Darkest Dungeon®

Darkest Dungeon®

Courtyard Plus
485 Comments
blank.planks4r 14 Jul @ 7:25pm 
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 Jul @ 7:25pm 
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  [author] 12 Jul @ 9:16pm 
if you are a linux player, for some reason this mod doesn't work despite that asset existing.
Monkeyilson 12 Jul @ 2:55pm 
if i manually install the mod i get the following error

Assert Failed:
(SpriteLibrary::Instance().GetSpriteIdName(string_hash(pActivateClass->m_CurioGraphicName.e)) != nullptr)

Quests::SystemClass::LoadTypes in quest_class.cpp line 1348

Couldn't find quest activate curio cc_hive_quest. Make sure this exists in the second column of curio_props.csv file

ESC to skip

any ideas why?
alexschulzweil 9 Jul @ 3:02am 
Lv6 croc is way too insane. 36Dodge, 32+Hp healed every second round, Apex Predator sometimes on two chars 4/3 bleeds....
Ysak 15 Jun @ 2:21pm 
Has Lone Esquire been removed? I was looking through the mash files but I couldn't find him (he is esquire_D, correct?).
Foxfire94 15 Jun @ 1:24pm 
The Exalted Symbiosis isn't animated in combat, just encountered one today.
JP 54464 15 Jun @ 11:01am 
I just started this mod and I love it.
is there a curio guide for it?
JMO 7 Jun @ 5:32pm 
Unless I'm blind, the page has no mention about the districts this mod adds. Was curious to how the "cursed research facility" worked exactly and thought I'd find it here
Pyro_Rat 6 Jun @ 9:18am 
sorry my bad, apparently the update messed with my workshop list and steam decided to delete all my mods, after subbing again it's working
Tovio 6 Jun @ 3:24am 
The new monsters' sounds are working now, thanks for the update. About Mad Fanatic's crashes: I had zero problem with his town invasion. I have 2 theories:
- Conflict with Town Wars mod
- Bug related to 64-bit client
Players have crashes with The Incandescent Whisperer mod too.
托丽莲睡拿 5 Jun @ 10:17pm 
The monster 'bugflag' has an issue with its behavior – it remains completely motionless.
Moon/Void Slime  [author] 5 Jun @ 3:24am 
are you on the 64 bit or the legacy client?
Pyro_Rat 4 Jun @ 4:40pm 
The new update is crashing
(mash_entry_index < mashEntries.size())
MashGuide::GetMashEntryResultByTypeIndex in mash_guide.cpp line 331
Couldn't find mash entry 21 in eMashType 0
Joni Kanoni 4 Jun @ 11:38am 
How to know, if mods alter the vanilla CC files?
Better boss trinkets? As in better boss rewards? If that's the case, no wonder... Right, noted and will try again, thank you.
Moon/Void Slime  [author] 4 Jun @ 3:13am 
Sound issues and added the missing localizations for other languages.

@Oh hell no. Degenerate of yore
Do you have better boss trinkets? that is incompatible with this mod unless you have the CC+ version and will cause crashes.
Discounted Potato 3 Jun @ 10:41pm 
The cherubs don't have any sounds for some reason.
Lady_Gendercide 2 Jun @ 7:31am 
Does this work with Koalas creature collection?
Eludan Veilmourne 1 Jun @ 10:47am 
hello i have the same issue regarding baron swapped by croc !! did my whole 50 hour run get ruined ?
AngryHedgehog 1 Jun @ 8:16am 
Hi, just wanted to send a message to let you know that like a couple other people, I have also had the issue where the Baron is replaced by an Alpha Crocodilian and thusly I am not able to complete the quest.
Had to disable the mod for a moment to load into a dungeon. Only the Fanatic is causing crashes, and that particular event alone.
Hmm... has anyone ever figured out why the Crazed Fanatic town event is crashing upon hitting the Provisions button?
Satoshi Deluna 17 May @ 9:20am 
Today I had the problem of appearing the Alpha Crocodilian instead of the Baron while finishing the epic quest and I've been basically locked in into not being able to end the quest since I can't kill the Baron. Is there anything I can do to solve it or should I just wait for the mod to be updated?
SSS-class Warlock 17 May @ 4:19am 
The mod kept crashing my game in counrtyard. Sometimes at the start of a fight, sometimes in the middle, and today it crashed every time I tried to load the save file which crashed in the middle of a fight.
I had to disable the mod to get it working again, and that's unfortunate.
As for the cause I do not know, but I have some skin mods running for the Courtyard and one of the size 2 enemies from your mod had broken animations. Maybe this helps with a fix
odiswizard 10 May @ 3:04pm 
nvm turns out it was just rng
odiswizard 9 May @ 1:06pm 
I have been playing a lot of courtyard missions yet have not seen any of the new ones. i know you said it was rng but it seems like it might be something else. Maybe the new shadows mod as i only face those 2 and the older courtyard plus enemies.
Tovio 7 May @ 2:57pm 
Cherub and Frightening Gargoyle have no sounds.
Joni Kanoni 7 May @ 12:30pm 
Not entirely sure how the conflicts work. Am I not allowed to use any mods, that contain a dlc/580100_crimson_court path, is that correct?
Moon/Void Slime  [author] 6 May @ 10:21am 
yes, I said not all localizations are done yet in the patch notes.
Mr.FosterZ 5 May @ 10:45pm 
Some trinkets have the typical error of the blue letters when the localization is missing, for example the ancestor letter opener has the error where it should say (on hit applies to all targets of aoe skills), the fanatic gear also has the error in the first two paragraphs,I play in Spanish
Moferowy 5 May @ 4:56pm 
specifically "Alpha Crocodile" is it from this mod? Im not sure.
Moferowy 5 May @ 4:53pm 
I'm trying to figure out what's causing this bug. Instead of fighting the baron, a crocodile appears and I can't finish the mission because the baron is nowhere to be found. The mod is above the others in load order
Moon/Void Slime  [author] 5 May @ 12:23pm 
that's just RNG.
odiswizard 5 May @ 9:21am 
for some reason the new enemies are not appearing at all. I have been using the test version of the new update and swapped that mod with the original Courtyard plus.
Frederick O'Cholera 4 May @ 2:21pm 
Please update the loc files, all the new constant is a blue strings.
Moon/Void Slime  [author] 4 May @ 11:44am 
are you absolutely sure you have nothing that edits the courtyard? Cause I checked the files and it's there.

Maybe steam didn't download it fully. Unsubscribe and resubscribe the mod..
lolxd 4 May @ 5:51am 
whenever i start the game this crash message appears:
Assert failed:

(pReturnMonsterBrainClass != nullptr)

AI::MonsterBrainClassLibrary::GetMonsterBrainClass in monster_brain_class.cpp line 681

No monster brain class with id:Blood_Cherub_A

I do not have any other mod that edit the courtyard so i believe that the issue stems from this mod
Eiden_is_FIRE 4 May @ 5:02am 
Thx!
Moon/Void Slime  [author] 3 May @ 8:20pm 
move the mod higher in your load list. If you have other mods that edit the courtyard, it will cause conflicts.
Eiden_is_FIRE 3 May @ 6:08pm 
When I enter a quest to kill the guardian, it doesn't appear in any room
Moon/Void Slime  [author] 3 May @ 12:34pm 
force update, it was fixed 3ish minutes ago
Vortexlortex 3 May @ 12:31pm 
After the new update when I start the state this appears: Json parse errors were found in c:/ProgramFiles(x86)/steam/steamapps/workshop/content/262060/1419429961/raid/ai/courtyard
Errors: must be a comma or "J" after an array element.
And this one:

Assert Failed:

(pReturnMonsterBrainClass != nullptr)

Al::MonsterBrainClassLibrary::GetMonsterBrainClass in monster_brain_class.cpp line 681

No monster brain class with id:captain_tik
EarthMover 3 May @ 12:22pm 
I think the recent update caused an issue with the captain_tik monster. Game said something about ] expected, possibly a misplaced comma.
testudo erat numen 19 Mar @ 11:51am 
Great mod, makes Courtyard feel like a full area now!
🩸 Нюк 🩸 14 Mar @ 11:33am 
здорово !
< blank > 9 Feb @ 3:56am 
681
Moon/Void Slime  [author] 7 Feb @ 1:40pm 
move the mod to higher in the load order. It's working for others.You have a conflict somewhere.
MagikShadowe 6 Feb @ 7:09pm 
Bug: Eroded Guardian Quest (don't know about the others) doesn't seem to actually spawn the boss in. I have attempted the quest TWICE now, and I have gone through the entire dungeon, seeking the boss, but finding nothing - I even went and fought every single battle that was in the dungeon, but no luck. It's irritating having to force my guys to retreat just because of a bug, but oh well. I like the rest of the mod, it's pretty good.
XIII 5 Feb @ 2:13pm 
Bug: The Lonely Squire's Skewer move has no sound