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

Is it possible to add this mod with something like Guppycur's modlets? If so, in which order would you suggest? I am just about to get back into 7DTD after a few months away after playing a16.4, and would install Darkness Falls manually.

(I always had issues with the Mod Launcher and cannot get it to install mods since upgrading my PC to Win 10 from 7)

Thanks in advance!

 
Is it possible to add this mod with something like Guppycur's modlets? If so, in which order would you suggest? I am just about to get back into 7DTD after a few months away after playing a16.4, and would install Darkness Falls manually.
(I always had issues with the Mod Launcher and cannot get it to install mods since upgrading my PC to Win 10 from 7)

Thanks in advance!
Have you tried the new installer? https://github.com/7D2DModLauncher/ThickInstaller/raw/master/SetupInstaller.msi

 
Hi There is 2 errors i want to show: all skills are adding up, but they dont show in the system. when you click on athletics it says 67/100 but when you click on it its still on level 1 so no gain from it.
2nd error is that my civilian quest is stuck on 2/6 and the new quest didnt spawn, so i can bever upgrade better barter past level 2.

Can you help here?
You are gaining benefits from your skills levelling up. It's just a display bug from the fact we've had to use cvars to get the action skills back in.

As for the quest, no idea. I need an error or something so I can track it down. It's working fine for me.

Is it possible to add this mod with something like Guppycur's modlets? If so, in which order would you suggest? I am just about to get back into 7DTD after a few months away after playing a16.4, and would install Darkness Falls manually.
(I always had issues with the Mod Launcher and cannot get it to install mods since upgrading my PC to Win 10 from 7)

Thanks in advance!
The mod is still in testing.

Yes you probably could add modlets to it, but my stance is DO NOT install any modlets onto the mod. Sphereii is going to allow us an option to have a curated list of modlets that are either confirmed working or recommended.

Once the mod is actually done and released, I'll look into doing that. However I will not be offering any support for any versions of the mod that have been modified with modlets.

 
Thanks for replying SphereII, yes, I downloaded it this morning, I'll comment in the Launcher thread with the issues I'm having.

Thanks KhaineGB, I'll hold off for now with multiple mods. I wasn't sure how a17 handled multiple mods being combined together. (I know an overhaul is more than a simple mod, but I still was not sure how modding changed for a17.)

 
Thanks for replying SphereII, yes, I downloaded it this morning, I'll comment in the Launcher thread with the issues I'm having.
Thanks KhaineGB, I'll hold off for now with multiple mods. I wasn't sure how a17 handled multiple mods being combined together. (I know an overhaul is more than a simple mod, but I still was not sure how modding changed for a17.)
I had like... 4 or 5 modlets running at once, but those were all ones I made. :)

I've seen some folks run like... 10 or so.

 
Umm... I noticed that a link to download the A17 version of the overhaul directly is not in the first few posts. At least, I can't find one, just the 16.4 versions on post #3. I copied the link from the 7D2D Launcher that displayed at the bottom of the info when I selected Alpha 17. I figure that if the Launcher uses this for a17, then it's what I should use, right? https://github.com/KhaineGB/DarknessFallsA17Client/archive/master.zip

To double check, I should be using 7 Days To Die with a17.0 installed, not a17.1 or experimental, correct?

 
question I love the Campo-pack is there anyway you might consider adding it to the prefabs I have tried to install it but it messes up the game there are so many player built prefabs that are so good love the HEPA building lol. love the full mod tho you rock me and the wife do enjoy it altho the green zombies at night have scared the hell out of her a few times at night lol cant wait for 17.1 so I can attempt to run it from my server.

 
question I love the Campo-pack is there anyway you might consider adding it to the prefabs I have tried to install it but it messes up the game there are so many player built prefabs that are so good love the HEPA building lol. love the full mod tho you rock me and the wife do enjoy it altho the green zombies at night have scared the hell out of her a few times at night lol cant wait for 17.1 so I can attempt to run it from my server.
It's in the current A17.1 test build...

...against my better judgement since people come and complain to me when there's POI issues. ;)

 
This sounds really good, as does undead legacy.

Will have to give this a try when yer updated for 17.2. =)

EDIT-

After posting that, I remembered.... "didn't I post something like that already before for one of these large mods?"

Well this time I mean it.

I can't believe all the stuff these 2 mods do, and a lot of stuff I been waiting years for the pimps to do already.

 
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Which of my mods? If it's the blood moon, it's likely compatible.
Probably not cos I rewrote the bloodmoon code.

But I took the crawlers out because they're SUPER annoying.

- - - Updated - - -

This sounds really good, as does undead legacy. Will have to give this a try when yer updated for 17.2. =)

EDIT-

After posting that, I remembered.... "didn't I post something like that already before for one of these large mods?"

Well this time I mean it.

I can't believe all the stuff these 2 mods do, and a lot of stuff I been waiting years for the pimps to do already.
I'm hoping 17.2 is a while away ;)

Mod should be ready for 17.1 soon though... like... monday-ish.

 
I was waiting for 17.2 in hopes the pimps optimize, but I might not be able to wait since reading about what your mod does. I am pretty excited for this. Strange I have avoided big mods this whole time, I been missing out it looks like.

 
This mod is brutal lol. I had 5 ferals chasing me by mid day, day 1. Fun times :D

Been trying to added dismemberment "Head Pop" chance to your archery skill. But the description is a little funky and I am trying to add it as a base amount like 1-20% from level 1 to 100. Mostly because I don't see any other way to get it on bow in your other perks since headshot was taken out.

https://cdn.discordapp.com/attachments/509882394187399178/536398117478858763/unknown.png

Also guessing that none of the 4K texture upgrades works with this mod as of now? (I know it's test :) )

 
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This mod is brutal lol. I had 5 ferals chasing me by mid day, day 1. Fun times :D
Been trying to added dismemberment "Head Pop" chance to your archery skill. But the description is a little funky and I am trying to add it as a base amount like 1-20% from level 1 to 100. Mostly because I don't see any other way to get it on bow in your other perks since headshot was taken out.

https://cdn.discordapp.com/attachments/509882394187399178/536398117478858763/unknown.png

Also guessing that none of the 4K texture upgrades works with this mod as of now? (I know it's test :) )
Headshot damage is part of the perception attribute now, but you start getting it at level 6.

But you'd add it like this.

Code:
		<effect_group>
		<requirement name="HoldingItemHasTags" tags="perkArchery"/>
		<passive_effect name="DismemberChance" operation="base_add" value="0.01,0.20" level="1,100" tags="head"/>
	</effect_group>
4k texture pack SHOULD work as long as you get the version that only modifies the resources.assets folder. If you get the one that modifies the biomes file with new trees, that might cause a problem. :)

 
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Headshot damage is part of the perception attribute now, but you start getting it at level 6.
But you'd add it like this.

Code:
		<effect_group>
		<requirement name="HoldingItemHasTags" tags="perkArchery"/>
		<passive_effect name="DismemberChance" operation="base_add" value="0.01,0.20" level="1,100" tags="head"/>
	</effect_group>
4k texture pack SHOULD work as long as you get the version that only modifies the resources.assets folder. If you get the one that modifies the biomes file with new trees, that might cause a problem. :)
Awesome, thanks!

 
Sorry another question. Is it intentional that you start taking damage as soon as you enter the water? I start taking damage immediately after submerging and continue to take damage even when I hit the surface for a few seconds.

 
Sorry another question. Is it intentional that you start taking damage as soon as you enter the water? I start taking damage immediately after submerging and continue to take damage even when I hit the surface for a few seconds.
Nope. It's not. I need to look into that

 
You are gaining benefits from your skills levelling up. It's just a display bug from the fact we've had to use cvars to get the action skills back in.
As for the quest, no idea. I need an error or something so I can track it down. It's working fine for me.

The mod is still in testing.

Yes you probably could add modlets to it, but my stance is DO NOT install any modlets onto the mod. Sphereii is going to allow us an option to have a curated list of modlets that are either confirmed working or recommended.

Once the mod is actually done and released, I'll look into doing that. However I will not be offering any support for any versions of the mod that have been modified with modlets.

Thanks for this but found 2 more things: advanced forge and the sink are not working. crafted them both, installed them and could not use them. Tried to get them from the crteative menu, they still didnt work. restrated the game, didnt work. can you check??

 
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