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Re: Darkest Dungeon

Posted: Sun Nov 05, 2017 3:30 am
by TOGHOUL
SenorPlebeian wrote:
Mon Oct 30, 2017 4:29 am
Hey guys, sorry for the delay, busy with a few work projects, here's an update for what I could find. Seems like for the most part it was an address adjustment. Probably missed a few scripts aside from the ones that were already broken (SetHeroResistance, IgnoreEstate, IgnoreHero, etc) but here's what I got so far. I'll try to see if I can throw in the list of new trinkets with the shieldbreaker at some point.
Can you add Shieldbreaker"s trinket?

Re: Darkest Dungeon

Posted: Mon Nov 06, 2017 3:14 am
by SenorPlebeian
Heyo, just threw in the shieldbreaker trinkets in the top row editor. Turns out they were easy to find in the DLC files.
55spyder wrote:
Fri Nov 03, 2017 1:28 am
Can it be possible to merge the larger stack sizes script from this table into your table and help keep it updated for future versions? love the broken nature of it when i'm testing things out for balance character wise. (last time i checked it still worked, just needs some small tweaks to things like max torch count and food, otherwise the game overflows and crashes when you finish a dungeon and it's re-selling your supplies, maybe set max stack to 99, not 9,999 for said items)

I don't remember who made that script so sorry for re-posting your table, no changes have been made just posting it for clarity's sake.
Yeah sure thing, I set it to 99. I also added in his "Allowing Changing Skills in Combat" script although I haven't tested it beyond checking that it's actually activating.

Re: Darkest Dungeon

Posted: Sun Nov 12, 2017 9:49 pm
by 55spyder
SenorPlebian, you are a great man among men.

Re: Darkest Dungeon

Posted: Sun Nov 12, 2017 10:11 pm
by 55spyder
SenorPlebeian wrote:
Mon Nov 06, 2017 3:14 am
Yeah sure thing, I set it to 99. I also added in his "Allowing Changing Skills in Combat" script although I haven't tested it beyond checking that it's actually activating.
Interesting bug i found. you might have messed up some addresses a slight bit. gold piles only stack to 99 with huge stacks enabled and food and torches still stack to max of 9999 :lol: But the changing skills script wasn't broken, but a good addition seeing as that flag wasn't moved thank god. I'll do some tinkering around later with it though. may be best to revert your changes so others don't have to do as i am currently.

Re: Darkest Dungeon

Posted: Sun Nov 12, 2017 11:13 pm
by SenorPlebeian
55spyder wrote:
Sun Nov 12, 2017 10:11 pm
SenorPlebeian wrote:
Mon Nov 06, 2017 3:14 am
Yeah sure thing, I set it to 99. I also added in his "Allowing Changing Skills in Combat" script although I haven't tested it beyond checking that it's actually activating.
Interesting bug i found. you might have messed up some addresses a slight bit. gold piles only stack to 99 with huge stacks enabled and food and torches still stack to max of 9999 :lol: But the changing skills script wasn't broken, but a good addition seeing as that flag wasn't moved thank god. I'll do some tinkering around later with it though. may be best to revert your changes so others don't have to do as i am currently.
Ahh fair enough, I did do a lazy edit there :lol:. I made an edit to his script to try to filter out gold, I haven't been able to stack more than 99 for food and torches with this version but I've only tried manually moving a stack from my inventory from one stack to the other. Nonetheless, gold seems to be working with me now, stacking to 9999. Hopefully it works for you too!

Re: Darkest Dungeon

Posted: Sat Nov 18, 2017 5:45 pm
by thejynxed
My issue is that when you have those sorts of stacks and finish a dungeon, the game will fall into a loop and eventually crash because the vendor automatically purchases items one by one.....and I think you can see the dilemma here if you have giant stacks creating more stacks than even the inventory mods allow for.

Yeah, the screen turns black, you get a bunch of looped vendor sell spam and then CTD XD

Re: Darkest Dungeon

Posted: Sat Feb 03, 2018 1:41 pm
by anl93
Can you update the quirk editor please?

Darkest Dungeon

Posted: Tue Apr 24, 2018 1:59 pm
by ZoanChrome
[QUOTE="SenorPlebeian, post: 24714, member: 6399"]Ahh fair enough, I did do a lazy edit there :lol:. I made an edit to his script to try to filter out gold, I haven't been able to stack more than 99 for food and torches with this version but I've only tried manually moving a stack from my inventory from one stack to the other. Nonetheless, gold seems to be working with me now, stacking to 9999. Hopefully it works for you too![/QUOTE]



A little necro, Item duping using page 1 method results in CTD after moving the item to reload item scripts

Tested on DD The Shieldbreaker Steam build ver. 21142, will this table be updated anytime soon? Thanks in advance

Darkest Dungeon

Posted: Tue Jun 19, 2018 9:29 pm
by PowerofTwo
Hello, Color of Madness dropped today, most of the stuff in the table stopped working, highly anticipate an update, thanks in advance :D

Darkest Dungeon

Posted: Tue Jun 19, 2018 9:31 pm
by ghostneurion
[QUOTE="PowerofTwo, post: 49719, member: 18732"]Hello, Color of Madness dropped today, most of the stuff in the table stopped working, highly anticipate an update, thanks in advance :D[/QUOTE]



Beat me too it. I second this man.

Darkest Dungeon

Posted: Wed Jun 20, 2018 12:19 am
by Forces
only Infinite dungeon item usage is working rn

Darkest Dungeon

Posted: Wed Jun 20, 2018 12:25 am
by SenorPlebeian
Eyo, tried to get as many fixed as I can, hitting crunch time down at work. I haven't added any of the new trinkets from Color of Madness yet, but I did try to fix some of the scripts that got shot down by the update here, and I thiiiink the blueprint pointer got replaced for the shards, but I think I managed to find the new blueprint address.

Darkest Dungeon

Posted: Wed Jun 20, 2018 7:27 pm
by cedricvdg
I'll share my personal table. Everything works, but this has certain experimental features which I can't guarantee will be stable at this point (e.g. Quirk Remover, Stats Manager). I'll be fixing and finalizing the table at a later point.





Meant as a learning tool. so hopefully the scripts contained within can be of use to some of you.



p.s. I'm not responsible for any save file corruption :p



Update 1: Already uploaded a new version with some bugfixes.

Darkest Dungeon

Posted: Fri Jun 22, 2018 7:50 am
by cedricvdg
Since I lost the ability to edit the post above, here is a new version of my table. Still very much experimental, the quirk remover now works and is more stable also added a movement speed multiplier. Most of the functions not labeled as Experimental or Buggy should work as intended.



p.s. the experimental Dungeon Pointer fetches win conditions of the current quest allowing you to instawin the current dungeon. This is still pretty much a debug version so be careful as it might mess up the game.

Darkest Dungeon

Posted: Fri Jun 22, 2018 12:29 pm
by RedKhan
[QUOTE="cedricvdg, post: 49909, member: 8355"]Since I lost the ability to edit the post above, here is a new version of my table. Still very much experimental, the quirk remover now works and is more stable also added a movement speed multiplier. Most of the functions not labeled as Experimental or Buggy should work as intended.



p.s. the experimental Dungeon Pointer fetches win conditions of the current quest allowing you to instawin the current dungeon. This is still pretty much a debug version so be careful as it might mess up the game.[/QUOTE]



I don't understand how quirk removal works, the "Press X" part doesn't seem to work, I can edit quirks back and forth/lock, but point blank remove with X press it won't work.

Also how to auto win Dungeon that's explore based/battle based, I found to change dungeon condition from 0 to 1 insta won dungeon if it was boss one