Darkest Dungeon®

Darkest Dungeon®

Fancy Corvid Quirks
46 Comments
Nyarlathotep  [author]
Oct 5, 2022 @ 1:19pm 
Cool ^ - ^
Oct 4, 2022 @ 8:48pm 
No worries, it's on me. I'll have to try a different run, though. I really wanted to try these quirks out, especially the bad ones :D
Nyarlathotep  [author]
Oct 2, 2022 @ 1:43pm 
Ah dang, sorry about that.
Oct 1, 2022 @ 10:18pm 
Yeah, probably does not work for me then, I have a repeatable shrieker mod but that did not give me a quirk. Too bad. I'll have to try a new one without that shrieker mod.
Nyarlathotep  [author]
Sep 30, 2022 @ 1:06pm 
I'm not certain, but that's probably the case.
Sep 30, 2022 @ 8:57am 
Okay, just to be sure, you can obtain the quirks only when you get an unmodded Shrieker event, without any modifications?
Sep 25, 2022 @ 4:56pm 
Thanks a ton! I'll test it out as soon as I can!
Nyarlathotep  [author]
Sep 25, 2022 @ 8:14am 
I went and created a new version of the mod for you to test, it should make the quirks without cooldowns irreplaceable. I haven't tested it though, so please tell me if it has the desired effect.
^ - ^
https://steamcommunity.com/sharedfiles/filedetails/?id=2867585170
Sep 24, 2022 @ 11:45pm 
Okay, so how about the negative quirks, do they get replaced as well? I suppose...right?

Because that was what I was aiming for, stacking negative quirks.

Personal reasons. Ahem. But still.
Nyarlathotep  [author]
Sep 24, 2022 @ 11:14am 
Unfortunately because of the way the game works, I had to construct some of these quirks to actually multiple quirks linked together, kind of like crimson curse. In order to function they have to periodically replace themselves with their alternate versions. Thus they can't be irreplaceable. I agree with you though, I wish I could make them irreplaceable, that was my original intention when I make this mod.
Sep 24, 2022 @ 7:43am 
Can't we make the quirks irreplacable, like other unique quirks in the game? You know, the prismatic quirks. They don't disappear unless the booger with the quirk dies.
Nov 10, 2021 @ 7:23pm 
imagine the coincidence. The person who suggested the name must be subscribed to this lol.
Nyarlathotep  [author]
Dec 5, 2020 @ 6:37am 
haha, yea I suppose the name of this mod has not aged well.
Dec 4, 2020 @ 5:48pm 
i thought it was quirks about the corvid virus and got rly confused lmao
Nyarlathotep  [author]
Jun 2, 2019 @ 5:12pm 
If anyone else experiences this let me know, I'd like to find a solution.
Nyarlathotep  [author]
Jun 2, 2019 @ 5:10pm 
If you have another mod that alters the shrieker quest it will probably disable getting the quirks.
Another reason could be that you're using a mod to fight the shrieker outside of the normal trinket recovery quest. (The quirks are tied to the quest, not the shrieker itself.)
The only other reason I can think of is that a mod you're using overwrites the entire base game quest pool.
Jun 2, 2019 @ 2:56am 
Here is what is currently happening:

The Quirks are added to the game (they will appear on heroes in the stage coach), but fighting the Shrieker does not grant me any of the new quirks. I've tried loading the mod in the top, bottom and middle of the mod load order, to no effect.

I presume there's a compatibility problem, but have no idea where to start looking. :|
Jun 2, 2019 @ 2:18am 
Any idea whether this mod prefers a bottom or top load order? Sometimes it seems to just switch off.
Nyarlathotep  [author]
Jun 1, 2019 @ 11:14am 
themidnightfoundation This could be done by setting the "can be by new quirk" option to false on every base game quirk. But that can't be done for the quirks in this mod, as it essential that that option remains true in order for the quirks to function.
Nyarlathotep  [author]
Jun 1, 2019 @ 11:08am 
GiantD1warf thanks for the info, but for now I'm going to focus on creating my next quirk mod. I might research this further once I have time.
May 31, 2019 @ 10:22pm 
Is there a mod that prevents Quirks from replacing each other?
May 30, 2019 @ 1:49pm 
If there is a known way to do that, they probably know of it.
May 30, 2019 @ 1:47pm 
Have you checked with the mld discord?
Nyarlathotep  [author]
May 30, 2019 @ 1:20pm 
The design of the quirks prevents them from being non replaceable. The way alternate item effects work, you can either have an item trigger a quirk transformation, or have an item trigger an effect. Not both. I found a way around this by combining an effect with a disease roll to mimic quirk evolution. The downside to this is that the quirk must be replaceable, or the disease roll will fail and the quirk will not replace itself. If somebody has an idea to work around this let me know.

May 30, 2019 @ 8:27am 
Well perhaps not by the sanitarium but you could introduce a special item that could evolve the quirk into a non replaceable version of itself. Like a limited rare reward kind of thing.
Nyarlathotep  [author]
May 29, 2019 @ 7:38pm 
I agree, but this is impossible. Let me explain how these quirks work

1- An ability is used.
2- The user triggers an invisible disease roll.
3- A duplicate disease (quirk) is applied to the hero.
4- The new quirk is incompatible with the old quirk, so the old quirk deletes itself.
5- The new quirk evolves back into the old quirk after the cooldown is finished.

Since these quirks are always replacing themselves, even if you could lock them, they would unlock themselves after using an ability. I could likely make it so Bestial Vitality and Feather's Grace could be locked, but I chose to aim for consistency among the quirks.
May 29, 2019 @ 6:58pm 
It is very unfortunate that these Quirks can't be locked in. :(
May 21, 2019 @ 4:45pm 
kinda op
May 20, 2019 @ 2:45pm 
No problems, i'm thankful i can help
Nyarlathotep  [author]
May 20, 2019 @ 1:15pm 
I've updated all versions so feral delirium should function as intended.
Nyarlathotep  [author]
May 20, 2019 @ 12:43pm 
Oh snap, you're right. I had an old version of feral delirium in the mod without knowing. Thank you for pointing this out, I probably wouldn't have found it otherwise. I'll update the mod.
May 20, 2019 @ 9:07am 
I think there might be a problem with feral delirium, it sometimes causes torches to not produce torchlight upon being used, sometimes giving 20 stress one or more times at once, and not markig upon being hit.
Nyarlathotep  [author]
May 18, 2019 @ 4:19pm 
No problem, glad i could help ^ - ^
May 18, 2019 @ 2:23pm 
It is really nice the amount of extra work you put in for the sake of people getting the form of this mod they want, really is nice of you
Nyarlathotep  [author]
May 18, 2019 @ 9:16am 
Thanks but it's not mine, if you're interested you can click the link to view some more artist folk.
May 17, 2019 @ 5:57pm 
I am a fan of the fancy Birb artwork.
May 17, 2019 @ 12:15pm 
Huh, that's interesting. Thanks for clearing that up.
May 17, 2019 @ 11:21am 
ahh yes, that's true
Nyarlathotep  [author]
May 17, 2019 @ 11:09am 
It helps enable low hp effects. (Like the flagellant trinkets and such) The hero's hp remains the same, but because their maximum hp has increased, these effects trigger more easily, as the hp range they need to activate is expanded.
May 17, 2019 @ 11:04am 
Yeah, that is a little streange.
May 17, 2019 @ 10:32am 
Always nice to see new quirks and these are pretty unique but there's one thing that confuses me. What's the point of having increased max hp if you are below 50%? Doesn't the hero just lose the increased hp the moment they are above 50% again?
Nyarlathotep  [author]
May 17, 2019 @ 9:47am 
Okay I created a new version for you, link is above.
Nyarlathotep  [author]
May 17, 2019 @ 9:21am 
Sure I can do that, just a moment.
May 17, 2019 @ 5:10am 
Could a version not be made that just adds these to the already existing pool of corvid quirks?
Nyarlathotep  [author]
May 16, 2019 @ 2:25pm 
Thanks, feel free to use anything from this mod if you end up making more item quirks. The workshop could definitely use some more. ^ - ^
May 16, 2019 @ 1:56pm 
Damm it, you beated me to the item changing quirks... nevertheless good mod.