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

Forge, Big Forge, Advanced Forge - what do the latter two give you that the first two do not? I don't want to waste points in it just to find out - at least not without first checking :)

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Also, a minor display bug - "Light Armor" and "Heavy Armor" perks have the same descriptions - both heavy armor.

OK - ignore the first question - just read their descriptions in-game. :)

 
Forge, Big Forge, Advanced Forge - what do the latter two give you that the first two do not? I don't want to waste points in it just to find out - at least not without first checking :)
- - - Updated - - -

Also, a minor display bug - "Light Armor" and "Heavy Armor" perks have the same descriptions - both heavy armor.

OK - ignore the first question - just read their descriptions in-game. :)
You get more slots to put in ores - 3 slots in big forge, advanced forge is for smelting titanium I would assume - its how it was in A16 modpacks with this mod in it.

KhaineGB:

Compound bow - after reading the book it unlocked bow crafting perk - but it only lets you craft crossbow.. compound bow is still greyed out - as if you have no skill.

 
I've found 2 bugs, one I have no idea how to reproduce, the other, should be easy.

Had one bug where I'd get a NRE error anytime i loaded into the world, had something to do with the trader quest, as it said 0.0 meters, but never actually marked anywhere on the map. It was a repeating error to the point the game was unplayable, I had to scrap that world. I tried warping to 0,1 which used to fix the trader quest bug in a earlier a17 build but that didn't fix it, and the console would pop up every 1-3 seconds after its closed.

Other one, was (and I THINK this is a bug) After using the lucky googles and looting something (they are the loot bonus+50 trasure radius -1 goggles), my scavenger skill started raising almost every single time I opened a container even after taking the goggles off, unsure if this is normal around 10 or so skill. I felt it was worth mention due to how many containers on average I had to open before I put the goggles on to raise it by 1, then it was suddendly going up every 1-2 containers after using the goggles.

 
Ok, first up, I'm not removing the gore blocks. They exist for zombies to climb on during horde nights and for the player to have a way to get more bones.
However, you should just be able to edit the XML. It's entity classes, and you're looking for this.

Code:
	<property name="CorpseBlock" value="terrGore"/>
<property name="CorpseBlockChance" value="1"/>
You can either remove it or just change the chance to 0.
Greetings. Really enjoying the mod, but I have a question in regards to the above..

I'm having an issue doing this. Every time I change this, or any of the XML files in this mod, they automatically reset to default when I run the game. Using the latest mod launcher. Any suggestions on what I could be doing wrong?

 
The gore blocks look like when they fall wooden blocks and they make a lot, is normal?


View attachment 27366
Looks normal, but that's very dark so hard to tell.

Forge, Big Forge, Advanced Forge - what do the latter two give you that the first two do not? I don't want to waste points in it just to find out - at least not without first checking :)
- - - Updated - - -

Also, a minor display bug - "Light Armor" and "Heavy Armor" perks have the same descriptions - both heavy armor.

OK - ignore the first question - just read their descriptions in-game. :)
Big Forge is 3 slot instead of 2 slot. Advanced forge smelts titanium... the other two don't. The amrour descriptions are like that in vanilla too... I didn't change them. ;)

KhaineGB: Compound bow - after reading the book it unlocked bow crafting perk - but it only lets you craft crossbow.. compound bow is still greyed out - as if you have no skill.
It's a 2 level perk. First level unlocks the crossbow, second level unlocks the compound bow. I did consider making them seperate perks like A16, but I thought that might just be annoying for the player.

I've found 2 bugs, one I have no idea how to reproduce, the other, should be easy.
Had one bug where I'd get a NRE error anytime i loaded into the world, had something to do with the trader quest, as it said 0.0 meters, but never actually marked anywhere on the map. It was a repeating error to the point the game was unplayable, I had to scrap that world. I tried warping to 0,1 which used to fix the trader quest bug in a earlier a17 build but that didn't fix it, and the console would pop up every 1-3 seconds after its closed.

Other one, was (and I THINK this is a bug) After using the lucky googles and looting something (they are the loot bonus+50 trasure radius -1 goggles), my scavenger skill started raising almost every single time I opened a container even after taking the goggles off, unsure if this is normal around 10 or so skill. I felt it was worth mention due to how many containers on average I had to open before I put the goggles on to raise it by 1, then it was suddendly going up every 1-2 containers after using the goggles.
You're just special, Scyris. ;)

I'll keep an eye out for the trader one. Scavenging is a little iffy in the build you guys have... sometimes it doesn't level at all, sometimes it does what you're describing. It's more consistent with the fix I have applied.

Greetings. Really enjoying the mod, but I have a question in regards to the above..
I'm having an issue doing this. Every time I change this, or any of the XML files in this mod, they automatically reset to default when I run the game. Using the latest mod launcher. Any suggestions on what I could be doing wrong?
I don't use the launcher, so I have no idea I'm afraid.

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Anyone else having problem with winchester recipe?I have its skills and all parts,but cant craft it in workbench.
Yeah, it's a bug as noted in the list of fixes last page.

So I've fixed it locally, but not put out the fix yet. :)

 
Good day KhaineGB,

I have one question .. Before I settle in and Start building Big .. Do you think _ when you get the update out .. we will Need OR Should do a restart ?? …… I have no problem as to doing a restart .. but just thinking ahead. :biggrin-new:

Learning what needs to be done and have made a couple mistakes .. BUT Still Alive. … the Old Gamer .. :02.47-tranquillity:

 
I would probably wait.

I've been editing stuff to fix bugs on a single save and haven't NEEDED a restart, but I logged in and died once.... because the game hates me. So there's that. :)

 
Greetings. Really enjoying the mod, but I have a question in regards to the above..
I'm having an issue doing this. Every time I change this, or any of the XML files in this mod, they automatically reset to default when I run the game. Using the latest mod launcher. Any suggestions on what I could be doing wrong?
The Mod Launcher will reset to "1" .. anytime you pre-sync the mod or use the Auto refresh .. This is the original way the mod (Darkness Falls) is loaded into the Launcher ..

I have the same issue .. Now .. I have just gotten into the habit of Pre-Sync first _ then turn off Auto Refresh and going back in file using a desktop shortcut folder and resetting .. (yel .. a bit of a pain .. but I have gotten use to doing things like that to make games work for me like I like) … the Old Gamer .. :02.47-tranquillity:

PS: And setting it to "0" is not 100% guarantee that you will not get gore blocks all the time .. I still get them ONCE in a while and it depends on weapon you use sometimes. Just a Thought .. Have Fun and Enjoy

EDIT: 01-27-2019 @ 10:50am EST ..

I started to have a problem again with Gore Block set to .. "0" .. I had to reload game thru launcher and Now .. Most of the time .. it is Going Back to .. "1" .. after starting the Game ..

I know the Launcher re-copies the "Darkness Falls" files each time you play game and it might be having an issue with the XML reset that we do .. and .. changing it back to " 1 " as original file is.

Maybe Sphereii can shed some light on this issue and a way to fix.

 
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Looks normal, but that's very dark so hard to tell.
http://oi63.tinypic.com/219vr15.jpg

Here's an other screenshot, it's normal that the goreblocks look like this? It looks like forest ground block and if multiple zombies die on top of wach other it can form a 2-3 block high pile, which then they can use to walk over my fence x)

Btw, noob question, the modded game seems to use more ram then vanilla, my pc with 12GB kinda struggles with it, but of course I have no idea what part of the mod might cause it, is there any easy was to reduce it a little maybe through xml changes or something?

Anyway, I just started playing with this mod and it's awesome, thank you! =D

 
I am having an issue with the extra slots. I've purchased level 7 of strength and should have 12 extra slots. Right after I purchased it (the same thing happened when I went up to 8 as well) the slots were there. But after teh first time I became encumbered (I think this is when it happened), I lost some of the extra slots. I currently have no disease or other negative effects but only have 37 unencumbered slots when it should be 42. Am I missing something? Is this a bug? Thanks.

Enjoying the mod immensely!

 
Corrupted game?

I'm trying to join my friend's game that was working fine before. I am getting this message:

"Exception:Class BlockPlantGrowingWithWater Mods not found on block cropsGrowingMaster" and other errors. (See attached pic). After this, my friend also had issues with his game, he can log in but the traders are closed. Is there any way to recover this game?

CorrGame.jpg

 
It's a 2 level perk. First level unlocks the crossbow, second level unlocks the compound bow. I did consider making them seperate perks like A16, but I thought that might just be annoying for the player.
11.jpg

Only 1/1 perk. Probably forgot to change it once you decided it will be 2 level perk ;)

Also question about mining progression under action skills.

Currently I have mining 100/100 and only 1st perk unlocked. I see there are 100 possible skills points to invest? Is that intended or it was suppose to work like in A16 100 progression points where 100 is max?

 
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http://oi63.tinypic.com/219vr15.jpgHere's an other screenshot, it's normal that the goreblocks look like this? It looks like forest ground block and if multiple zombies die on top of wach other it can form a 2-3 block high pile, which then they can use to walk over my fence x)

Btw, noob question, the modded game seems to use more ram then vanilla, my pc with 12GB kinda struggles with it, but of course I have no idea what part of the mod might cause it, is there any easy was to reduce it a little maybe through xml changes or something?

Anyway, I just started playing with this mod and it's awesome, thank you! =D
Aha, I see. The texture is a little bit of a pain, but TFP got rid of the gore one so I'm trying to make do with whatever is available right now. :)

I'm only getting about 6-8GB RAM usage on my laptop. Can't really fix that with XML because it's loading extra models and textures via the external unity3d files.

I am having an issue with the extra slots. I've purchased level 7 of strength and should have 12 extra slots. Right after I purchased it (the same thing happened when I went up to 8 as well) the slots were there. But after teh first time I became encumbered (I think this is when it happened), I lost some of the extra slots. I currently have no disease or other negative effects but only have 37 unencumbered slots when it should be 42. Am I missing something? Is this a bug? Thanks.
Enjoying the mod immensely!
It is and it SHOULD be fixed. I noticed it last night before I went to bed. :) Going to look at getting 2.01 out by monday.... hopefully.

I'm trying to join my friend's game that was working fine before. I am getting this message:"Exception:Class BlockPlantGrowingWithWater Mods not found on block cropsGrowingMaster" and other errors. (See attached pic). After this, my friend also had issues with his game, he can log in but the traders are closed. Is there any way to recover this game?

View attachment 27370
That sounds like the modded DLL isn't installed properly, because it cannot load my custom code. I'd try reinstalling the mod on the server and see if that fixes it.

View attachment 27374
Only 1/1 perk. Probably forgot to change it once you decided it will be 2 level perk ;)
Nice catch. Found and fixed. :) Was set to max level 1 when it should've been 2.

 
Aha, I see. The texture is a little bit of a pain, but TFP got rid of the gore one so I'm trying to make do with whatever is available right now. :)
Oh I see, I thought it was supposed to look like the a16 gore block, but everything's in order then, thanks :D
 
Oh I see, I thought it was supposed to look like the a16 gore block, but everything's in order then, thanks :D
Oh I wish I could use that. There was a proper gore texture in the files from A14 but they removed it... which is a shame.

I'm going to play with textures later and see if I can find something more suitable. :)

 
I'm going to play with textures later and see if I can find something more suitable. :)
It's suitable enough, didn't mean to complain that it looks bad or anything just thought it was a bug that it wasn't the good ol' chopped up corpse I'm used to :D
 
The Mod Launcher will reset to "1" .. anytime you pre-sync the mod or use the Auto refresh .. This is the original way the mod (Darkness Falls) is loaded into the Launcher ..
I have the same issue .. Now .. I have just gotten into the habit of Pre-Sync first turn off Auto Refresh and going back in file using a desktop shortcut folder and resetting .. (yel .. a bit of a pain .. but I have gotten use to doing things like that to make games work for me like I like) … the Old Gamer .. :02.47-tranquillity:

PS: And setting it to "0" is not 100% guarantee that you will not get gore blocks all the time .. I still get them ONCE in a while and it depends on weapon you use sometimes. Just a Thought .. Have Fun and Enjoy


AHH! That's what's going on. Thanks for posting that useful tip!

 
Also question about mining progression under action skills.Currently I have mining 100/100 and only 1st perk unlocked. I see there are 100 possible skills points to invest? Is that intended or it was suppose to work like in A16 100 progression points where 100 is max?
Okay, so the green numbers are the level you have. The problem is we have to use cvars to represent the levelling and the game considers that to be a temp bonus instead of a proper level unlock.

That's why you can still pay points, but you don't need to. :) You DO have level 100.

However, mining is currently bugged because I set the wrong tag. Fixed it last night and a friend tested to confirm it's working.

 
Hey I think I found another one - Advanced Forge not smelting - it doesn't suppose to use any fuel, but when loaded it doesn't do anything. I tried plugging it in with the generator, just in case, but it wont connect. So Probably a line in xml is missing that allows it towork without any fuel.

These blocks required some sort of power - generator specific to this mod for these machines to work before in A16.

22.jpg

 
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