KhaineGB
Well-known member
Not gonna lie, I was totally playing the new WotW while I worked on this.Interesting! But I've just started WotW. Definitely have to check it out afterwards!

Not gonna lie, I was totally playing the new WotW while I worked on this.Interesting! But I've just started WotW. Definitely have to check it out afterwards!
Clicked -> Direct download started -> thumbs upOkay, I -think- this should work for github? If someone can test and let me know, I would massively appreciate it.![]()
https://github.com/KhaineGB/DarknessFalls/archive/master.zip
Omce I know it works. I'll edit the main post to point to this instead.
I can definitely turn it on in the Mod Launcher. I have the config created for it. I would recommend creating a Data/UMATextures/ folder, with at least one texture in it. This will save people from getting a red error on start up, and speed up their start up times after the first load.Fantastic! Thank you![]()
Done! Thank you for the tip.I can definitely turn it on in the Mod Launcher. I have the config created for it. I would recommend creating a Data/UMATextures/ folder, with at least one texture in it. This will save people from getting a red error on start up, and speed up their start up times after the first load.
I had nothing in my inventory, only bottled water and the claimblock, but its ok, got it other wiseOk, will look into the bandit spawning. They're being a bit of a pain right now, because I already lowered their probability once, and then lowered it even more for the gun ones.![]()
When you get to the trader, you should get a class book in your inventory, so make sure you have room.
I had that after I did some testing today. Changing when it's rewarded seems to have flixed it, so thank you for telling me.I had nothing in my inventory, only bottled water and the claimblock, but its ok, got it other wise![]()
I Think they are now better, yesterdays 1 stunned me, but i was hopping away and killed him. Only thing what don't is good that the famle bandits have male voices.This seems like a very awesome mod and I'd love to stream this as a first impressions video next Tuesday to help get the word out a bit![]()
One question I have though - are the gun wielding bandits aimbots that can 1-shot kill you? I find them a little tricky in Starvation due to this and tend to just avoid their POIs but if they're overworld spawns in this mod it might be a bit of a problem for me, since I can't really see them until its too late due to sight impairment![]()
Could they perhaps be reduced to spawning in a burnt or wasteland biome so at least we can avoid them if we want to? I'm all for melee ones spawning in other biomes, just those damn ranged sniper aimbot ones that don't really sit well with meBut, if I gotta poke up with it I'll still try this anyway
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They are a bit aim-bot ish. Thankfully the gun ones are now rare and the only ones that are a major problem are the ones with AK-47.This seems like a very awesome mod and I'd love to stream this as a first impressions video next Tuesday to help get the word out a bit![]()
One question I have though - are the gun wielding bandits aimbots that can 1-shot kill you? I find them a little tricky in Starvation due to this and tend to just avoid their POIs but if they're overworld spawns in this mod it might be a bit of a problem for me, since I can't really see them until its too late due to sight impairment![]()
Could they perhaps be reduced to spawning in a burnt or wasteland biome so at least we can avoid them if we want to? I'm all for melee ones spawning in other biomes, just those damn ranged sniper aimbot ones that don't really sit well with meBut, if I gotta poke up with it I'll still try this anyway
![]()
There's no female voices in the assets for the bandits, so I figured male was better than nothing because it gives the player an audio cue that it's an enemy.I Think they are now better, yesterdays 1 stunned me, but i was hopping away and killed him. Only thing what don't is good that the famle bandits have male voices.
Btw.: I Was missing some Icons.
Fishing, And The NPC-Weapons / NPC-Ammo
Would Be Nice 60/72 Backpack and 3 Slot For the Forge
Adding new rwgmixer, and some other Prefabs to My Copy of your Mod![]()
If you mean the NRE spam, then unfortunately yes. That's next on my list to look into. I'm gonna poke the trader prefab XML's and see if I can fix it through that.any issues with bandits/survivors that spawn near traders?
All good so far and thx, keep on the good work.There's no female voices in the assets for the bandits, so I figured male was better than nothing because it gives the player an audio cue that it's an enemy.
I never made icons for the NPC weapons because I figured it wouldn't matter. I'll poke the XML and call the currently existing ones later.
I'm not doing anything larger than 45 slot bags, because part of the experience is properly managing your inventory, not just looting everything in sight. But a bigger bag was definitely needed! (If someone else wants to mod in a larger bag, feel free! This was more a personal choice on my part)
Forge is 2 slot for a reason. That reason is the Advanced Forge is 3 slot.
I'll look into the backpack issue tonight. I was planning to stream the mod anyways so I can look for bugs, and that way I have video footage to look back on.Looks like the bigger backpack have a problem with the last 2 rows. When i loot houses or stuff, i can't click R too get all and close the item automaticlly, can ya look into it ?
All good so far and thx, keep on the good work.![]()
Can you help with an console Error ?
InvalidCastException - Can not cast, what does it mean ?
I Logged Out and in , and all is good.
Thank you very much! I shall go and update the OP tonight.Welcome to the Mod Launcher! We have you under "Darkness Falls", with both standard EAC-safe version, and the Bigger Back Pack version