![]() Audio can be modded, but is quite time consuming and difficult for users looking to modify large amounts.New and existing town events are easily moddable, though you will have to work with existing mechanics, as new ones cannot be added.Dungeon generation is largely controlled by a few variables linked to hardcoded parameters, but quest generation is a tad more available to mod.Loot tables can be added and modified with ease.New and existing afflictions/virtues can be modded.All quirks are available to mod or add!.All trinkets are available to mod, and new ones can be added quite easily.Curios can be modded or added, but are very limited in potential.All AI can be modded, but new AI mechanics cannot be added.New locations cannot be added in, but existing ones can be modified.New and existing monsters can be added or modded.Limiting supply items to certain classes or scenarios is currently not possible. Many current supply effects are hardcoded, but new ones can be added with general ease.Only a small handful of effects are hardcoded and inaccessible by modders. Most buffs and effects are available to tinker with.It is very possible to create completely new classes with their own artwork, animations, and skills. More specific info on areas of the game can be found in their respective guide section. Here are some good additional skins that are NOT all sfw.This is a list of general parts/mechanics that can be modded. He should then cast the new skill (intimidate) instead of avenge and no longer crash the game.Īn additional 200+ skin pack is available through befriending Cato at: Replacing all mentions of lepking_avenge with another skill in his list (intimidate works)Įx: lepking_intimidate becomes lepking_avenge Open anti_collection.monster_brains.json which is the AI logic commands for King Baldwin. (Gk) Erasels has a fix by doing a small text file edit: King Baldwin's avenge attack is currently bugged. The only crash I've come across is with the Miniboss: King Baldwin mod. There are no added classes or class changes. The rest is pretty much skins, which I think are sfw and other quality of life changes. MightyGrunt has modded in some of the custom mod classes and the original mod creator Chogex is the 2nd link. Monster Variety + Cultist Simulator Patch (and any other related mods you might add the author has advised:) Level 2 and 4 Quests - MLD Ruins Pack Compatibility Patch Trinket Slots - 5 + Inventory Slots - 24 (Triple Stacked) Inventory Expansion Mod MOAR TRINKETS Patch It is mandatory that the Inventory Expansion MOAR TRINKETS patch be above the Inventory expansion mod for it to work correctly. Included as a possible solution, there is an Inventory Expansion Mod that increases the inventory to 32 slots with a patch that allows for 4 trinkets to be equipped. I could win, but the sheer size of the dungeons on top of fighting extremely strong fallen hero parties, usually exhausted your heroes making them survive, but most likely unable to get anywhere near completing the dungeon. You can try adding the Fallen Heroes mod in, but you would probably need additional trinkets or classes or anything to make your team stronger. Small balance friendly exceptions that shouldn't change gameplay too much.Ī spider monster mod that can be fairly strong at times.Ī very strong invading boss from Dark Souls.Ī monster adding mod that adds a few spell based trinkets.Īn expanded item carrying inventory to fit the few dungeons that are 2-4x the size of a regular dungeon. This is the seperate mods that require Crimson Court and Colour of Madness DLC. This is a collection of AWESOME mods that don't really change the base game.
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