Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
is there a curio guide for it?
- Conflict with Town Wars mod
- Bug related to 64-bit client
Players have crashes with The Incandescent Whisperer mod too.
(mash_entry_index < mashEntries.size())
MashGuide::GetMashEntryResultByTypeIndex in mash_guide.cpp line 331
Couldn't find mash entry 21 in eMashType 0
@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.
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
Maybe steam didn't download it fully. Unsubscribe and resubscribe the mod..
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
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
This mod has over 100+ changes to the courtyard and it would be impossible to list them all. The change you listed would fall under "curio changes" which is already listed. The list is meant to go over more of larger changes this mod does.
Also...
This mod does not change the spawnrate of those curios (vanilla rates listed below) and just gives them a unique appearance.
Spawnrate of the cruios (both vanilla and this mod)
```
"id": "high",
"infestation_curio":"cc_infested_egg_cluster",
"short_curio_count":[1,3],
"med_curio_count":[2,5],
"long_curio_count":[3,6],
"dungeons":["cove", "crypts", "weald", "warrens"]
```