Darkest Dungeon®

Darkest Dungeon®

Regional Enemies
26 kommentarer
neIVIesis  [ophavsmand] For 17 timer siden 
@The Big Large Once I release the regional spiders, this mod gets updated with those mashes. As this mod gets automatically updated when you lunch Steam, assuming you don't install the new spiders, then yes, you'll have missing "vanilla" spiders that were supposed to be swapped with my regional variants. YOu won't have a ctd, but you'll get a warning in-game and load into a mash short of spider monsters.

My regional enemies will always, however, leave the vanilla version of an enemy as native to one dungeon. In the case of spiders, that would be the ruins.

This is the reason I recommend all enemies to be downloaded, even if you do get the option of picking and choosing. Ultimately, I might consolidate them all into a single mod once all variants are done, at which point it's an all or nothing like any monster pack.
The Big Large For 18 timer siden 
Might be a dumb question but when the author releases a new mod, for example spiders, would the vanilla mash for spiders be slightly broken until we either remember to install it or edit files to fix it?
CLens 23. sep. kl. 5:07 
@Lovecraft
You can either delete the lines containing the regional cultists from the mash files or replace "warren", "cove" and "weald" with "cultist" in the files, like changing "warren_witch_A" to "cultist_witch_A". That works quite well even if it is a bit of a hassle.
Otherwise you might occasionally get a very scary error message when the game tries to spawn an enemy team containing enemies that don't exist.
neIVIesis  [ophavsmand] 18. sep. kl. 7:39 
Mod updated to include support for "Regional Brigands".
neIVIesis  [ophavsmand] 15. sep. kl. 17:23 
@lovecraft Vanilla cultists and rabble are still found in the Ruins. And yes, it is safe to only install the monsters you want. You won't get crashes or anything like but. BUT, your mashes might be a monster short once in a while from whatever variants you didn't install. This is the reason I recommend all.

Keep in mind, with other monster packs you don't get a choice. They give you the wheat with the chaff.
Lovecraft 15. sep. kl. 17:13 
It's safe to add one of the monster mods while ignoring the others? I like the skeletons, but also vanilla cultist consistency.

Also any plans for DLC variations? Crystalline common monsters in the farmstead :steamhearteyes:
neIVIesis  [ophavsmand] 15. sep. kl. 5:38 
Brigands reside in the Weald, so new Ruins variant will be introduced. Common enemies, which is the scope of this series, are not really present in Farmstead or Courtyard (save for maggots and spiders and those someone already did).

With that said, I have some cool ideas for new enemies for Courtyard and Farmstead, but it would be a separate mod if I get around to them.
PhantomFiend 14. sep. kl. 23:52 
One more thing: are there plans to introduce enemies based Ruins, Farmstead Plus, and Courtyard Plus?
neIVIesis  [ophavsmand] 14. sep. kl. 19:47 
@PhantomFiend Absolutely, I use necrophobia. All my monsters will leave a custom corpse.
PhantomFiend 14. sep. kl. 16:02 
I love these new enemies! When you release the maggots, spiders, gargoyles and possible more, could you make it compatible with the Necrophobia mod?

Here's the link:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3153266557&searchtext=necro
neIVIesis  [ophavsmand] 13. sep. kl. 8:55 
@raizen725 Yeah, I'll probably do a compilation version once all the common enemies are done. But since that could take a while, I decided to release as I complete them so other ppl can experience them.

You can install only the regional monsters you want, the only side effect is that some mashes would be a monster short. What is a hard requirement is the "Regional Enemies" that contains the mashes.

I use Conexus for much better load order control than vanilla's mod organizer.
Raizen725 13. sep. kl. 1:36 
will you make a all in 1 mod for all the monster as soon as you finish the rest the enemy set akin to "here be monsters"? i would like to use it, but the way mod works is essentially just going to search and rearrange all over again as the normal darkest dungeon mod loader in game is a bitch to set up for new game. and i dislike a certain i could just edit the file with a single enemy like i did the slaters.
neIVIesis  [ophavsmand] 11. sep. kl. 19:46 
@the bean hunter Yes. This only affects vanilla mashes. However, if a monster pack places any "common" enemies in their own mashes, they will show up in your game unless a patch is made.

Modders using common enemies would need to swap'em with my regional variants for each dungeon.

If downloads hit 1k for each monster I release, I might do these patches myself. But first I'd release ALL of the custom "common" enemies so I only have to patch once.
The Bean Hunter 11. sep. kl. 18:14 
I'm going to assume that this only affects the base mashes and mashes added by modded monster mods will continue to have the ordinary cultists, correct?
neIVIesis  [ophavsmand] 11. sep. kl. 16:50 
Glad you all like them. I've been wanted to make these enemies for a long time and finally learned how to code them. Brigands are next and, after that, I'll do spiders.
Sacrilege7 11. sep. kl. 14:37 
Pretty cool, man. I'm really curious on the spiders. Can't wait.
poorchinesecollegestudent 10. sep. kl. 14:03 
you are an awesome human being. keep creating.
› Cream Gravy 10. sep. kl. 13:02 
These are great, I love seeing the mod community thrive still
neIVIesis  [ophavsmand] 9. sep. kl. 21:53 
@killo Wyatt Glad you like them. The acolytes I did over 2 years ago, just never got around to releasing them. I have several more mods that I did a long time ago on my queue to release.
Kilo Wyatt 9. sep. kl. 20:18 
Sick idea, I hope the rest of the enemies come out well
COLID10S 9. sep. kl. 18:32 
Thank you, i will give a like, the designs look amazing and well fitted
neIVIesis  [ophavsmand] 9. sep. kl. 11:12 
It shouldn't conflict with any monster mods that add their own mashes. My mods add its own mashes, plus edit vanilla mashes.

Only mods that edit vanilla mashes would conflict, such as Bound Lunatic, for which I created a patch.

However, other monster mods might add back vanilla common enemies into their mashes. At which point you'll get my regional enemies in some encounters, and still see vanilla common enemies in other parties added by other mods.

I'll consider making patches for other monster mods if I break 1k downloads, meaning if there's sufficient interest from users to warrant the extra work :)
COLID10S 9. sep. kl. 10:43 
Does it work well with Here Be Monsters?
neIVIesis  [ophavsmand] 9. sep. kl. 6:18 
Mash mixer compiles a few monster mods and puts them all into massive vanilla mashes. I'm unsure what criteria MoonVoid uses for the compilation, as some excellent monster mods such as StoneQueen's Court, Bound Lunatic, and Brigand Deserter were excluded.

These mashes are so vast that even if you were to install other monsters not included in that pack, the chances of seeing them in-game are basically null.

A patch would have to be made.
Whatparents 9. sep. kl. 3:53 
I'm using mash mixer. I think the solution is changing every vanilla monsters' id line with yours.
Rio 9. sep. kl. 0:06 
Looks amazing! Any idea how this would interact with mash randomizer mods? Would specific patches need to be made?