Darkest Dungeon
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Created by

Tilmann Meyer

Uploaded by

tilmann79

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Safe to use

About this mod

Skip the tutorial and start with 4 random heroes.<br />
!!! IMPORTANT: You have to disable the tooltips in the gameplay options menu, otherwise the game will crash when you start the first mission !!!

Permissions and credits
Lets you skip the tutorial missions and start the game with 4 random heroes. The first dungeon type is also random, after that you can choose all 4 different dungeon types.

!!! IMPORTANT: You have to disable the tutorial tooltips in the Options->Gameplay menu, otherwise the game will crash when you start the first mission !!!


The Random Start Mod attempts to make the game more versatile by removing the scripted tutorial mission and randomizing the first available  character classes. This makes every start fresh and unique, and a lot of times adds even more difficulty to the first mission!


Hints:
  • Some random starts can be really challenging or outright impossible! Read carefully through the abilities of your starting heroes and try out new roles and positions with your characters.
  • Skipping the tutorial mission means you have to wait one more week before you can access the Abbey, Tavern, Guild, etc. Try to minimize the stress gained and make full use of the available provisions.
  • Go to the Ruins on the first quest choices you get. It's way easier than the other ares, especially with the strange group compositions you will have at the beginning. 
  • Purchase the first stage coach upgrades immediately, just like you would in a normal game. 

Known Bugs:

  • The game will crash if you start the first mission if you don't disable the tutorial tooltips! (There seems to be some hard coded tutorial hint that is related to the tutorial mission.)
  • Unfortunately the estate name will reset to "Darkest", no matter what name you typed in.

Compatibility with other mods:
If you want to use random starts with your other preferred mods, I would recommend editing the files manually. It's quick and easy to do, see spoiler below:

Spoiler:  
Show

\DarkestDungeon\scripts\starting_save\persist.game.json
{
    "version": 45888,                          //don't get recruits when leaving it at "2", game crashes with values 0,1,3;
    "data": {
        "totalelapsed": 0,                     //doesn't seem to work
        "inraid": false,                         //lets you start at the hamlet
        "raiddungeon": "hamlet",         //map to be used if "inraid":true
        "estatename": "Darkest"          //doesn't seem to work
    }
}

\DarkestDungeon\scripts\starting_save\persist.estate.json
{
    "version": 34,
    "data": 
    {
        "wallet": {
            "0": {
                "amount": 7500,             //give yourself some gold to buy provisions for the first mission
                "type": "gold"
            },
            .
            .
            .
    }
}

\DarkestDungeon\scripts\starting_save\persist.roster.json
{
    "version": 513,
    "data": {
        "nextGuid": 5,
        "heroes": {
                                                          //remove Reynauld and Dismas from the starting roster
        },
        "last_party":
        {
            "last_party_guids": [-1,-1,-1,-1]            //no heroes selected for first mission
        }
    }
}

\DarkestDungeon\campaign\town\buildings\stage_coach\stage_coach.building.json
{
    "on_start_town_visit_priority" :  0,
    "requirements":
    {
        "number_of_quests_finished": 0,
        "highest_dungeon_level": 0
    },
    "data" :
     { 
          "stores" : 
           {
               "hero_recruit" : 
                {
                     "first_hero_classes" : 
                     [
                                                      //remove Plague Doctor and Vestal lines to get random recruits
                     ],            
               .
               .
               .
               }
          }
     }
}

\DarkestDungeon\campaign\quest\quest.json

required: remove the quest "plot_tutorial_crypts" (delete lines 780-836)

optional: get access to all dungeon types from the beginning (line 2591 following)
.
.
.
    "dungeon": {
            "max_number_of_generated_quests_per_dungeon": 4,
            "generated_dungeons": [
                {
                    "id": "crypts",
                    "required_number_of_quests_finished": 0              //make dungeon available at game start
                },
                {
                    "id": "weald",
                    "required_number_of_quests_finished": 0               //make dungeon available at game start
                },
                {
                    "id": "warrens",
                    "required_number_of_quests_finished": 0               //make dungeon available at game start
                },
                {
                    "id": "cove",
                    "required_number_of_quests_finished": 0               //make dungeon available at game start
                }
            ]
        },
.
.
.