Darkest Dungeon®

Darkest Dungeon®

Tomb Prospector - Animation Overhaul (For Redux)
34 Comments
Sir Fartzalot  [author] 1 Aug @ 9:50am 
@pwnd
nicely done! I am obviously a big fan of modding existing mods lol so I'm glad you got it.

Weird that palette #1 is glitching out with curios... its either the tomb_prospector.sprite.investigate.png
or
tomb_prospector.sprite.investigate.skel
tomb_prospector.sprite.investigate.atlas

check that both match my files!

and thank you <3 I appreciate you. I'll check out black swordsman, I've had another person request it come to think of it
pwnd 30 Jul @ 11:45pm 
@Sir Fartzalot i fixed it, copied everything from your mod and dropped it in the redux mod folder, overwriting. i did notice that the 1# slot skin is glitched out when interacting with curio. but i switched to the 2# skin and the curio interaction image is as it should be. not sure whats going on there

so you asked about where my mods are located, i never moved anything out of the steam workshop folder i just make my changes and when its working as intended i make a backup copy of my edited mod. if the mod author ever updates i just add my changes back in from the backup.

i just have to say your animation changes are incredible, its just fantastically well done. tomb prospector was already one of my favorite class mods and you only made it so much more. if you are looking for a next challenge i would highly suggest looking at the Black Swordsman class mod based on the character Guts from the anime Berserk.

anyway, thanks a ton for your mod, its 10/10 well done
Sir Fartzalot  [author] 30 Jul @ 9:38am 
and thanks yall, the feedback means a lot to me :er_heart:
Sir Fartzalot  [author] 30 Jul @ 9:38am 
@ pwnd Oh thats very strange. Yes most likely related to the quirk editing, but I'm sure theres a way to have both working.

When you made the changes to the mods, are they still in steamapps\workshop\content\262060 ?

As far as I understand if youre making changes to Workshop mods you have to move the whole mod folder (my mod is "3517734400") from:
steamapps\workshop\content\262060
to
steamapps\common\DarkestDungeon\mods

Then in-game de-select the original Workshop mod and then enable the new Manual Install mod you've created .

With modfiles.txt deleted, this should enable any changes you've made. (And from my experience doing this, you won't lose any Tomb Prospectors in-game that you have)

Let me know if you've already done that and it's something else!
pwnd 29 Jul @ 9:38pm 
@Sir Fartzalot i have an issue where the combat animations are showing both two handed and one handed anims at the same time and the character is a stationary image with no animation. i made sure to place your mod above all others in the load order. the walking anims outside combat are normal. im guessing it is because i edited the files in the redux mod to include the "hunters illness" quirk from the Saw Hunter class mod, but i was wondering if you can give any insight into why this might be. i made sure to delete all the "modfiles.txt" from all mods. going to show some screenshots here for better explanation:
https://imgur.com/a/8hYdSB9
hydra 29 Jul @ 2:48pm 
Astonishing. Thanks for all the hard work, not only with Tomb Prospector, but Lawbringer too
Keep doing what you're doing, mate
Keohtyzed 24 Jul @ 10:36pm 
This looks amazing! I'm definitely trying this :steamhappy: thank you for sharing this!
Whatparents 24 Jul @ 1:46am 
Thank you I'm also looking forward to try the texture patch ure planning to launch.
Sir Fartzalot  [author] 23 Jul @ 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] 23 Jul @ 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 23 Jul @ 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] 23 Jul @ 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] 23 Jul @ 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 23 Jul @ 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] 19 Jul @ 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 19 Jul @ 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] 12 Jul @ 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 12 Jul @ 7:19pm 
You're an absolutely legend, cheers bud!
Sir Fartzalot  [author] 12 Jul @ 2:46pm 
@Wikloe just uploaded the OG Tomb Prospector Reanimated :praisesun:
Sir Fartzalot  [author] 8 Jul @ 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 8 Jul @ 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] 8 Jul @ 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 8 Jul @ 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] 8 Jul @ 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 8 Jul @ 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] 8 Jul @ 11:14am 
Would be the closest thing we got to bloodborne for pc :stress::stress::stress:
Soggy pizza 8 Jul @ 6:21am 
now someone needs to just straight up fully redraw him proper and the circle shall be complete
Il Cavaliere arrappato 7 Jul @ 11:02am 
I really liked the redux, well done
Sir Fartzalot  [author] 6 Jul @ 9:27am 
lol I feel you the walk animation is what I started with, then I went down the rabbit hole
argento 6 Jul @ 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] 5 Jul @ 6:38pm 
Hey my pleasure! Thank you for your Bloodborne mods they give me life :praisesun::praisesun:
Fermint 5 Jul @ 5:37pm 
Peak stuff, thank you for making this my dude :GhostLoveEyes::GhostLoveEyes::GhostLoveEyes:
Sir Fartzalot  [author] 5 Jul @ 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 5 Jul @ 4:14pm 
Will there be any problems if I just throw the files of this mod into the mod folder with the class?