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Rapporter et oversættelsesproblem
Let me go over the ways
1: they stuck some additional curio additions mods above courtyard plus, then complained they weren't getting the unique curio art and interactions this mod has.
2: they installed more prisoners mod, which overwrites the courtyard generation file, that this mod also overwrites.
3: they installed monster tweaks mod and stuck it above this one, then complained that the tweaked AI from this mod wasn't working (before the cherub update).
And many others.
Basically: nearly full courtyard rework mod is actually incompatible with a lot of other courtyard mods that also rework the courtyard unless specifically made for it, who knew!
Also: Before the 64 bit update, space is important. DD only had access to 2GB of memory. It didn't matter if you had 64GB of ram, DD would only ever use 2. It was a very limited game and people constantly pushed 200+ mods. So small optimization to be able to load more data and take up less space was important. And the People still use the legacy client, so space is still important.
to solution 1: this mod ALREADY changes nearly every single vanilla courtyard monster, so mods that change base monster data already conflict.
Finally: the croc AI is separate since I did not do that part of the mod. I asked Cho to make something and they added it to the mod. I just never got around to fully combining it since it's AI bugged out a few times in the past. It is easier to work with it when separated in its own file.
Honestly, anyone who can run Darkest Dungeon cares more about mods not breaking their save files from conflicts than they do about tiny performance gains
If you were trying to protect your AI from being altered, there are better ways:
1.Use new AI sequence. Create and use new entry like tick_zombie_J in a separate file. This is the best compromise. It would only conflict with other mods that change the monster's base data
2.Create entirely new enemy types. Duplicate the monster data (e.g. CP_tick_zombie_A) and update all spawn files. This guarantees zero conflicts with vanilla-altering mods, but it's a huge amount of work and breaks compatibility with mods like HBM that use vanilla IDs
The easiest and most player-friendly solution is to just use the separate AI file you already created
There is even a warning on this mod page, that it edits vanilla files.
Farmstead plus didn't need to change vanilla monster AI. The AI of the vanilla farmstead monsters work fine. If it did, then it would be in a single file as well.
Your mod uses the vanilla Crimson Court AI file ID, but adds AI for your new monsters directly into it.
If possible, could you please move the AI entries for these new monsters to a new AI file instead of sharing the file ID with the vanilla one?
I've seen this error message reported very, very frequently:
> No monster brain class with id:Blood_Cherub_A <
Without a doubt, the people experiencing this are running other mods that also alter the vanilla Crimson Court's enemy AI. I believe their intention is to use Courtyard Plus to add more reasons to visit the Courtyard, while also using another mod to enhance the vanilla enemies.
However, because of the duplicate ID, enemy AI goes missing.
If you move the new enemy AI to its own file, it would resolve most of these errors and greatly improve your mod's compatibility. Your Farmstead Plus mod, which doesn't modify vanilla AI files, is a perfect example.
The third is just using both of the above methods, having a copy of this modfile occur both before and after the Red Hook DLC. So far as I can tell, this shows no errors and always works, yet again I have not had the time to actually verify that everything works as intended... again any help would be much appriciated
A final problem that every one of these solutions creates is that if the version from the steam workshop (activated from the in game mod list) always seems to break something
I am sure that whenever I can get the game to start I am certain the mod is working to some degree, the stagecoach has had characters with the quirks from this mod and the courtyard is hidden as described in the first bullet point of the section "what is in this mod currently". Again, I am unsure is
I have three variations that showed promise all based around the idea of moving the modfiles into the dlc folder of darkest dungeon, yet they appear to be somewhat inconsistent with if they load without error.
The first variation involves copypasting the modfile as is, numbers and all (which alphabetically would place C+ ahead of the Red Hook DLC). This seems to load almost always yet sometimes does show an error window which can simply be closed and played as normal. I am unsure if this creates problems in the future, most of this time has been dedicated to simply getting the game to start with these mods -- any help verifying this would be much appreciated