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

After uninstalling and reinstalling again there was no problem. I am guessing that there must have been a little something left from the modlette somewhere.

One other thing I just ran into is I got all 5 points in pack mule but it only opened about half my pack. 53 slots to be exact. Is there something else that opens the rest?

 
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After uninstalling and reinstalling again there was no problem. I am guessing that there must have been a little something left from the modlette somewhere.
One other thing I just ran into is I got all 5 points in pack mule but it only opened about half my pack. 53 slots to be exact. Is there something else that opens the rest?
Try a backpack - you do need tailor workbench and sewing kit to make it. You also have DFarmor mods that unlocks 10+ slots.

Though regular storage mods doesn't work in armors.

 
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Khaine playing DF Experimental:

So I'm going through progression.xml for Butchering tools lvl2, perkbowweapons2... and it says requirements are reqweapons4 - which means i leveled to lvl80 unlocked all crafting perks to lvl4 ( weps, tools, guns... ) yet it still says I don't meet the requirements? According to progression.xml this should be it - so what am I missing?

Side note - you did a superb job in balancing the pack - best by far, but :) it would be even better without any level gates ( personaly I prefer "gates" behind skills progression or combination of those.

Also if you find a book recipe than recipe should be unlocked, but materials like steel for example are still locked behind normal progression, which means you either buy them or find them elsewhere salvaging etc. I know you are limited by TFP limitations, but I think these could be done.

One more - last one I promise: generalschematics should have higher drop chance since they are the only way to make mods. Day 19 and I only found 5 of those after looting 2 Bookstore towers and 5 big libraries ( QualityJoe 5/5 ) - I have only few mods that I found in loot boxes, but mostly for tools. Maybe a little tweak here would be nice, since recipes requires from 5 - 10 schematics for a single mod.

Great playthrough so far, you really balanced the perks and gameplay spot on. ( with few tweaks perhaps as mentioned above ).

 
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I'm fairly new to Darkness Falls but I am really loving it. The creators have done an amazing job!!!! One thing I have been stuck on is a welding torch. I can't craft it and I can't find it at any traders so far. Is it a rare spawn? Would love to build a minibike but that torch is needed. Can anyone help?

 
Hi Lorri,

It happened to me in my first playthrough, too. My advise; you usually spawn near a place called "drugs and guns". Near that place there's a merchant and quite close a city. Go to the city and keep looking for places where there are construction boxes (there are shops with a sign saying something like "XX tools".) The welding torch tends to spawn on these boxes. Also, look for big buildings because some are like supermarkets (or something along the lines) and you have lots of loots and construction boxes there.

 
I'm fairly new to Darkness Falls but I am really loving it. The creators have done an amazing job!!!! One thing I have been stuck on is a welding torch. I can't craft it and I can't find it at any traders so far. Is it a rare spawn? Would love to build a minibike but that torch is needed. Can anyone help?
You can find them in Pass-n-Gass crates, working stiff crates. But Pass n gass crates has the highest drop rate for me.

 
After uninstalling and reinstalling again there was no problem. I am guessing that there must have been a little something left from the modlette somewhere.
One other thing I just ran into is I got all 5 points in pack mule but it only opened about half my pack. 53 slots to be exact. Is there something else that opens the rest?
You also need a full set of clothes, with triple-storage pockets installed... yes those go on clothes now, and chest armor with the tactical rigging installed.

Khaine playing DF Experimental:
So I'm going through progression.xml for Butchering tools lvl2, perkbowweapons2... and it says requirements are reqweapons4 - which means i leveled to lvl80 unlocked all crafting perks to lvl4 ( weps, tools, guns... ) yet it still says I don't meet the requirements? According to progression.xml this should be it - so what am I missing?

Side note - you did a superb job in balancing the pack - best by far, but :) it would be even better without any level gates ( personaly I prefer "gates" behind skills progression or combination of those.

Also if you find a book recipe than recipe should be unlocked, but materials like steel for example are still locked behind normal progression, which means you either buy them or find them elsewhere salvaging etc. I know you are limited by TFP limitations, but I think these could be done.

One more - last one I promise: generalschematics should have higher drop chance since they are the only way to make mods. Day 19 and I only found 5 of those after looting 2 Bookstore towers and 5 big libraries ( QualityJoe 5/5 ) - I have only few mods that I found in loot boxes, but mostly for tools. Maybe a little tweak here would be nice, since recipes requires from 5 - 10 schematics for a single mod.

Great playthrough so far, you really balanced the perks and gameplay spot on. ( with few tweaks perhaps as mentioned above ).
Huh, I have no idea on the weapons. I'll do some testing later.

The reason there are level gates, is because A16 had level gates. THe progression for the experimental version is basically A16 + some A17 bits I liked. ;) A lot of folks forget A16 had level gates in place.

Will look into those schematics. I had a feeling they didn't drop often enough too. May move them into the common book group.

EDIT: Turns out the schematics WERE in the common book group, but not having a probability assigned to them... because I stupidly thought that'd make it default to 1... meant they weren't dropping as often as I'd like.

Also got rid of the quality levels on the books, finally.

 
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Hi Khaine,

Are all these new traits going to be also in the Darkness Falls "normal" version or is this experiment version exclusive? If they are going to be for the normal Darkness Falls, do you know when they'll be available?

Thanks!!!

 
Yep. The way experimental progression is currently set up is VERY likely how the stable version is going to be.

Aside from any necessary balance tweaks, obviously. :)

 
Hi Khaine,

I wanted to play your experimental version but there's some kind of problem. I'm suing 72D2 mod launcher and it remains with a red cross and doesn't allow me to download it. I manually downlaoded but I don't know how to get it to work. Any suggestions?

 
Huh, that's really odd that the mod launcher is doing that.

So what I do is this...

1) Download a clean copy of 7DTD from steam.

2) Right-click it in steam, select properties, local files and then browse local files.

3) That will put you in the 7DTD directory in your PC. At the top, you'll see something like This PC > Steam > Steamapps > Common. Click on common.

4) In THAT folder, right-click 7 Days to Die and select copy.

5) Decide where you want a copy of the game. I like it on my SSD so I open This PC, double click my SSD drive and then right-click and select paste in a blank area in the new window.

6) Once the game has copied over, double-click the new folder you have and keep that window open.

7) Open the zip file you downloaded. It may have a folder called darknessfallsexperimentalclient-master or something like that. Double click THAT folder and you will see 3 more. 7DaystoDie_Data, Data and Mods.

8) Select those 3 folders and drag them to the window you left open.

9) That's it. Overwrite when prompted to do so, and then start the game from 7DaystoDie.exe... not 7DaystoDie_EAC.exe.

 
Died and Gained You are feeling an illness coming over you it seems it's duration is increasing rather than decreasing antibiotics do not work and it is currently hindering the crafting due to the negative effects so far I've had the illness for 1hr 30 mins

 
That's a known bug... it does it in vanilla too.

But I'm gonna be looking at re-writing the illnesses anyways. Partially so food/drink/meds will be more useful and partially to see if it fixes that issue.

 
Hi Khaine,

I've managed to finally install the experimental version and I must say I really, really like the changes. From what I've seen, it seems that the civilian class is now mainly to get extra skill points, right? because the skills it opens are not that relevant if you play solo. Also, I've seen (by means of using creative mode) that you are going to add tons of stuff (and you have already added some, like the laser guns). Seems quite interesting (lots of titanium thingies!). I really, really like it so far :D

 
Actually the localization on Charismatic Nature is wrong. :)

It's basically a lower powered better barter + daring adventurer mixed into one.

 
How do I learn a new class ingame, like find more class books. Can it be done from scavenging?
Not in 2.04. Scrap schematics you don't need for skill notes and use those to make a book.

In the experimental, I HAVE added them as rare loot drops. I've also added skill notes as a potential reward for trader quests. :)

 
Been loving this mod but just found out I should be trying experimental version instead of the other. I went to try to download it and it says failed to load mono when i try to load it. I also am getting an error message when trying to add mod saying error reading modlet data modlets unavailable. I also see this in the mod launcher window

Checking for SDX...

No Scripts or Patches found. Not running SDX.

Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml

Game Started

but it won't start.

 
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