upgrades you probably can disable it but I haven't tested so can't say fore sure so better to backup your save just in case, but if you did use the extra upgrades than you can't.

I have been thinking for a while now that it was a bad idea to add building edits to this mod so I'm thinking of maybe spliting it into two mods since I plan to edit more buildings. Plus with a mod only editing the tutorial and maybe the 1st quest it could be disabled as soon as those are finished, and another mod just for the building edits since I plan on making more edits to them anyway.