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

I decided it was time. I want to get new models for the new guns and some of the melee weapons at least.

Plus I've had folks offer to do me some voice lines for female bandits and the female trader, so I figure I needed to start learning.

 
Alright, I've been very quiet so I thought I'd update people.

As you probably saw, the stoneSpear and stoneHammer models are in for those weapons. Upgraded versions of the spear will use the same model for now (may look for something better later). CAWS Shotgun now has it's own Combat Shotgun model (and will be getting renamed to match). AR-15 also has it's own model and is now semi-automatic so it doesn't auto-fire anymore... but is otherwise unchanged. P225 pistol also has it's own model, the Winchester Rifle + Scoped variant BOTH have their own models and the Combat Axe also has it's own model.

I have some new workbenches and a few other things to put in so there's some variance (rather than the same workbench recoloured a few times), but they aren't done yet. I also have a proper lockpick to go in the mod, so that will be happening later.

And... the Hornet is back! It's not the original model because I couldn't get the animations (RIP), but it's one I purchased off the Unity store and put in... with a LOT of help from Guppygur and Xyth, so thank you both of you for that! The original sound files ARE included though, so listen out for the buzzing. :)

The reason I'm doing all the SDX stuff now instead of A17, like I said, is because it looks like A17 might be a while. So I figured I could at least update the mod with all these goodies for folks to enjoy.

ETA? No idea. It's taking me between 30 mins and 2 hours to put ONE model in the game because I'm still learning, and I still have more I want to do.

EDIT: Also, for the folks who donated, ALL of your money went towards these models + some of my own. I am not saying that to encourage people to donate, I just wanted folks to know that their generosity has gone towards making the mod better for everyone. :)

I may have bought myself a jar of decent coffee with some of it though... cos... coffee.

 
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Good day KhaineGB,

Have 1 question .. when you do the Lockpick .. will they OR can they be stackable (maybe 5 or 10) ... or maybe we can make them in the backpack with iron. .. Just a thought

AND I will say it again ... loving the wireless junction boxes. :smile-new:

Have a Great Weekend and Enjoy ... the Old Gamer .. :02.47-tranquillity:

 
Good day KhaineGB,
Have 1 question .. when you do the Lockpick .. will they OR can they be stackable (maybe 5 or 10) ... or maybe we can make them in the backpack with iron. .. Just a thought

AND I will say it again ... loving the wireless junction boxes. :smile-new:

Have a Great Weekend and Enjoy ... the Old Gamer .. :02.47-tranquillity:
The lockpick is currently in the mod, made with scrap iron and stackable to 10. :)

All I was looking at doing was replacing the model and sound.

 
The lockpick is currently in the mod, made with scrap iron and stackable to 10. :)
All I was looking at doing was replacing the model and sound.
SORRY ... Me Being Bad KhaineGB

Yes .. you have Lockpicks .... I was Having a bad weeks ... (I was thinking of Ravenhearst .. He has them .. but only 1 at a time and Not stackable).

Anyway have a good weekend ... the Old Gamer .. :02.47-tranquillity:

 
Alright, thought I'd share what I'm working on and get a little feedback.

Lw2nXSg.png


This is what I'm looking at doing for every craftable item in the mod/game. It'll tell you where an item is crafted and if a tool is required. I think this works to convey information to a player. :)

Also, yes that is a new lockpick with a new model. I'm adding a second one made from forged iron, but it will open safes in half the time.

 
Good day KhaineGB

GREAT idea and thought ........ I wish all modders would do that and THE Fun Pimps would have thought of it.

Have yourself a great week :tickled_pink: ... the Old Gamer .. :02.47-tranquillity:

 
Small update for people.

Still working on v1.6.2 which is mostly just going to be localization stuff, a new lockpick and a couple of new icons.

I also have people testing out v1.7, which is the SDX version. I can tell you that it will not REQUIRE a new save. Old saves convert over and work just fine. It will be RECOMMENDED though just so you can get the altered spawn rates for biomes (including new plants) and altered rwgmixer which SHOULD have cities closer together. :)

But that will be entirely player choice.

 
Not sure yet. But the test build is posted in the discord if you want to poke at it. :)

Anyone is free to join and break it!

EDIT: I even try to include server files in-case anyone wants to break it with their friends.

 
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The 1.7 does sound awesome :D I'll definitely be giving this a go once it's ready, I'll start a season 3 on stream the week after next (if it's out by then) so I can show all the new plants and things :D

I really want to add some SDX stuff for FennecMod but only if I had the time... Maybe the A17 version ;) Looking great though :D

 
So I've been playing A LOT of DF 1.6.1 and here is some feedback.

First off this is my fav mod and I played a lot of them.

Behemoth:

Runs faster than me and kills me with one hit at level 95. How am I supposed to fight this thing.

Pistol Bandits:

Spawn behind me and kill me before I can react to the machinegun rate of fire. Not really fun or cool.

 
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Will double check the behemoth, but pretty sure I already lowered her speed AND range. Right now I believe she's slower than normal feral zombies.

Pistol bandits are pretty rare, but I'm looking at changing those so they ONLY spawn in the wasteland... and maybe throw in some bandits with crossbows instead.

 
Hello! I was wondering if a 'clock' is available? Maybe a SunDial even? lol
Yes and no.

The time is on any trader window (vending machine, trader, guard captain). The radio, which is unique to the survivalist, also shows the time.

An actual clock item? Can't do it with XML.

With SDX? I think I can, and I'm looking into it as a possible findable or craftable item. :)

 
Hello! I was wondering if a 'clock' is available? Maybe a SunDial even? lol

To be honest .. I've gotten use _ to not having a clock .. sun comes up / sun goes down ... we have the day and I think that is the most important thing ....... But it was nice .. I built my home base in a POI with a vending machine and I have a battle base else where.

Just a thought ... the Old Gamer .. :02.47-tranquillity:

 
V1.6.2 Update!

  • Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed. This took me forever. I have gone crosseyed from editing this file. Send help.
  • New icons for the Iron Knuckles and Spiked Knuckles added courtesy of a fan from Games4Kickz's community!
  • Iron Lockpick added! Made in the Metal Workstation with Calipers. Opens safes in half the time of the Basic Lockpick (yes the Lockpick has been renamed)
  • Scoped Repeating Crossbow recipe fixed... cos the survivalist didn't get it. They just got a steel crossbow recipe, so you can make that item now.
  • Crucible recipe fixed. Was supposed to only be made in the Metal Workstation, not the workbench.
  • Class specific recipes that used to have books no longer have books that can be found (removed from loot list, but the book still exists in items.xml so saves won't be broken)

I think that's everything! It's already on GitHub, so go update. :) No restart required for this.

Now... important information.

The next version of the mod, barring any major bugs, is going to be v1.7. It will be ENTIRELY SDX based. That means no more EAC version and 45 slot bag will now be the default. This is partially so I can make the mod look better, and partially so I'm not maintaining 2 code bases at once. If you do not want to use the SDX version, I recommend updating to 1.6.2 and then turning auto-update off.

However, this is likely the route I'll be taking for A17. I've had people testing and they said their saves updated from 1.6 to 1.7 with no issues at all (aside from odd visual bugs on workstations that were fixed by picking them up and putting them down again), but I will be recommending a restart so you can take advantage of the new rwgmixer and biomes file with new trees!

 
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