Currently, DD2 is in early access.  Many DD gamers are hoping that it will be as moddable and/or even more than DD1. I would like to share a few things with anyone who may be interested in modding DD2:

You can extract the asset files located in the Darkest Dungeon II_Data folder. How? Use AssetStudio:

https://github.com/Perfare/AssetStudio/releases


As far as repacking the asset files, use UABEA.

It doesn't seem like the game will read the extracted files by themselves. They are attached to the .asset files. Therefore, if one could edit/add files and modify the appropriate documentations - then repackage the assets - with UABEA - then the changes will appear in game; which is true.


You can use Quickbms to get audio files from the .bank files in the StreamingAssets folder:

https://drive.google.com/file/d/0B6lZQuvhP7D5aDUyQkJ3ZkEzN1U/view?resourcekey=0-HGk-gO5SaE4GmOZSASo9-g


You can also use FModPlus(FMod Bank Tools) as well. 

How To Use:
...........
First place bank files into the bank folder you want to extract. Once extracted, 
you will find the wav files in the wav folder with another folder with the same 
name as the bank file.
To rebuild the bank files, you will need to replace the wav files with your own 
and if you want, you can edit the txt file to your new wav file names. After that 
click Rebuild.

https://sharemods.com/peboa10qv0m6/Fmod_Bank_Tools.zip.html


Use FModStudio to create Bank files: https://www.softpedia.com/get/Multimedia/Audio/Other-AUDIO-Tools/FMOD-Studio.shtml

How?

If you are using FMOD Studio, you will need to create an FMOD Studio project, create an event, add the .wav file to an instrument, assign the event to a bank, then build the bank.

If you are using FMOD Core then you can create an  FMOD::Sound  and pass in the .wav file to that sound.

Source: https://qa.fmod.com/t/how-to-create-bank-from-wav/15551

You can also add VoiceOver(VO) files to bank files. The VO files are attached to eventIDs which are tied to specific folders/files. If someone can find a way to "ADD" the IDs then additional VO files can be used in-game. Until then, replacing files with the same name works.

There are still things you still can do in the normal folders even if not attempting/doing the stated above.

I also would like to thank Alpaca21 for her help with finding out how to implement texture2d mods, etc into the game.

If anyone has any questions and/or concerns about any of this information or other, I will gladly assist in any way I can.

-Happy Gaming

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tbonex28b

4 comments

  1. Chogex
    Chogex
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    You can use BepInEx to inject your own code in to the game. Look for the method inside ironcrown.dll that you want to patch using dnspy and make your own patch to do something before/after the method.

    E.g. you can modify the variables of an object (which is how I made my faster stage coach mod), modify the parameters used to call the method, modify the result of the method or even overwrite the method with your own. Or just make something entirely new.
    1. tbonex28b
      tbonex28b
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      Thank you for this information @Chogex. I truly appreciate it.
  2. Poggers thanks
    1. tbonex28b
      tbonex28b
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      You're most welcome.