Topic: Red Hook’s Official Statement on Darkest Dungeon Modding (Updated)

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This topic contains 7 replies, has 8 voices, and was last updated by  SneakyPie 1 year, 11 months ago.

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  • #8928

    SneakyPie
    Keymaster

    Officially, we can’t give our stamp of approval to any mods at this time because that could come with the obligation for providing technical support and related troubleshooting. Also, our particular vision of the game is still very much in work and we wish to devote 100% of our attention to that at this time. Early Access, by its nature, will be full of balance changes, feature additions, and so on.

    That being said, we believe modding in general is good for the community and we’re excited it’s happening. We plan to release official modding tools (e.g. Steam Workshop) at some point in the future and are excited to see what the community might create at that time.

    If you create and distribute a mod for Darkest Dungeon, we ask that you include the following language or its equivalent:

    <mod name> is not an official Red Hook Studios product or product modification, and Red Hook Studios Inc. is not responsible in any way for changes or damages that may result from using the mod. Furthermore, “Darkest Dungeon” and the Darkest Dungeon logo are trademarks of Red Hook Studios Inc. All content in the game is Copyright Red Hook Studios Inc. All rights reserved.

    If your mod confuses potential consumers in a way that may cause them to believe that the mod is an official Red Hook product, then we would be forced to ask you to take it down or otherwise eliminate the confusion.

    Finally, you may not commercially monetize your mod in any way, as that would impinge upon Red Hook’s intellectual property rights.

    Good luck, and let us know how it goes! If some of you want to make the Dungeon a tad bit lighter (or darker), we won’t stop you. 😉

    -Red Hook Studios


    Addendum: Mod Support and Policing Authorship

    Providing mod support, including policing mod authorship, is unfortunately outside the scope of what we are able to provide at this time. While we are delighted to see that people are extending and adding to the game, we must give a gentle reminder that: a) individuals are not allowed to commercialize their mods for Darkest Dungeon, and b) at this point we can only provide support for the official Red Hook-provided version of the game.

    As far as infringement issues with regards to individuals’ mods, we encourage all fans of the game to live by the Golden Rule–treat others with respect and give credit where credit is due. But we are not able to divert resources from development into investigations of authorship; that is, the only way we could weigh in on an issue of disputed authorship is after extensive investigation. We believe the game and community are better served by our small team continuing to focus on adding features and supporting the official version of the game. This may change when we eventually offer official modding tools and Steam workshop integration.

    Sincerely,

    –Red Hook Studios

    #9901
    scorpiovaeden
    scorpiovaeden
    Participant

    Is it ok for us to store mods on the Nexus in the meantime while we are waiting for steam workshop? I just went to set mine up there, but I was the first for this game, so they are seeing if its approved or not. I included the statement or rights with the file description. If this is not ok I will remove it.

    Current class mods/variants:
    Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)

    DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?

    My personal Art work and Novels: www.stevenmouland.com

    #13225

    hoshi
    Participant

    That being said, we believe modding in general is good for the community and we’re excited it’s happening. We plan to release official modding tools (e.g. Steam Workshop) at some point in the future and are excited to see what the community might create at that time.

    What tools we can expect in the future?
    What tools you can recommend? (e.g. tools for editing and creating *.skel and *.bank files)

    best regards,

    #25500

    DarkestITA
    Participant

    You can do a mod to translate the game in Italian ?

    #78454

    RedHookTyler
    Moderator

    Hi all. We appreciate the modding activity even if we still aren’t yet at a point where we can officially support it. I did, however, want to clarify that once we do have the modding infrastructure in place, we’ll be exposing more variables that are currently buried in code outside of modders’ reach. The reason things are currently obscured has to do with our development process, and little to do with whether or not we want certain things exposed (except in key areas), if that makes sense. Official modding support will likely take place after full release, when we can spend a little time fleshing out the tools and exposing more options to you. Anyway, carry on! 🙂

    //------------------------------------------------
    Tyler Sigman (@tylersigman)
    Co-Founder and Game Designer
    Red Hook Studios
    ------------------------------------------------//

    #143938

    hruk
    Participant

    Any updates on when modding tools might be available? Particularly interested in playing around with sound effects that are in the *.bank files.

    #231494

    rafael.d.felix
    Participant

    Will we see those mod tools in the future?

    Hey Red Hook, just a thing, after the Crimson Court DLC plz, give us the mod tools to keep this game alive.

    I mean, look at skyrim, 6 years and still rocking on nexus.

    You can even start another Kickstart to create those tools, but please…

    Do it.

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