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Your sleep is no longer safe.

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🕯️ Nightmares Will Follow overhauls the sleep system in Kingdom Come: Deliverance 2, introducing a dynamic nightmare mechanic that turns every night into a gamble. Inspired by the Nightmare debuff from KCD1, this isn't just a return — it's a complete reimagining, rebuilt from the ground up with deeper mechanics, immersive conditions, and escalating consequences.
Your nights are no longer safe.

Several factors influence whether you’ll face a nightmare when you sleep — from where you rest, to what you carry, to how dirty, wounded, or sinful you are. For those unfamiliar with KCD1, nightmares apply real debuffs that can alter your morning gameplay. They won’t always kill you (though they can), but they will force you to adapt, plan, and survive differently.



You dream that you were slain in the battlefield as you experrience your death over and over again, falling to frightening emptiness. You wake broken, like a soldier left for carrion — blood cold, sinew slack, and soul still shackled to the field of death.
From Nightmare:  Slain in a horrific and tormented way


🥃 Fancy a drink for the modder? Buy me a Schnapps on Ko-fi: ko-fi.com/hoskope 🎨💖


1.02 Initial release
1.03 Fixed a critical bug where Guilt-type nightmares could be selected but fail to apply because their severity was nil. This happened when indulgence was below the "moderate" threshold, but guilt was still chosen via weighted roll. The system now properly detects low-severity guilt and applies a "light" nightmare if appropriate. Added internal logging to help catch similar issues in the future.
1.0.4 Storm nightmares can no longer occur if there was no rain during sleep. Previously, rare cases could trigger a storm nightmare even in clear weather.
1.0.5 Reliable perk assignment: Perk is now assigned via STORM, ensuring it persists correctly after loading a save game or restarting the game.
1.0.6 Necklace-type sleep items no longer stack — only the best one applies. New sleep items added. Good Night’s Sleep now requires indoor or medium+ beds, no nightmare, and ≥7h rest. Lastly, a new rare buff — Pavlena’s Blessing — may appear when sleeping peacefully with her necklace in poor beds near nature.
1.07 Fixes a bug where bed quality was sometimes logged as "unknown", causing Pavlena’s Blessing and other sleep-related buffs to fail silently. The system now consistently tracks bed quality, even when using fallback beds or smart objects.


In Kingdom Come: Deliverance 1, sleep was not safe. The Nightmare debuff was a small mechanic, but it had real weight. You felt it in how you planned your day. It made the world harsher. You didn’t rush into battle with a sword in hand — you waited, brewed potions, prepped. Sometimes you carried a backup weapon, knowing your favorite might feel foreign in weakened hands. It was immersive, punishing, and perfect for a grounded medieval experience. 


Kingdom Come: Deliverance — a game I always return to.


NightmaresI lived them first. Over 200 hours of them. This mod grew so large during development, I genuinely forgot parts of its own implementation. If you’re interested in learning mod development and Lua, here’s a link to the GitHub repo for the experimental version of this mod. It’s not the Nexus release — this is the version where I build and test new features. The base code is the same, though. I’m not saying my code is perfect, but it can be a great resource if you're looking to learn. I know there aren’t many resources out there, so I wanted to make this one available. I’ve also reserved a separate repo for the Nexus release version, which I’ll publish when I get a breather.


Instant Herb Picking 2: found out that if i sleep in the ground bed, when i wake up and Henry stands up, if this mod is active Henry will suddenly kind of sit down.


🌿 Coming in v1.07 – Survival Skill Integration: Outdoor sleeping is about to get smarter. In the next update, your Survival skill will directly affect how well you endure the elements: reducing the chance and severity of wetness debuffs, lowering unrest penalties from rough beds, and unlocking subtle advantages for seasoned wanderers. The wild won't feel so cruel—if you’ve learned to live with it.


This is a fairly complex mod — large enough that even I began losing track of the systems during development. While every feature has been tested in isolation, I haven’t yet completed a full playthrough with the mod active. That means edge cases, unexpected interactions, or balance issues may still emerge over time.

If you notice anything unusual — bugs, inconsistencies, or just something that feels off — please leave a comment or DM me. I’m happy to investigate and update as needed.


Several factors influence your chances of encountering a nightmare while sleeping. For those unfamiliar with Kingdom Come: Deliverance 1, nightmares aren’t just spooky flavor — they’re gameplay-affecting debuffs. While they won’t always kill you (though they can), their true purpose is to create pacing and tension. Each morning becomes a gamble, forcing you to prepare, adapt, and maybe think twice about venturing out to wilderness.

🛏 Bed Quality: The better your bed, the safer your dreams.
  • Sleeping in a noble bed or at an inn lowers your nightmare risk.
  • Hay piles, dirty straw, or ruined shelters will leave your sleep vulnerable to dark visitations.
❤️ Player Health: A healthy body guards the mind.
  • Go to sleep at high health (above 80%) to reduce nightmare chance.
  • Wounded or dying? Expect restless dreams.

🧪 Sleep-Related Items: Certain items offer subtle protection.
  • When carried in your inventory, they slightly reduce nightmare probability.
  • These bonuses stack modestly — not enough to guarantee safety, but enough to make a difference.
  • Each item now has a revised in-game description that hints at its comfort or sacred properties.

🌧 Rain Exposure: Sleeping outdoors during rain makes nightmares more likely — and now has lasting effects.
  • Sleeping outdoors during rain makes nightmares more likely — and now has lasting effects.
  • If you're not sheltered, even light rain can trigger a wetness debuff, reducing stamina and stealth.
  • Stronger storms bring harsher penalties. Sleep under a roof to stay dry and sane.
🛁 Dirtiness: A filthy body clouds the soul.
  • If you’re covered in grime, blood, or sweat, you’re more likely to dream of darkness.
  • Stay clean to rest clean.

⚖️ Indulgence (Sins): Your sins do not sleep — they accumulate.
  • Sin accumulates. With enough indulgence debt and sinful sleep, you may begin to suffer Guilt Nightmares.
🕒 Sleep Duration Tracking
  • Short naps (under 2 hours) won't trigger nightmares — but they still count toward guilt buildup.
  • Don’t think you can dodge penance like some lazy peasant. Your conscience remembers every hour. 😈

🌞 Goodnight’s Sleep Buff
  • If you sleep for 7 hours or more, indoors or dry, and avoid a nightmare — you may awaken feeling truly refreshed.
  • This grants a powerful buff: improved stamina regen, charisma, and vitality.
  • But the night must be calm. One bad dream or drop of rain, and the chance is lost.

Nightmare Sleep Now Hurts Your Energy: Waking from a nightmare now reduces your energy (exhaustion) — the stat that determines how refreshed you feel.
  • Severe nightmares drain more energy.
  • Longer sleep reduces the penalty slightly, giving your body a chance to recover. Like in real life, aim to sleep over six hours.
  • This system replaces the old “static” sleep effect with something dynamic and reactive, tied to your actual sleep quality.


🟩 Green steps = Good decisions that lower nightmare chance (Bed, Health, Items).
🟥 Red steps = Bad conditions that raise nightmare chance (Rain, Dirtiness, Indulgence).


There are currently three distinct nightmare types, each with three severity levels — light, moderate, and severe. That means a total of nine possible nightmare debuffs, each with unique names, effects, and descriptions.

Each nightmare type affects the player differently:

  • Default nightmares reflect general unrest or stress.
  • Storm nightmares are tied to weather and primal fear.
  • Guilt nightmares are triggered by sins you've committed — tracked through your indulgence and sinful sleep hours.
    • Sleep while guilty, and your chances of a guilt nightmare increase.
    • After enough time spent resting with a heavy conscience, the nightmare will come — and only then is your guilt sleep tracker reset.
      ⚠️ Note: Sinful sleep tracking is not currently saved between sessions. Reloading a save will reset your guilt sleep counter.

Only one nightmare debuff is applied per sleep, based on conditions, probability, and severity.


Some items in the game now subtly influence your chances of avoiding nightmares—if you have them in your inventory during sleep. Each of these items has a new in-game description that offers a hint about its special comfort or protective quality.
Want to discover them for yourself? Avoid peeking at the localization files.




Perks like Next to Godliness, Nightcap, Body Heat and Wanderer should work with this mod as they are recognized in displayed bed quality and faster energy regen. I briefly tested Wanderer.


  • Install manually to mods folder.
  • When in game, open console in game with §
  • See that you see this line: Nightmares Will Follow initialized! Sleep will never be the same.. This is just to confirm that mod is initialized and working.

No Lockpick Level
Repair Skill Overhaul

Kingdom Come 1: Deliverance Mods


Now I need a breakperhaps a nail massage.



Huge thanks to the Kingdom Come: Deliverance 2 modding community, to tkhquang and cloudhandz for sharing their wisdom, and to ChatGPT — my tireless jester who doesn’t even sleep.