Darkest Dungeon®

Darkest Dungeon®

866 oy
Courtyard Plus
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33.906 MB
22 Haz 2018 @ 20:06
29 Tem @ 4:57
212 Değişiklik Notu ( görüntüle )
Bu öğeyi kullanmak için DLC'ye ihtiyacınız var.

İndirmek için abone ol
Courtyard Plus

Moon/Void Slime tarafından 4 koleksiyonda
Moon Slime's Mods that she actually likes
31 öğe
Deathmoon Modpack (in proper load order)
64 öğe
Deathmoon
18 öğe
Burning Estate
60 öğe
Açıklama
~~~Welcome to the courtyard, we have fun and games~~~

Courtyard Plus is designed to be an expansion onto of the regular Crimson Court DLC. It's main focus is to add onto the DLC, while trying to keep the base feel and flow of the DLC there. All feedback is welcomed.

Installation
Due to the nature of this mod, it works best on a fresh save. If you are installing on an old save, make sure you are in a quest from the ruins, cove, weald, or warrens. Then turn on this mod. If you wish to uninstall, again make sure you are in a mission in the weald, warrens, ruins, or cove.

What is in this mod currently
  • The initial plot quest now happens at week 9 instead of week 3. This should give you more time to get ready for the Croc. The courtyard will be missing from your quest screen till this happens.
  • You are required to beat The initial plot quest to start the DLC like normal.
  • The Courtyard now levels up.
  • Curio Changes
    • The Lost Treasure Chest now has a unique look to it to make it look different from a hierloom chest. Keyhole removed since there is no key interaction.
    • The winemaker's reserve cuiro has a unique look.
    • The trinket box has had it's keyhole removed since it has no key interactions.
    • The Hives required for the "Burn the Hives" quests now have a unique look.
    • The key curios have a unique look to them.
  • An "Explore" and "Skirmish" Type quests added.
  • The Courtyard is now treated as a regular area in terms of the Thing, Collector, and snakes spawning.
  • An "Activate the curio" type quest added. This one is themed after the burn the hives quest. It has unique icons.
  • The Courtyard has a unique spawn map generation to it, making it different from other dungeons.
  • The quest "Gather the blood" as had it's cap removed. Before, it would stop showing up if you have killed the countess. I am leaving this quest in like this as the "Gather the item" quest for the area.
  • You can still progress through the story of Burn the hives -> Baron -> Viscount -> Countess.
  • Reworked Boss Trinkets!
  • Thanks to the courtyard now being a regular region in addition to it's plot quests, there are Region quirks.
  • New Bloodsucker quirks.
  • AI tweaks. So bloodsuckers will use the thirst less, making them actually use some of their non-beast mode attacks.
  • Tic zombies will now also mark heroes and use gather the blood 95% of the time against a mark hero.
  • New Courtyard Backgrounds.
  • Mash adjustments for infections. So mashes are now mixed with the local enemy groups.
  • Added a new effect for the Baron fight that is purely cosmetic. His room starts empty and then guests fill the background when the fight starts. They will leave when the fight is done.
  • Adds a boss qest at level 4 and 6 to hunt the Croc. The Champion Croc quest has a unique trophy trinket. He also has a new boss screen in the same vain as the other bosses. THIS CROC ACTS DIFFERENTLY FROM THE REGULAR CROC!
  • Adds a boss quest at level 3, 5, and 7 to hunt the Garden Guardian. He also has a new boss screen in the same vain as other bosses and a new boss Torphy.
  • The Fanatic will have a few things done about him
    • His encounter rate has been changed. The more cursed heroes you have, the higher chance he has to spawn. 4 cursed heroes on a high infestation means 100% chance for him.
    • His Pyre now has the enemy type of Unholy and Carpentry, instead of Unholy Carpentry. So anything that adds damage to unholy now adds damage to the pyre.
  • Mash adjustments for the courtyard. Expect to see some Gargoyles there.
  • Four new enemies: the Tick, Mawmite, First-Rank Captain, and Blood Fountain.
  • No more carrion eaters or large carrion eaters in the courtyard!
  • Support for level 2 and 4 quests. You need a different mod to access them, Find it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1469652546

What will come
  • NOT ALL LOCALZATION IS DONE! It is being worked on.

What I would like to happen for this mod
  • New Enemies for the courtyard and for the infections. However in the current state of things, I do not have the funds to get that done. If any artist or animator would like to help out, I would greatly appricate it.

Localizations
Courtyard Plus is currently translated for...
  • SChinese
  • Russian
  • French
  • Korean
  • English

Known Issues
Some times when leaving endless mode, your quests will vanish. Reload the save for them to appear. This is not an issue with this mod, but an issue with the game since CoM has been released.

~~~The Nature of this type of mod~~~

Due to how this mod works on expanding existing crimson court content, I had to edit the base files for Crimson Court. If any other mod overwrites any of the files that this mod uses, it will break this mod.


Special Thanks

Negativeshielding: For helping with some quest descriptions.
Balgin [The Dwarf]: For Also helping with some quest descriptions.
Dedexy: For editing the fx file for the updated infestations. Also for trinket feedback.
Landgreen: For a lot of art. The burn hive quest icons, croc boss screen, and new backgrounds for the courtyard.
AshleyWest: For his constant feedback to make this into a better mod, it is greatly appreciated. Also for some strings.
Alex: for testing
Anti: For insperation on the Tick and Mawmite
Koala: For art n animation
Seal: for animation
Mafe: new The Cure icon
NBB: Schinese localization.
Shadr: Russian localization.
SB312: French localization.
Iris: Korean localization.
Smarmy: for helping with the Captain
Comrade: art
Marvin: original Captain concept

Chogex: For a reworked custom version of the Alpha and Apex Croc Fights.
Battard: For testing the custom reworked version of the croc fights.

Super Special thanks to Ori, Chape, and Batted. While you guys might not be coders/artists/animators. your input from testing is invaluable, as is the screenshots you provide. form the bottom of my heart, thank you three so very much.
___________________________________________________________________________
This mod 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.
Popüler Tartışmalar Tümünü Görüntüle (2)
22
16 Ağu @ 11:57
Balance feedback
Moon/Void Slime
3
4 Eki 2023 @ 19:26
Compatibility
XarisZ
492 Yorum
Verllero 19 Eyl @ 22:13 
I suggest a quest to hunt a Vampire.
Moon/Void Slime  [yaratıcı] 30 Ağu @ 15:14 
You're worried about the AI, but people have broken this mod many times not by not reading instructions and realizing this is an overhaul mod.

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!
Moon/Void Slime  [yaratıcı] 30 Ağu @ 15:06 
Again, this is listed as an OVERHAUL mod. If people can't read and download other mods that are incompatible, then that's in them.


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.
CNEIO 30 Ağu @ 13:56 
So you already have a separate AI file for two of your monsters, but you chose to inject the AI for all the others into vanilla file just to save a few kilobytes and milliseconds?

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
Moon/Void Slime  [yaratıcı] 30 Ağu @ 7:34 
This mod edits the vanilla monster AI. It's an overhaul mod. The custom monsters are in the same file to reduce file space and load times, since it already edits vanilla files.

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.
CNEIO 28 Ağu @ 11:21 
Hey, I've noticed a potential issue.
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.
Can the Garden Guardian's task be kept permanent? Those random tasks negate the Garden Guardian boss:onion:
blank.planks4r 14 Tem @ 19:25 
The second is copypasting the modfile but just renaming the outermost file to something which would alphabetically follow the Red Hook DLC. This never works to my knowledge, always crashing the game

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
blank.planks4r 14 Tem @ 19:25 
I was hoping for some help dealing with a possible solution to the errors highlighted by Monkeyilson (and others, but they are most recent). I play on mac and was trying to get this mod to work and found a possible workaround... but I am not experienced enough nor do I have the time to ensure that this fix actually works.

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
Moon/Void Slime  [yaratıcı] 12 Tem @ 21:16 
if you are a linux player, for some reason this mod doesn't work despite that asset existing.