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Darkness Falls: They mostly come out at night...

I'm having a problem with Anna's first mission. I can complete it but then she just keeps giving the same mission over and over agin.  Does anyone have an idea of what I may be doing wrong?

also, is V4.2 out yet and if so Where can I find it? I have been watching Khaine's videos and it looks great and would like to update to it.


Intended because her next quest isn't finished yet.

And no, it's not.

Where do I find raw Titanium? Only in Wasteland?  Are there nodes to Auger or just small "Scrap Iron" looking I beams?  If there are Nodes, are they certain color on map to mark quick Waypoint to farm later?


Only in the wasteland. Hit rocks or look on the map.

Can you maybe overthing that options ?

Like a cast heal completly, and a splint lower the time (ok wouldn't help me either with 142h).

I started at DF-Naz map, and the next trader was Razor. Ofcouse there wasn't a scout vendor there, which mosttimes sell cast's, i am basicly immobilized.

Or maybe try that the other NPC (Anna,Razor,Eve) don't count for the trader quest, then peeple wouldn't send to these at the beginning.

Razor got a nice base, but without the vendor's it is bad.

And please adjust the description of the splint's, they still say heal's broken arm's/leg's.


Maybe. Will think about it.

Can't do anything about the NPC's like Razor/Eve not counting as traders as they need to count as traders for you to be able to talk to them.

Recently, I mastered Mechanics and instantly built a Motorbike (larger storage than Dirt Bike). But when I quit the game,  I keep loosing my Motorbike. I repeated it several times with a Bike from CM, and it vanishes after a login. Not sure, if that happens every time, but at least 4 times in a row for me.


Fixed in DEV build locally.

I just ability to make Power armor but I need Power Cells.  How do I make those since I cannot make the Laser Workbench?  It says I need a Laser Workbench to make the Laser Workbench.  Guess there is a usable one somewhere on our map??


Go find it in the wasteland with anti-rad pills, hazmat mods or hazmat clothes.

 
Where is Research Lab?  I have 10 Rad pills and Titanium armor and blue, red, green key cards.  Should I look for some type of POI in wasteland.  Just slightly ventured in there with 1 or 2 Rad pills but was worried about timer on pills so stayed along edge.
The POI has 1 large army tent with some gun safes inside plus 4 or 5 small army tents in a row. One of the small tents has a steel hatch under it. The Laser forge is on the bottom level behind some red card doors. If you have the money just buy the laser forge from Jen (not sure if Caitlin still carries or not). Laser Workbench is one of the hardest items to obtain early (usually you need to be over level 75 to survive the lab and have a laser weapon or legendary weapon to kill demons). I think Joel carries the portable lathe.

 
Where is Research Lab?  I have 10 Rad pills and Titanium armor and blue, red, green key cards.  Should I look for some type of POI in wasteland.  Just slightly ventured in there with 1 or 2 Rad pills but was worried about timer on pills so stayed along edge.
You should check the tier 5 quest from the trader, you normaly see where you should headed. When the location is DF_ResearchLab you have the right quest.

Do quests at the scout's he will send you to Razor (or Eve)  if you got enough faction with them. Razor give you some quests and send you to Eve and Eve will send you after some mission to Anna.

And Anna will give you as last mission to head to the Research Lab too.

Or you can look for these Army tents at the big big wasteland.

 
Not sure if this is the right place for this question but I'm having issues on a self-hosted Multiplayer server where the White River Scout quests (Lady Killer, Electrician etc) are spawning 2-3 KMs away from the initial start zone. On the 1st iteration, it even spawned the quest at the edge of the Wasteland zone which isn't exactly ideal for an early quest. We're using the DFalls-Large1-NoCP. When I made a local version with the DFalls-Large1-NoCP, the quest spawns in the temperate biome, 300 to 400 meters away from the starting zone as it should. Is there any way to use Devtools to fix this or is just recreating the maps a few times the only solve? This is our 2nd restart to try and fix this issue so any help is appreciated!

 
Having a bit of an Issue with the mod and Sorcery mod. the first part is this error always appears when I have both installed.... 
IOWhv.jpg
 

After that happens the mods seem to load fine but once in game a few other things go wrong depending on the world generated. I have had the initial quests suddenly end with "no trader found" or I can complete the quests but other players cannot. I have also had it where as soon as I get close to any POI the game freezes up and the POI's disappear. I have checked both mods alone and there are no errors there, it only happens when bot are installed, Any clues?

 
Not sure if this is the right place for this question but I'm having issues on a self-hosted Multiplayer server where the White River Scout quests (Lady Killer, Electrician etc) are spawning 2-3 KMs away from the initial start zone. On the 1st iteration, it even spawned the quest at the edge of the Wasteland zone which isn't exactly ideal for an early quest. We're using the DFalls-Large1-NoCP. When I made a local version with the DFalls-Large1-NoCP, the quest spawns in the temperate biome, 300 to 400 meters away from the starting zone as it should. Is there any way to use Devtools to fix this or is just recreating the maps a few times the only solve? This is our 2nd restart to try and fix this issue so any help is appreciated!


I notice too, at my solo play the scout mission was pretty close (less then 500m) to the scout (Tier 1-4).

While playing now MP they are far away (Tier 1 played so far only) about 1.5-2km.

But the quest never made a check for the Biome since you never know what direction the scout quests are, they can lead into dangerous biome. But that can happen with other mission too, when the trader is close to the wasteland biome.

 
Last edited by a moderator:
@KhaineGB

Good news, this post does not contain any questions!

I found the issue with the DF guns (M4A1, Coil Rifle/Sniper & LaserRifle) not breaking out of aim mode to reload either when manual reload requested via R key or clip/magazine empty.

Its the HoldType.

They all have type 48, which is used with the AK47.

For some reason that type does work with the AK but not with the DF items.

I replaced the rifles with type 71 and the sniper with 77, from the T2TacticalAR, T3Sniper respectively.

Tested in A19.5 DF3.4 S0.944 via cm u method, also with biggest scope possible fitted.

Yes the hold positions are a bit odd, and the reload animation is a bit more odd but for me these are negligible for the functionality obtained.

I am not sure if there are more suitable types, better hand holds and better animations.

I am not sure if the targeting is effected either.

I guess the hardest part would be if the unity models need to have their orientation changed?

Otherwise, the aim might be trivial as I think that is covered in the xml already, if needed some adjustment to the data values would work?

In summary, the only change made was to the holdtype, via patch xml file using <set ... @vlaue>xxxx</set>
Hope this is of use to you.

 
Not sure if this is the right place for this question but I'm having issues on a self-hosted Multiplayer server where the White River Scout quests (Lady Killer, Electrician etc) are spawning 2-3 KMs away from the initial start zone. On the 1st iteration, it even spawned the quest at the edge of the Wasteland zone which isn't exactly ideal for an early quest. We're using the DFalls-Large1-NoCP. When I made a local version with the DFalls-Large1-NoCP, the quest spawns in the temperate biome, 300 to 400 meters away from the starting zone as it should. Is there any way to use Devtools to fix this or is just recreating the maps a few times the only solve? This is our 2nd restart to try and fix this issue so any help is appreciated!


Vanilla MP bug. Happens with buried supplies quests too. Not fixable.

Having a bit of an Issue with the mod and Sorcery mod. the first part is this error always appears when I have both installed....  

After that happens the mods seem to load fine but once in game a few other things go wrong depending on the world generated. I have had the initial quests suddenly end with "no trader found" or I can complete the quests but other players cannot. I have also had it where as soon as I get close to any POI the game freezes up and the POI's disappear. I have checked both mods alone and there are no errors there, it only happens when bot are installed, Any clues?


Sorcery isn't compatible yet from what I understand So... don't use it?

@KhaineGB

Good news, this post does not contain any questions!

I found the issue with the DF guns (M4A1, Coil Rifle/Sniper & LaserRifle) not breaking out of aim mode to reload either when manual reload requested via R key or clip/magazine empty.

Its the HoldType.

They all have type 48, which is used with the AK47.

For some reason that type does work with the AK but not with the DF items.

I replaced the rifles with type 71 and the sniper with 77, from the T2TacticalAR, T3Sniper respectively.

Tested in A19.5 DF3.4 S0.944 via cm u method, also with biggest scope possible fitted.

Yes the hold positions are a bit odd, and the reload animation is a bit more odd but for me these are negligible for the functionality obtained.

I am not sure if there are more suitable types, better hand holds and better animations.

I am not sure if the targeting is effected either.

I guess the hardest part would be if the unity models need to have their orientation changed?

Otherwise, the aim might be trivial as I think that is covered in the xml already, if needed some adjustment to the data values would work?

In summary, the only change made was to the holdtype, via patch xml file using <set ... @vlaue>xxxx</set>
Hope this is of use to you.
Not changing it. It's that simple. Work around it. I picked those hold types because they'll work better with the guns when I animate them, and fixing positions requires a lot of time fixing it in unity.

 
@KhaineGB quick question regarding hazmat materials:

Given that the anti-rad mods are already gated behind master scientist (i'm assuming, since i've never seen them drop as loot-able mods, and my loot bonus is perk/gear maxed), and the change in the amount of fiber needed to make them (from 12/piece to 18/piece).. would you consider making them craftable?

Def. should not be cheap, but relying on random drop chances from Haz-zoms (and researchers/scientists, if they have a chance to drop them) shouldn't be the only way to get them. Perhaps lock the fiber crafting behind science crafting 5, using military fiber and lead? 

 
Not changing it. It's that simple. Work around it. I picked those hold types because they'll work better with the guns when I animate them, and fixing positions requires a lot of time fixing it in unity.
No worries :) Just posting to let you know, plus if anyone else was interested, there is now something for them too.

 
@KhaineGB quick question regarding hazmat materials:

Given that the anti-rad mods are already gated behind master scientist (i'm assuming, since i've never seen them drop as loot-able mods, and my loot bonus is perk/gear maxed), and the change in the amount of fiber needed to make them (from 12/piece to 18/piece).. would you consider making them craftable?

Def. should not be cheap, but relying on random drop chances from Haz-zoms (and researchers/scientists, if they have a chance to drop them) shouldn't be the only way to get them. Perhaps lock the fiber crafting behind science crafting 5, using military fiber and lead? 
No, but I added them to loot lists in the dev version.

 
 Using Dev. build three. I have not seen any wandering hordes yet. We are playing without Bloodmoon hordes, will this impact the wandering horde mod?

Group of six of us all wanted to say THANK YOU for this mod!!!

 
@KhaineGB quick question regarding hazmat materials:

Given that the anti-rad mods are already gated behind master scientist (i'm assuming, since i've never seen them drop as loot-able mods, and my loot bonus is perk/gear maxed), and the change in the amount of fiber needed to make them (from 12/piece to 18/piece).. would you consider making them craftable?

Def. should not be cheap, but relying on random drop chances from Haz-zoms (and researchers/scientists, if they have a chance to drop them) shouldn't be the only way to get them. Perhaps lock the fiber crafting behind science crafting 5, using military fiber and lead? 
Eve will send you to the DF bunker mission, you can farm infinite amounts of the fibers and schematics there. I posted a video on this forum on how to do so fairly easily.

 
 Using Dev. build three. I have not seen any wandering hordes yet. We are playing without Bloodmoon hordes, will this impact the wandering horde mod?

Group of six of us all wanted to say THANK YOU for this mod!!!
I am playing latest stable build at solo and MP without bloodmoon and i got alot of wandering hordes.

They allways coming for coffee while clearing a POI or at even when you just stit at home. But when you don't made much noise they just pass the area and move on.

 
Alpha 20.3 DF 4.01 - Dedicated server using RWG we can't complete the "The Reward" quest from the Seasoned Survivor. It says "NO TRADER" Any ideas?
FD2E96CABF87A4A79A3E51274B99A7E8901B1130


 
First time playing with DF installed on our server. Loving it! One question - neither my buddy or I ever get infected. Is this a known bug or something maybe wonky with our server? Know I should be happy we’re immune to the virus, but… takes a bit of the challenge away :)

 
 Using Dev. build three. I have not seen any wandering hordes yet. We are playing without Bloodmoon hordes, will this impact the wandering horde mod?

Group of six of us all wanted to say THANK YOU for this mod!!!


 It's set to 24hrs but remember that wandering hordes may not spawn if you're very mobile. They tend to only spawn when you're in 1 place for a long period of time.

First time playing with DF installed on our server. Loving it! One question - neither my buddy or I ever get infected. Is this a known bug or something maybe wonky with our server? Know I should be happy we’re immune to the virus, but… takes a bit of the challenge away :)


Depends on your difficulty settings. Higher difficulty = greater chance of infection.

Is this compatible with other non-overhaul mods, like modlets that add extra weapons and posters?


Weapons, probably not. Posters and such should be fine.

 
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