Darkest Dungeon®

Darkest Dungeon®

the Crimson Court: New Vision
46 Comments
ravenz Apr 19, 2024 @ 9:56pm 
is this compatible with Level 2 and 4 Quests?
NikoKV  [author] Aug 10, 2021 @ 2:01am 
@LZK
In this mod it can't be enabled or disabled, it is just simply removed
JillSandwich Aug 9, 2021 @ 6:48pm 
I'm sorry, how do you enable Bloodlight?
NikoKV  [author] Aug 1, 2021 @ 11:30pm 
@Helena:Redgrave
>> I think it gives the courtyard a certain uniqueness

IMO design of Bloodlight stick good to huge sizes of CC maps (I mean these maps which were in original CC). But during making my mod, I figured out that with smaller sizes (which closer to core locations) Bloodlight isn't fit well and it is make playthrough easier. Also role of torches became undefined so all that made me to do a step in direction to remove Bloodlight and "+1 stress" rule.
Also I kept in my mind that some players like to get some challenge by playing torchless runs, which original CC don't support any way.

So I guess there are still a lot of stuff left in CC which make this location super very unique from any other still :)

P.S. Just in case about your request (\scripts\raid_settings.json)
Helena Redgrave Jul 31, 2021 @ 3:49pm 
Never mind, I figured it out, great mod :steamthumbsup:
Helena Redgrave Jul 30, 2021 @ 11:10pm 
Would a version (or patch) that keeps Bloodlight be possible? I think it gives the courtyard a certain uniqueness, it doesn't quite feel the same without it.

If not, think you could tell me which files I'd need to edit?
NikoKV  [author] Jul 21, 2021 @ 3:12am 
@PotaDOH
You are welcome :)
Regarding your question: nop, this part of CC-design is untouched, I only modified chances of getting curse during battles.
PotaDOH Jul 19, 2021 @ 11:30am 
Thanks for making this.
Does this change the chances of heroes being infected in treatment facilities with cursed heroes?
NikoKV  [author] Jul 6, 2021 @ 1:32pm 
@PotaDOH Yeah it is an old issue, but recent patch (6th july) should fix it.
PotaDOH Jul 5, 2021 @ 7:37pm 
This was in the courtyard.
PotaDOH Jul 5, 2021 @ 7:37pm 
I had a "room battle with curio" that had the empty room icon, and after I finished the battle there was no curio but it still said "curio" on the map.
NikoKV  [author] Jun 13, 2021 @ 7:25am 
@PotaDOH I think you can (never hadn't opportunity to test it), but I think shouldn't be any issues. But for best experience probably will be best to use it with new save.
PotaDOH Jun 13, 2021 @ 1:40am 
Am I able to install this in a pre-existing save? I think I would prefer to use this instead of the court mods I currently am using.
NikoKV  [author] Jun 9, 2021 @ 10:49pm 
@PotaDoh In this mod color keys from CC not using. Any chest in CC quests is opening same way as in core locations.
PotaDOH Jun 9, 2021 @ 6:29pm 
Are the keys still a thing?
Underplague6 Jun 8, 2021 @ 8:46pm 
@Niko_KV I understand. Sadly, I don't know much about modding, so I couldn't tell you any way to restore the music, but I guarantee there are other modders who would know how.
NikoKV  [author] Jun 8, 2021 @ 6:24pm 
@Underplague6 Incorrect. It is not broken, it is compromise of choosing between total silence and at least some battle music. I choosed Ruins battle music instead of silence.
Modding of DD it is not as simple as it look like, still lack of many info and settings about game resources. But I would be appreciate, if you will give me correct "guid_override" for battle music in CC :)
Underplague6 Jun 8, 2021 @ 5:13pm 
Music is still broken for this mod. Encounters in the crimson court now only play the ruins hallway battle theme
NikoKV  [author] Jun 3, 2020 @ 2:49pm 
@PotaDOH It is hard to tell, because there are a lot of mods for DD and I can't test each of them :/ I guess shouldn't be any troubles.
PotaDOH Jun 2, 2020 @ 4:19pm 
does this work with the "no crimson curse" mod?
NikoKV  [author] May 23, 2020 @ 12:03am 
@MightNight
I personaly like to do torchless campains, so never liked idea that CC has static bloodlight so that is why I remove it. Also for those who play with torchess will be additional challenge (same as in other locations).

@Lepo
Thanks for understanding idea of why this mod has been created and you are welcome :)
I hope you will like it. Also I'm sure there are plenty of ways to improve it, but at current state I guess it is already very playble and challenging for players. So feeedback will be always welcome.
Lepo May 22, 2020 @ 8:29am 
I really tried to like the DLC but everytime it just annoys me big time.
Fixed dungeon is so bad design i really don't understand what they were thinking.
I'm gonna restart my run with this mod. Very well done!
MightNight May 20, 2020 @ 2:59pm 
Jumped in the first courtyard map tutorial and brought 0 torches since I can't read the whole mod description. Ended up doing a torchless run and my Occultist (on Death Door) was the sole survivor of that run. Darkest Dungeon is back baby!
NikoKV  [author] Dec 17, 2019 @ 4:13pm 
@Baron von Boo
Hi! Would be appreciate if you can provide your save with that issue.

Save folder is located:
C:/Program Files (x86)/Steam/userdata/{your_ID}/262060/remote/profile_{number}/
(if your steam is installed with default setting)

Also I think I have assumption what it can be.
I'm pushed new update with fixes. Please try it and respond if that solve your issue.
Boo Dec 15, 2019 @ 2:16pm 
Update: So, I managed to get past the crash-issue (it was apparently because of a rescued hero), and I played without the mod... only to discover that the missing curios were, in fact, still missing.

I'm no longer certain it's because of the mod, but all the same - if you have any advice or can help at all, please do so - I have absolutely no idea how to fix this issue at this point.
(I have: Removed all related mods, steam-checked files.)
Boo Dec 15, 2019 @ 1:24am 
Hello! I don't know how common this issue is, but for some reason nearly all rooms labeled Curio+Battle Room don't actually have a curio in them. (Literally any room labeled "curio" didn't have a curio. As this was 90% of all rooms and was becoming a drag, I actually tried disabling this mod - but that creates a crash when I try to play without it.) The only curios I actually saw within a proper room were the begging mosquito-nose shrews and the hooded beggars.

To clarify, I did originally have a couple other mods (Improved Curse and Decreased Chance of Curse) but I disabled them when I realized there was a problem, and this is still happening.

I'd really appreciate it if you looked into this problem!
Timbermaw Oct 17, 2019 @ 2:55pm 
Well, sucks for me. Thanks for the attention :steamsad:
NikoKV  [author] Oct 17, 2019 @ 2:53pm 
I just tried to play with completely new save file with only that one mod instsalled (and CC + CoM + SB and no musketeer dlc) and I don't have any issues ;(
Timbermaw Oct 17, 2019 @ 2:46pm 
I just tried again with only the new vision installed and it crashed! Not sure why this would be happening, all I can think of is that I don't have the musketeer dlc installed from the official stuff...
NikoKV  [author] Oct 17, 2019 @ 2:32pm 
The only thing that can used inside the game it is "Options" > "Other" > "Debug output" (checked). But that show just some errors and not guaranteed what that will show all issues.
Timbermaw Oct 17, 2019 @ 2:29pm 
Oh yeah with other mods alongside New Vision. I guess i can try running new vision separately to confirm.
NikoKV  [author] Oct 17, 2019 @ 2:26pm 
Yeah, it is hard to say when there are a lot of mods installed to realize what exactly cause that conflict (game's logs only privilege of game' devs, not like it is now Slay the Spire for instance).

Also, do you mean that you are started new game without any other mods installed, but only with this one (or other were enabled too)?
Timbermaw Oct 17, 2019 @ 2:19pm 
is there a log file I can look at after a game crash to find out what is going on?
Timbermaw Oct 17, 2019 @ 2:15pm 
I get the crashes after doing regular quests in the ruins or wherever
Timbermaw Oct 17, 2019 @ 2:14pm 
Mostly class mods, which I think should be compatible.
Marvin's seo's classes
Werewolf class
Twilight Knight class
The librarian class
Complex Compulsions
Better nomad Wagon,
Marvin Seo's crimson court trinkets for his classes,
CoM trinkets also for his classes
Acolyte of the sun
Amphiteatre district mod
Memorial grounds district mod
Faster scouting
Faster Walking
3 sexy skin mod

I've tried starting a new game with the mod and it crashes, and it stops as soon as I remove it. There might be an incompatiblity somewhere in there but I'm not sure what if there is.
NikoKV  [author] Oct 17, 2019 @ 2:10pm 
@Timbermaw, I never met such problem.
1) What other mods do you have installed?
2) After what quest you get crash?
Timbermaw Oct 16, 2019 @ 7:08pm 
Unfortunately this seems to crash my game every other week when returning to the hamlet, loading the game afterwards works fine. I'd use it if I didn't have this problem.
Izzyzzie Sep 3, 2019 @ 4:41pm 
Thanks for the responses! I'd never heard of this 'the Nightmare' mod, I'll have a look at it.
NikoKV  [author] Sep 3, 2019 @ 4:36pm 
About DD quests:
DD1 - yes, I guess it can be replaced with RNG-map (it is very look like common boss-mission map).
DD2 - here I guess predefined map fit well, because of quest items (RNG-map can spoil all, I mean when all 3 quest's locations will somethere near entrance).
DD3 - here I'm not sure that I can manage and control position of Locus Beacon, it may also randomly spawn somewhere near the entrance and spoil all maps walkthrough
DD4 - here is predefined map also fit well.
So as you see only DD1 worth to change.

P.S. If you want to try RNG-maps for darkest dungeon itself, you can try mod "the Nightmare" (with a lot of other features). But I guess you can do these RNG-maps only after beating DD4.

P.S.S. For personal use I made reworked version of "the Nightmare" mod, which is not modify DD-location, I added separate location with own name. It is using darkest dungeon environment (maps are RNG-generated) + mobs from DD1-2, but I didn't publish it yet.
NikoKV  [author] Sep 3, 2019 @ 4:32pm 
@Rafflesia
>> also I presume torches no longer carry the +3 ACC (1 battle) buff.
Correct, torches only bring light and special buffs are disabled (same as negative buffs: +Stress and -Bleed Resist)

>> also can you still find those chests with the bonus CC trinkets in them in the boss missions?
Here is a bit complicated situation:
- that kind of chest still exists in 1st quest (with Crocodile),
- in random maps it is not appear, but there are a lot of different special events during any CC-quest which will allow you to farm CC-trinkets (and farming pace with these events even higher, than farming pace of predefined maps with these CC-trinkets chests).

>> and might you consider doing a similar thing with the darkest dungeon itself, since you say you dislike the non-randomly generated aspect?
Well, I can say I dislike these mile-long corridors and boring backtracking maps in CC, but some predefined i'm ok with :)
For example I didn't modified CC1 - it is short and fast
Izzyzzie Sep 3, 2019 @ 10:13am 
and might you consider doing a similar thing with the darkest dungeon itself, since you say you dislike the non-randomly generated aspect?
Izzyzzie Sep 3, 2019 @ 10:12am 
also can you still find those chests with the bonus CC trinkets in them in the boss missions?
Izzyzzie Sep 3, 2019 @ 10:10am 
when you say "you need to bring torches or not, if you are to prefer to do torchless runs", does that mean you've removed the fog/mist barrier that needs torches to clear, or do you still need to bring torches to deal with those?

also I presume torches no longer carry the +3 ACC (1 battle) buff.
ttk22 Sep 2, 2019 @ 8:58am 
Wow!! It's awesome!! Thanks!
NikoKV  [author] Sep 2, 2019 @ 2:39am 
@FrankWest21, not exactly. Virulent Overhaul is changing many-many CC aspects, like:
- changing settings of basically all mobs and bosses in CC (they are look like original, but they most get some small/big changes),
- create it own monsters mashes,
- changing rules of blood,
- bring new virulent quirks,
- bring new trinkets,
- remove infestation,
- bring new separate varieties of each bosses for apprentice/veteran/champion,
- (and many other features).
It is really big overhaul mod , which is bring new alternative view of CC.

My mod isn't dig that deep. My goal was stay closer to all what exists now in original CC, but only add that feature with map generation and make some fixes around it (so monsters are the same as original in CC, bosses are the same, but every visit of boss map now will bring different map + you can do random missions inside that location).
Video Games Exist Sep 1, 2019 @ 3:53pm 
Virulent Overhaul minus the balance changes?

:shaking eyes emoji: