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

I do not, because I am lazy and haven't gotten around to it. ;)

But at least I'm honest?

It's something I plan to work on very soon, along with changing all of the localization to show where items are made/where tools are used. That's the sort of stuff I want to concentrate on for now, along with bug fixing rather than trying to add more features to the mod. :)

 
Bro, thanks again for such a great mod! Ive been having so much fun tinkering around with it since its at content lock for now. Added all kinds of army stuff to it, guns and vehicles with sdx. Put army dudes and quest givers in the army barracks and police station. The static guys you modded in are awesome. I can reskin em to give me the army vibe and give em new quests. Keep up the stellar job!

 
Once A17 is out and the block ID limit is removed, then I can do a LOT more.

I found out how to make quests target anything (like how the trader one works) but it currently tends to break the game. I only got it working on the destroyed traders.

Fingers crossed that'll work properly in A17 too.

EDIT: I should also add, once A17 is out, I won't be supporting the EAC version anymore so I can start doing stuff with SDX. I probably won't add a ton of new models (maybe spears and a hammer), but I do want to play around with extra textures (so I can make t-shirts and other things) and sounds.

 
Once A17 is out and the block ID limit is removed, then I can do a LOT more.
I found out how to make quests target anything (like how the trader one works) but it currently tends to break the game. I only got it working on the destroyed traders.

Fingers crossed that'll work properly in A17 too.

EDIT: I should also add, once A17 is out, I won't be supporting the EAC version anymore so I can start doing stuff with SDX. I probably won't add a ton of new models (maybe spears and a hammer), but I do want to play around with extra textures (so I can make t-shirts and other things) and sounds.
If you haven't checked them out already, I have diamond plated blocks you could consider for sdx. I just released some granite blocks today as well. Next up some new stone and marble blocks.

 
Questions:

1) How os the rainwater butt supposed to work? It always says half full and then eventually disappears.

2) Radiated vulture is immortal or something. I put 30 round into it a close range using a blunderbuss and it was unfazed, I eventually ran because I didn't want to use up all my ammo. Regular vultures go fown in one hit and tanky zombies 2-3.

 
1) Water Butt can be broken to get 1 rainwater and the water butt back once you can't pick it up anymore (pretty sure I put that in the item description. If not, tell me so I can fix it :) )

2) Not immortal, just gets 40 health back per 3 seconds. I'll look at decreasing their health.

 
Trader vulnarable ?!?

Is this true that in this mod you put traders vulnerable ? it doesnt appear to have any upside as waste more time to devote resources to defend the compound as there is no game mechanics yet to be able to upgrade defences on them , like for example upgrade to Defence Tiers per ratio of money spend (ex : Tier 1 spikes, Tiers 3 log spikes, Tier 5 guards, Tier 10 turrets)

It seems, to me, that the all good stuff taken from other mods and players ideas of this great community was lowered down by that game option. Maybe it would be great, to add, like the BBM, an option for traders as Vanilla for some players like myself that does NOT want to spend game time/resources/waste time (going back and forth to all traders to build defences), just to make sure they are fine ! But that only my opinion, a rule of thumb in the marketing world is that if you offer a new flavour, make sure you keep the original, always !

 
Yes, the Trader POI can be destroyed.

The actual TRADER is immune to damage.

If you read back through the thread, you'd know I did that because the NPC's (like Survivors and Bandits) caused NullReferenceException errors whenever they went near the trader.

Soooo... you want a trader POI that can be destroyed? Or a bunch of console NRE spam?

It wasn't a decision to remove the protection because I thought it'd be cool. It was a decision to remove the protection to fix a bug.

You don't HAVE to protect them. You don't HAVE to build defenses. You just chose to do so... and yes, later on I'll be adding quests in to build and upgrade blocks so players can at least get some cash from doing it.

 
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Is this true that in this mod you put traders vulnerable ? it doesnt appear to have any upside as waste more time to devote resources to defend the compound as there is no game mechanics yet to be able to upgrade defences on them , like for example upgrade to Defence Tiers per ratio of money spend (ex : Tier 1 spikes, Tiers 3 log spikes, Tier 5 guards, Tier 10 turrets)It seems, to me, that the all good stuff taken from other mods and players ideas of this great community was lowered down by that game option. Maybe it would be great, to add, like the BBM, an option for traders as Vanilla for some players like myself that does NOT want to spend game time/resources/waste time (going back and forth to all traders to build defences), just to make sure they are fine ! But that only my opinion, a rule of thumb in the marketing world is that if you offer a new flavour, make sure you keep the original, always !
Food for thought ... ON Traders ... I tried something in one Trader base and added defenses .. (Trader Jimmy) upgraded his scrap metal to reinforced metal and piers to concrete and added a couple shotgun turrets - Problem .. Now his NPC Guards have stopped shooting anything.

BUT the couple of other Traders that I have in Game that are Alive .. I did nothing and their NPC Guards shoot all Z's that get close, unless they are right next to the wall/fence, guards can not shoot straight down - only out.

Just a couple of thoughts ... the Old Gamer .. :02.47-tranquillity:

PS: I'll take the DEAD TRADERS over NRE any Day ... Plus it makes it more interesting.

 
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Love the models khaine, nice work. As far as the protection removed from the traders and npcs its one of the reasons i play the mod:smile-new:

@gpcstargate

perhaps those npcs have run out of ammo, dunno if khaine has added infinite ammo yet

havent tested it myself

i know they can run out of ammo because that i have tested many times

 
Last edited by a moderator:
Is this true that in this mod you put traders vulnerable ? it doesnt appear to have any upside as waste more time to devote resources to defend the compound as there is no game mechanics yet to be able to upgrade defences on them , like for example upgrade to Defence Tiers per ratio of money spend (ex : Tier 1 spikes, Tiers 3 log spikes, Tier 5 guards, Tier 10 turrets)It seems, to me, that the all good stuff taken from other mods and players ideas of this great community was lowered down by that game option. Maybe it would be great, to add, like the BBM, an option for traders as Vanilla for some players like myself that does NOT want to spend game time/resources/waste time (going back and forth to all traders to build defences), just to make sure they are fine ! But that only my opinion, a rule of thumb in the marketing world is that if you offer a new flavour, make sure you keep the original, always !
in this case you cant keep the original, the nres uma npcs cause with trader protection is a well known fact, either jettison the npcs or the trader protection, one or the other

i dont miss the trader protection because i like the thought that zombies might come and demolish the place, and i like using them as bases, and i love having npcs around

 
I thought I was done with Alpha 16....

Steam report on 7DTD:

108.4 hours past 2 weeks

This is all Darkness Falls, thanks for a really awesome mod!

 
Love the models khaine, nice work. As far as the protection removed from the traders and npcs its one of the reasons i play the mod:smile-new:@gpcstargate

perhaps those npcs have run out of ammo, dunno if khaine has added infinite ammo yet

havent tested it myself

i know they can run out of ammo because that i have tested many times
YES .. I love the Mod like this also ... But I think he fixed the infinite ammo in 1.6.1 or I thought he did. .... But all good, it keeps you jumping.

Have Fun and Enjoy ... the Old Gamer .. :02.47-tranquillity:

 
in this case you cant keep the original, the nres uma npcs cause with trader protection is a well known fact, either jettison the npcs or the trader protection, one or the otheri dont miss the trader protection because i like the thought that zombies might come and demolish the place, and i like using them as bases, and i love having npcs around
You also like playing dress-up with the NPC's. ;)

I thought I was done with Alpha 16....
Steam report on 7DTD:

108.4 hours past 2 weeks

This is all Darkness Falls, thanks for a really awesome mod!
Thank you for playing it! Glad folks are enjoying it!

Should have a couple more videos for folks soon. I have a 95-ish% working AR-15 model now as well. Just need to tweak something on the flashlight and then I am pretty sure it's done.

Next will be the P225 pistol.

 
I do, i really enjoy creating new npcs out of the stuff the pimps put in the xmls. You should see the 70ish i brewed up for medieval mod:smile-new:

So glad youre diving into sdx modding, just gonna spice up youre mod(s).

 
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