Mods
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An open-source, community-run framework of modules that provides enhanced modding capabilities and support.
- 87KB
- 4.0k
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An open-source, community-run framework of modules that provides enhanced modding capabilities and support.
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A basic tool for enabling/disabling mods. Required for all mods and the Darktide Mod Framework.
- 108KB
- 3.3k
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A basic tool for enabling/disabling mods. Required for all mods and the Darktide Mod Framework.
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Adds way more visual information to the HUD, check the full description down below!
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Show healthbars from the Psykanium in regular game modes, togglable by enemy class
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Migrated to Collectible Finder.
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Reveal all blessings available for the weapon in Re-Bless screen.
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Character Screen Contracts (aka Better Melk)
Displays your current contract progress in character select.
- 4KB
- 1.1k
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Character Screen Contracts (aka Better Melk)
Displays your current contract progress in character select.
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Sorts the Mission Board into a grid pattern, organized by difficulty.
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Makes the Armoury and Melk load faster, and makes the Premium Store load MUCH faster. Also makes the Mourningstar itself load faster, and makes the Psykhanium load MUCH faster.
- 43KB
- 827
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Makes the Armoury and Melk load faster, and makes the Premium Store load MUCH faster. Also makes the Mourningstar itself load faster, and makes the Psykhanium load MUCH faster.
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Enables you to toggle visual aids for identifying other players. You can toggle the default skeleton-hologram, a highlighted mesh, and an outline, in any combination.
- 5KB
- 578
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Enables you to toggle visual aids for identifying other players. You can toggle the default skeleton-hologram, a highlighted mesh, and an outline, in any combination.
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Adds colour to the icon for the Ammo Crate to indicate how many charges are remaining
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Adjust the view/tag distance of item interaction icons.
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This will add visual indicators to audio cues from various special/elite enemies eg, mutants and hounds. This will also offer visual backstab warning. Useful for the HoH/Deaf
- 652KB
- 372
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This will add visual indicators to audio cues from various special/elite enemies eg, mutants and hounds. This will also offer visual backstab warning. Useful for the HoH/Deaf
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Adds a prompt to the Title Screen to exit the game (or press ESC)Adds a button for the Mission Board, enabling queuing for missions from character selectAdds a button to load straight into the Psykhanium, bypassing the Hub.Adds buttons for various vendors, enabling shopping from character select without having to load the Hub.
- 6KB
- 353
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Adds a prompt to the Title Screen to exit the game (or press ESC)Adds a button for the Mission Board, enabling queuing for missions from character selectAdds a button to load straight into the Psykhanium, bypassing the Hub.Adds buttons for various vendors, enabling shopping from character select without having to load the Hub.
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Automatically orders and loads valid mods without requiring mod_load_order.txt or vortex load order management
- 5KB
- 332
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Automatically orders and loads valid mods without requiring mod_load_order.txt or vortex load order management
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It makes your inventory a 2D grid with three items per row, and it does it pretty karking well if you ask me.
- 9KB
- 296
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It makes your inventory a 2D grid with three items per row, and it does it pretty karking well if you ask me.
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Enhanced Descriptions, highlighted numbers and keywords for Weapon/Curios Blessings and Perks, and Talents.
- 64KB
- 257
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Enhanced Descriptions, highlighted numbers and keywords for Weapon/Curios Blessings and Perks, and Talents.
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Gives you access to a bunch of settings for customising the loot/material pickup notifications.
- 5KB
- 174
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Gives you access to a bunch of settings for customising the loot/material pickup notifications.
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With this bad boy *slaps roof* you can search through your items, with text!
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Mission Lobby - Show Ranged Weapons
Players will now be holding their secondary / ranged weapons in the mission lobby instead of their melee weapons
- 2KB
- 147
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Mission Lobby - Show Ranged Weapons
Players will now be holding their secondary / ranged weapons in the mission lobby instead of their melee weapons