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This mod doesn't even have town event activator anymore.
You should not have original installed if you want to use this one.
After going through the files I don't see anything that would cause crashes, pretty clean mod overall.
I have the same issue as below, thought my save was corrupted.
Mash variety project has a statement saying that vanilla mashes are overwritten by the mod (think monster formations originally made in the main game files). This is perfect for what the mod aims to do, but it means if any other mod does the same thing, a mod conflict occurs.
Normally, this issue never comes up, since mod authors will create their own mash files (basically, create the same files as the base game does, but rename them).
Initially, this mod (the original and the fixer version) were still using vanilla file names, so the incompatibility with mash variety project came up. That has since been corrected by the fixer version, with the files for the mashes being renamed.
Will you also do it for Army of bones and House of piggy ?
Be wary: When an update removes mashes and your last autosave was in a dungeon, you will get an error message and the areas where the mashes should have spawned will act weird. Things should normalize by the next quest. If they don't, that's a genuine issue.
Let me know if anything comes up! I'll be looking into the other two mods as the days pass to make sure the vanilla mashes are gone from those mods too.
As for removing vanilla mashes, that is a very tedious process that I'll look into doing in the next few days.
Tho i get the same issue of non-appearing quest bosses and I don't use courtyard + or variety project but i think this is conflicting with the new mash formation from the mod "darkest dungeon tactics", so you can add this one to the incompatibility list.
Quoting velkest comment from AJ mod page might help you find/fix the issue:
"The way your .mash files are named, they overwrite the games own .mash files for the cove, replacing the vanilla formations. That's not terrible, since the vanilla formations are included in your files, although it is not great either. It does make your mod incompatible with any other mod that actually wants to overwrite vanilla formations. You should name Your .mash files something like kraken.cove.1.mash.darkest, and also remove all vanilla formations from the new files, since they wont be needed anymore. This makes the game add your formations into the game, rather than overwriting stuff".
My only guess reviewing your mods is the meat mod (big maybe) and maybe the no butcher's circus icon (also big maybe), but then again, uninstalling this fixed it.
For right now, I'll have this on my radar, but if I can't reproduce it on my test save, I have to assume it is working fine.
1- 50% Combat Speed
2- Size 2 chevalier for CCPlus
3- Courtyard Plus
4- The Fixer- Unleashing of the Kraken
5- Nerub
6- The Meat
7- Bogatyr Mod
8- The Duchess
9- No Butcher's Circus Icon
Don't remember what expedition have I done before it started crashed, but I believe the game might have been trying to generate the quest for the Veteran Kraken and failed to do so, so it created a consistent CTD loop.
Question: did you get out of a cove mission before the CTD started happening? What kind of mission did you get out of? Did the mod cause CTDs just today? Did you go back into the game one more time to make sure it was a consistent crash? Sometimes I get crashes that'll just not happen again when the file is loaded after the crash (DD is weird sometimes). Did you download any additional mods today?
If you want, you can give me your load order and I could try to see if there was a conflict of some sort.