Darkest Dungeon®

Darkest Dungeon®

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Stacking Item Icons
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General: UI
Class Mods: Skins
File Size
Posted
Updated
15.181 MB
8 Sep @ 5:10am
5 Oct @ 12:19am
18 Change Notes ( view )

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Stacking Item Icons

Description

Gives most inventory items stacking icons.

Now that there are standalone versions of this mod for each group of items, the following stacking limits are increased:
- Firewood (1 to 2)
- All Quest Items (1 to 3)
- Blueprints (1 to 5)
- Consecrated Pew (1 to 3)
- Jute Tapestry (1 to 3)
- Puzzling Trapezohedron (1 to 2)

If you want different stack limits, then place mods that change them on top of mine.

There is an Alternate Icons folder with alternate art of some icons. You can locate the mod folder with the following address:
...Steamsteamappsworkshopcontent2620603327152793

You can simply drag and drop to replace the default icons.


Version 5.2:
- Added stacking icons for Pitch Black Dungeon mod's Weak Health Potions (requested).
- Added an icon for 4 stacks of firewood (requested).
- Added an icon for 3 stacks of dog treats (requested).
Note: Stacking limits have not been increased. These new stacks are intended for Pitch Black Dungeon mod.
Warning for PBD users: For compatibility, ensure this mod is below Pitch Black Dungeon mod, otherwise all item balancing will be lost and all modded items will not show up. I was considering creating a patch to allow mod load order versatility, but this is better implemented by the mod creator through the creation of custom inventory files for modded items.

- Recreated the firewood icons to better match the color of vanilla game firewood.
- Increased the brightness of all torch icons as they were a bit too dim.
- Deleted the unused item.display.json file, which may have cause some compatibility issues if this mod was placed above another mod with its own stacking icons inside this file.
- Optimized images so they take slightly less memory space. Hopefully this helps reduce the likelihood of first-time use crashes to those that don't use the Darkest Dungeon Unofficial Fix by Deovolente.

Version 5.1:
- Added missing Vermintide's Warpstone icons.

Version 5.0:
Gives the following mods stacking icons:
- Koala's Creature Collection
- Farmstead Plus
- Courtyard Plus
- Web of Malice
- Void's Home for Lost Monsters
- Vermintide
- Sunward Isles
- The Mountain
- Marvin Seo's: The Falconer
- Pets 2 Trinkets + Monster Mod
- Chameleon Tonic - New Supply

The following stacking limits have been increased:
• Farmstead Plus
- Uncorrupted Harvest (1 to 3)
- Hammer & Chisel (1 to 3)

• Void's Home for Lost Monsters
- Shipwrecked Wood (1 to 3)

• Sunward Isles
- Humble Offering (1 to 3)
- Daimyo's Lacquerware (1 to 3)

• Vermintide
- Vermintide Axe (1 to 3)
- Skaven Tome (1 to 3)

If you don't want any of these changes to apply, then place the respective mods above this one in your mod load order.
If you want to keep these changes, make sure this mod is on top of those respective mods.



This mod no longer has any dependencies!

This mod is compatible with everything, as it uses custom files instead of overwriting game files. So, if you want the gem icons from Moon's mod back, you can simply place it on top of this mod. Keep in mind other mods have different stacking conventions, so if you don't want different images in the same stack of items, make sure they follow the same convention.

Mod load order only matters in the following scenarios:
1. Mods that change stacking limits for supplies and gems. Place my mod above such mod to keep my stacking limits, or place below such mod to keep that mod's stacking limits.
2. Mods that add new modded items into base game files (bad practice). In that scenario, place this mod below such mod for compatibility.

DLC is not needed. The game will simply ignore it if not enabled.


- Consider downloading the Darkest Dungeon unofficial patch[www.patreon.com] by Deovolente. This is recommended if you use several mods that add many textures, such as skins, backgrounds, new monsters, etc. This fix prevents memory overflow (white boxes) and crashes when too many textures are loading into your game. Personally, I only use the custom executable file, without making changes to monster preloading. Do what works best for you, though.

Here are standalone versions of this mod, so you can decide which icons to replace:
- Stacking Mod Icons
- Stacking Heirloom Icons
- Stacking Gem & Relic Icons
- Stacking Quest Icons
- Stacking DLC Icons
- Stacking Supply Icons
- Stacking Gold & Provision Icons
Popular Discussions View All (3)
8
20 Oct @ 2:54am
Post Feedback or Requests Here
AmaraSN
3
20 Sep @ 9:06pm
Post Bugs Here
AmaraSN
0
21 Sep @ 2:57am
Patch Notes
AmaraSN
49 Comments
AmaraSN  [author] 4 Oct @ 10:58am 
My mod is mostly cosmetic. So, having different stacking limits either means that some icons will never be reached (stack limit reduced) or high stacks will not match the icon (for example, if you have 4 stacks of firewood, the icon will show 3 because that's the highest I have).

So, I don't really need to do anything about the different gold stack limits. My gold stack icons go up to 10k either way. If you go past 10k gold, then it will continue to show the 10k gold icon. Same goes for antiquarian changes, which all it does is increase the gold limit further.
MrMister 4 Oct @ 10:46am 
Thank you!

Yes, the different stack limits resulting in missed/incosistent icon change threshold is what worried me.

In particular keep in mind to account for the changed default gold and antiquarian curio stack limits, and the changed per-antiquarian stack limit increase.

Oh, and I forgot before, but if you are generous, houndmasters start with three dog treats, so a third one would also be welcome. Not needed though.
AmaraSN  [author] 4 Oct @ 10:13am 
The sharedinventoryitem.display.json file is actually unused in my mod. I forgot to delete it after I made the new gold icons. The gold icons info is stored under gold.item.display.json, which overrides the gold info under item.display.json. I'll delete the item.display.json file, but the only issue it could cause is become incompatible with other mods that have their own stack icons stored in that file (only if this mod is placed above them).

By looking at the files, here's what truly is incompatible, which I can easily fix when I make the new icons:
- You need to place PBD above my mod because it stores all its custom items inside base game files.
- Laudanum is incompatible because they changed its ID. You just won't get stacked icons for it.
- They have different stack limits for base game items, typically increased, which means a lot of items will miss icons at high stacks(such as portraits and firewood).

I can potentially finish everything either late today or tomorrow.
MrMister 4 Oct @ 6:17am 
RE: new icons
Yeah, that's what I mean - I am absolutely not asking you to make stacking icons for all the new items, and 99% of them wouldn't need them anyway:

The most numerous ones are potions, but carryomg more than two of the exact same kind and tier is extremely unlikely, so it's fine. The only exception are the three tiers of supply-store healing potions, which all use the same icon with a different border, and of which you can get only two of each from the store (I don't know if the coded stack limit is beyond 2, but more can't be found mid-dungeon anyway).

Besides the 4-firewood stack, the only new items (in order of descending priority) I'd request a new icon for if you feel like it are the new curio-interacting supply items: Small Dagger and Caustic Solution.
MrMister 4 Oct @ 6:16am 
Mmm, I didn't try them yet and instead assumed that if having PBD override SII would result in most stack thresholds not showing correctly, or that having SII override PBD would revert the stacking limits/changes from PBD.

Maybe I was wrong - looking at the mods' files, it seems that if I were to run with PBD overriding SII, the only cosmetic change from SII that would be lost is having 5 differnt gold icons instead of 4, due to both mods having sharedinventoryitem.display.json .

Maybe the config patch would need just that - a re-statement of the gold and provision icon change threshold.
AmaraSN  [author] 4 Oct @ 3:27am 
So, I've checked it out and there's over a 100 new items. About two thirds of them having at least a base stack of 2. That's something I'd just leave to the mod author as that would take too long for a mod that doesn't belong to me (if I had to guess, it would take me a month to finish all the items).

I wouldn't mind doing the few items you're requesting though.

Now, what I'm confused by is what exactly you mean with patching the .jsons. Did you try the mods together and the stacking icons were not showing for vanilla supplies? I made .jsons for each group of items to make it compatible with any mod. The only way they wouldn't work is if the mod author changed the ID's of vanilla supplies.
Also, the mod author for PBD doesn't have any .json file with stacking values, so nothing needs to be re-stated.
AmaraSN  [author] 4 Oct @ 2:48am 
I'll check it out. I'm currently focused on finishing a background mod for the courtyard, but if the icons are easy enough, then I don't mind side-tracking for a bit.
MrMister 4 Oct @ 2:19am 
Hey, would it be allright to request a compatibility patch for Pitch Black Dungeon?

Mainly it'd involve patching the .jsons so they re-state PBD's stacking limits/values.

The only new icon you'd need to do if you want is a 4-firewood stack for DD3 (and IF you want, a single two-stack icon for the supply store healing potion). You don't need to do any icons for all the other potions because IIRC they don't stack, and even if they do it's very rare you can get two of the same type and rarity to stack.
AmaraSN  [author] 3 Oct @ 12:56pm 
Glad you got it solved, and thanks!
GoofBall 3 Oct @ 12:55pm 
AHHHHH i see where i messed up! i never altered the launch option after installing the 4.0 fix! after updating the launch option it works perfectly! Thank you so much and i look forward to enjoying this awesome mod! and telling my friends about it
:praisesun: