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

We say to use the launcher because it's easier than trying to teach most people how to manually install.
I don't really know what to say other than it isn't installed right. Other folks have been playing fine in SP, MP via server and MP via steam. If you're manually installing and the game won't load there's a good chance you left EAC on. EAC needs to be OFF for this mod. I'm pretty sure the mod launcher typically turns it off by default but manual install won't do that if you just run it from steam.

I tried to manually install the files again. I've done several mods for this game and I know I'm putting the files in there right.

I used the in-game launcher and turned off EAC. It STILL hangs at Connecting to Server. This is even at accepting his invitation to play.... we are on the same network.

 
Hi
there are two types of bunker:

the bigger one appears in wasteland the door is under the first small tent this is where the portals are and the smallest appears in burning_forest and the entrance is a well
Thank you for the information, you helped me a lot.

 
I tried to manually install the files again. I've done several mods for this game and I know I'm putting the files in there right.I used the in-game launcher and turned off EAC. It STILL hangs at Connecting to Server. This is even at accepting his invitation to play.... we are on the same network.
What's the log say? Anything before the mono note? After? Any other mods installed that may conflict? Is there a firewall that's preventing the launcher from working? If you are installing manually, what version of sdx are you using to compile the dll? Got an anti virus software?

 
I tried to manually install the files again. I've done several mods for this game and I know I'm putting the files in there right.I used the in-game launcher and turned off EAC. It STILL hangs at Connecting to Server. This is even at accepting his invitation to play.... we are on the same network.
I honestly don't know what to say or tell you. I've got folks testing out my buggy-as-hell experimental build running fine on dedicated servers and via steam.

If it's hanging at Connecting to Server but otherwise works fine in SP, then one of you has a firewall issue (assuming both of you run fine in SP)

 
I found an issue that I think may be caused by this mod. Some zombies in POIs in my Navezgane world have only 1 health, and they never wake up, even when subjected to loud noises.

 
We did a fresh install. Now here's the next problem. I can join his game through the friends list, but the mod doesn't work that way and it crashes before I get in.He tried clicking "Invite Friend" inside the game, via esc, and nothing happens. I tried to connect to him through loading to the main menu via the launcher and it just hangs there at "waiting for server"

If ya'll don't use the launcher, why even say to use it for your mods?

I tried installing the mod manually. I made a copy of all my files, placed them on my desktop then went back to my 7Days folder and put the mod files in, accepting on the prompt to overwrite. The game would not load. This is all from a new, fresh install, zero saves. I used the launcher and the mod works.
Dont use the game for MP.

Run the ACTUAL dedicated server on his machine (or yours).

Then both clients connect to *that* instance.

Probably requires port forwarding to be setup.

 
I found an issue that I think may be caused by this mod. Some zombies in POIs in my Navezgane world have only 1 health, and they never wake up, even when subjected to loud noises.
Not a bug.

Those are the 1hp decoy zombies from A16. You just notice it due to the health bar. ;)

 
I tried to manually install the files again. I've done several mods for this game and I know I'm putting the files in there right.I used the in-game launcher and turned off EAC. It STILL hangs at Connecting to Server. This is even at accepting his invitation to play.... we are on the same network.
Hi,

All Mod that my friends and I play is always via ModLuncher

- In our case I have a dedicated server and all start the game via Modluncher

- steam must be started

- EAc off

- the first time you start a new map and try to connect you stay awhile "Connecting to Server" or "wainting for server"... just wait a while

 
Ok folks.

Experimental has gone well. V2.2 is now due out TOMORROW.

Make sure you back up your saves because I make no guarantees of compatibility. :)

 
Great Mod, me and my daughter love playing it, couple of things I've spotted while playing the current stable build.

1) The pipe rifle states in the description it uses 9mm rounds, but once made it actually uses the standard 7.62mm rounds

2) If unarmed you can punch Zombies\Animals\Survivors\Bandits no matter how far away they are as long as they can be seen

Keep up the good work :)

 
Specs?

Ok folks.
Experimental has gone well. V2.2 is now due out TOMORROW.

Make sure you back up your saves because I make no guarantees of compatibility. :)
Is there a place I can see what the changes are? Super excited!!!!!! This is the best freaking mod

 
First I must say that this looks like an amazing mod that seems to bring back alot of the things that's been removed.

But with that said, Can it be changed to have smaller sized bags? (or larger inventory UI) It's getting hard to see the icons in the tiny grid.

(Running at 100% UI Scale on a 27" monitor)

And is it possible to get a clock back in the UI somehow?

(could an inventory item give a buff that displays time? would be great to have to find a wristwatch and get the time as a buff :D )

-Holo-

 
Hello, this is my first post and I wamt to start out by thanking for creating this awesome mod that has made my favorite game even better.

I was wondering if where I can find the release notes for 2.2 if they've been listed anywhere yet.

Thank you again for adding back so much TFP have taken away. Seems you get more work done than them.

Not sure if you're open to suggestions and I have lots of ideas and I'm sure you get them night and day but how difficult would it be to add ammo variant for blunderbuss? Such as iron shot, lead buckshot, nails? Etc.

Craftable Weapon/Tool display block to have a wall with old unsused guns hanging on it. "Decorative purposes" I always thought it would be a nice touch to have guns hanging in the armory or tools hanging in tool shed even if they can't be taken down and reused.

Craftable ember pile "from burnt biome" to fill trench with so zombies get fire damage when stepping on them. Just a few ideas of the many I have but you may have already heard these a thousand times.

Also not sure if it's intentional or just a glitch on my end but pipe pistol/rifle won't let me change to steel casing ammo.

Keep up the great work this mod has made the game new to me again.

 
Hi, awesome mod, I'm having a lot of fun with it.

Is there a guide to all the different perks and how to get them. For example, I want to unlock the chemistry station for which I assume I need to upgrade my science skill but I don't know what I need to do to further upgrade my science skills. If I knew what I had to work on and if I had goals it would be more fun. Is there a guide like this somewhere?

 
Great Mod, me and my daughter love playing it, couple of things I've spotted while playing the current stable build.1) The pipe rifle states in the description it uses 9mm rounds, but once made it actually uses the standard 7.62mm rounds

2) If unarmed you can punch Zombies\Animals\Survivors\Bandits no matter how far away they are as long as they can be seen

Keep up the good work :)
1) Fixed in experimental. Was a localization derp.

2) I think this is related to the HP bar mod. Haven't found a way to fix it yet.

Is there a place I can see what the changes are? Super excited!!!!!! This is the best freaking mod
I posted a screenshot of the full list of changes on my twitter. But the changelog will be going up later today. :)

First I must say that this looks like an amazing mod that seems to bring back alot of the things that's been removed.But with that said, Can it be changed to have smaller sized bags? (or larger inventory UI) It's getting hard to see the icons in the tiny grid.

(Running at 100% UI Scale on a 27" monitor)

And is it possible to get a clock back in the UI somehow?

(could an inventory item give a buff that displays time? would be great to have to find a wristwatch and get the time as a buff :D )

-Holo-
Inventory... not really. I'd have to re-do a lot of the skills/item modififers/items if I made the actual inventory smaller. Changing the UI to be larger could potentially screw things up for 1080p players.

Honestly, what I REALLY want to do, is have multiple pages for the inventory and then I can just make it say... 32 slot per page and have bigger icons. That would be absolutely ideal but I don't have enough C# coding experience to mess with the XUi controller.

Putting the time back is also going to be a no, but you can find a watch. Just keep it on your hotbar and left click to get the time. Not having the time is intentional since like... most folks these days rely on their tech to tell the time (like phones and laptops) rather than having proper analogue watches.

Hello, this is my first post and I wamt to start out by thanking for creating this awesome mod that has made my favorite game even better.
I was wondering if where I can find the release notes for 2.2 if they've been listed anywhere yet.

Thank you again for adding back so much TFP have taken away. Seems you get more work done than them.

Not sure if you're open to suggestions and I have lots of ideas and I'm sure you get them night and day but how difficult would it be to add ammo variant for blunderbuss? Such as iron shot, lead buckshot, nails? Etc.

Craftable Weapon/Tool display block to have a wall with old unsused guns hanging on it. "Decorative purposes" I always thought it would be a nice touch to have guns hanging in the armory or tools hanging in tool shed even if they can't be taken down and reused.

Craftable ember pile "from burnt biome" to fill trench with so zombies get fire damage when stepping on them. Just a few ideas of the many I have but you may have already heard these a thousand times.

Also not sure if it's intentional or just a glitch on my end but pipe pistol/rifle won't let me change to steel casing ammo.

Keep up the great work this mod has made the game new to me again.
Release notes were posted on my twitter but will be going up here later today. :)

Blunderbuss I can consider adding more ammo to. That's fairly easy. The display block... did that even get updated for A17? I remember it was an SDX mod in A16. More than happy to consider adding it, just need to know if it's been updated or not. Crafting the ember pile would also be fairly easy. Just needs a recipe.

Pipe rifle/pistol not taking steel ammo is intended since it's supposed to be held together with duct tape, glue and hope.

Hi, awesome mod, I'm having a lot of fun with it.Is there a guide to all the different perks and how to get them. For example, I want to unlock the chemistry station for which I assume I need to upgrade my science skill but I don't know what I need to do to further upgrade my science skills. If I knew what I had to work on and if I had goals it would be more fun. Is there a guide like this somewhere?
There isn't a guide, but I recommend using The Perkalator as it lists all of the perks in the mods and their requirements if you mouse over the lock icon.

 
Darkness Falls V2.2 STABLE is now ready for you to enjoy! Changes as follows.

- Updated the mod to DMT.

- Increased sniper rifle capacity to 10.

- Changed mastery books so they should scrap into 9 or 10 notes.

- Added 2 new radiation buffs.

- Added 4 new zombie hand items that grant radiation on hit instead of bleeding.

- Hazmat suit grants some protection to the new buff.

- Power armor grants a LOT of protection to the new buffs.

- Antirad gets rid of both buffs like bandages get rid of bleeding.

- Wandering hordes are now more dangerous.

- Added Feel The Heat mod for pistols only. Grants the player Gunslinger level 4.

- Added NiCd Battery mod. Shock proc for melee and guns.

- Added Flammable Oil mod. Fire proc for guns, but using the flaming arrow buff so it's the same as bows.

- Added Liquid Nitrogen mod. Cold proc for melee and guns. Also added a new particle effect for this.

- Added frozen zombies to the snow biome. Cold proc weapons give them bonuses instead of extra damage, or should do. Fire should do double damage.

- Added fire zombies to the burnt biome. Same as above but swap cold and fire over.

- Blessed metal mod changed to "Elemental" tag, which means it cannot be used with the above 3 mods but CAN be used with rad remover.

- Supply crates spawn zombies randomly when opened.

- Increased car health to mitigate trash bags doing 400 damage for some reason.

- Changed the screen effect for nightvision to use the Bright effect so it should look better.

- Removed the flaming arrow. Added exploding arrow.

- Snakes are now poisonous.

- Spiders added to the forest.

- Slightly lowered the Hornet spawn rate since spiders were added.

- Self medicated should now work as advertised.

- Vehicle mods and modded vehicles added.

- Gyrocopter added as a rare, drop-only vehicle. No, it can't be modded. No, it never will be.

- Blood draw kits have a chance to cure poison. Paramedic kits DO cure poison.

- Antirad meds tweaked so the radiation protection (which is random) works better.

- Added buffs to some zombies that buff their friends (Like cheerleaders giving a jump boost).

- Boss zombies added.

- Hordes reworked to add in the boss zombies, fire zombies and frozen zombies.

- Blunt weapons (clubs, sledgehammers) have a chance to stop zombies infecting you and animals from causing bleed. Think of it as knocking their teeth out.

- Serrated blade mod tweaked so it's more likely to cause bleed when you hit something.

- Made infection progress faster because it's currently too easy to cure.

- Elevators shouldn't need power now and are slightly faster.

- Animal husbandry journal tip now uses the old gunAssembly tooltip so it'll actually save in the journal properly and stop spamming people whenever they pick up an egg.

- Added power armor to demon loot drops.

- Power armor is now capped at T1 for CRAFTING. You want better? Go kill demons.

- Tweaked landmine damage.

- Duplication glitch fixed for guards.

- Trader guards no longer respawn.

- NPC's can now be healed by Sterile bandages, first aid bandages, first aid kits and paramedic kits.

- Other players should now also be healed by secondary action. If the player has Physician 5, they also heal THEMSELVES while doing this, but only as-if they did not have the perk.

- Lowered healing from sterile bandages, first aid bandages, first aid kits and paramedic kits as it got a little out of hand with the physician perk. Max health heal is NOT changed, only current health.

- Lowered Accelerated Healing to a 30 second buff instead of 60.

- Accelerated healing now only heals to 75% of max health instead of 90%.

- Fixed the missing ! on the missile silo POI.

- Fixed the missing ! marker for the bavarian beer shop.

- Nerfed the loot in the missile silo POI (like the 36 hidden stashes in one area)

- Tweaked The Village POI so there aren't a million empty storage boxes. Yes this makes it kinda OP but eh.

- Yeah! Science! now unlocks the advanced wire tool.

- Dyes can now be crafted.

- Clothes, boots and hats can now be crafted.

- Reduced amount of rad dogs in GS75 and GS100.

- Repacked stalker audio in it's own file to see if that gets rid of missing file messages.

- Tweaked localization for grease monkey.

- Tweaked localization for Salvage Operations to state it unlocks vehicle mods at level 5.

- Infection now progresses faster.

- Animal sounds should now work.

- Increased max player level to 250.

- Increased the XP required to level multiplier. Low levels should be mostly unaffected, higher levels take longer.

- All "kill animal" challenge quests now grant skill points (a couple gave XP, the others gave skill points).

- All other challenge quests now also grant an item on turn-in like trader quests.

- Decreased the amount of meat you get from "wild" animals.

- Increased amount of time to grow crops (approx 2 days per stage at 60 min days).

- Slightly increased P225 ammo capacity.

- Added hireable NPC's.

- Steroids now use base_add instead of base_set to prevent issues.

- Gun parts are now more difficult to purchase (loot probability is the same)

- The Hunter mod now works on survivors and bandits.

- Can no longer use tech boost shots if you have bio and vice versa, thus locking yourself out of both trees.

- Gamestages adjusted. Dying no longer reduces gamestage. Gamestage advances MUCH faster at higher difficulties (Adventurer is now the same as Nomad, Nomad is the same as warrior, warrior is the same as survivalist, survivalist is the same as insane, insane is... well... insane)

- Changed fruit tree's to use a different block class to stop the random disappearing thing.

- Re-made a lot of the unity entities to fix layer 1 issues and make animation transitions a little smoother.

- 2 new demons added.

- Bottom level of the big bunker is more dangerous.

- All 3 official maps have been edited to move the big bunker to the wasteland.

- Tweaked Scifi desk and locker loot as the small bunker was too OP.

- Reworked RWG by Mythixdino! Best used for 7k, 8k and 9k worlds. Smaller or larger may cause issues.

New save very likely needed if you're playing 2.11. Folks on latest experiemental should be absolutely fine. Now available on the launcher for download, and also on Nexus Mods if you wish to install manually. :)

 
Darkness Falls V2.2 STABLE is now ready for you to enjoy! Changes as follows.
- Updated the mod to DMT.

- Increased sniper rifle capacity to 10.

- Changed mastery books so they should scrap into 9 or 10 notes.

- Added 2 new radiation buffs.

- Added 4 new zombie hand items that grant radiation on hit instead of bleeding.

- Hazmat suit grants some protection to the new buff.

- Power armor grants a LOT of protection to the new buffs.

- Antirad gets rid of both buffs like bandages get rid of bleeding.

- Wandering hordes are now more dangerous.

- Added Feel The Heat mod for pistols only. Grants the player Gunslinger level 4.

- Added NiCd Battery mod. Shock proc for melee and guns.

- Added Flammable Oil mod. Fire proc for guns, but using the flaming arrow buff so it's the same as bows.

- Added Liquid Nitrogen mod. Cold proc for melee and guns. Also added a new particle effect for this.

- Added frozen zombies to the snow biome. Cold proc weapons give them bonuses instead of extra damage, or should do. Fire should do double damage.

- Added fire zombies to the burnt biome. Same as above but swap cold and fire over.

- Blessed metal mod changed to "Elemental" tag, which means it cannot be used with the above 3 mods but CAN be used with rad remover.

- Supply crates spawn zombies randomly when opened.

- Increased car health to mitigate trash bags doing 400 damage for some reason.

- Changed the screen effect for nightvision to use the Bright effect so it should look better.

- Removed the flaming arrow. Added exploding arrow.

- Snakes are now poisonous.

- Spiders added to the forest.

- Slightly lowered the Hornet spawn rate since spiders were added.

- Self medicated should now work as advertised.

- Vehicle mods and modded vehicles added.

- Gyrocopter added as a rare, drop-only vehicle. No, it can't be modded. No, it never will be.

- Blood draw kits have a chance to cure poison. Paramedic kits DO cure poison.

- Antirad meds tweaked so the radiation protection (which is random) works better.

- Added buffs to some zombies that buff their friends (Like cheerleaders giving a jump boost).

- Boss zombies added.

- Hordes reworked to add in the boss zombies, fire zombies and frozen zombies.

- Blunt weapons (clubs, sledgehammers) have a chance to stop zombies infecting you and animals from causing bleed. Think of it as knocking their teeth out.

- Serrated blade mod tweaked so it's more likely to cause bleed when you hit something.

- Made infection progress faster because it's currently too easy to cure.

- Elevators shouldn't need power now and are slightly faster.

- Animal husbandry journal tip now uses the old gunAssembly tooltip so it'll actually save in the journal properly and stop spamming people whenever they pick up an egg.

- Added power armor to demon loot drops.

- Power armor is now capped at T1 for CRAFTING. You want better? Go kill demons.

- Tweaked landmine damage.

- Duplication glitch fixed for guards.

- Trader guards no longer respawn.

- NPC's can now be healed by Sterile bandages, first aid bandages, first aid kits and paramedic kits.

- Other players should now also be healed by secondary action. If the player has Physician 5, they also heal THEMSELVES while doing this, but only as-if they did not have the perk.

- Lowered healing from sterile bandages, first aid bandages, first aid kits and paramedic kits as it got a little out of hand with the physician perk. Max health heal is NOT changed, only current health.

- Lowered Accelerated Healing to a 30 second buff instead of 60.

- Accelerated healing now only heals to 75% of max health instead of 90%.

- Fixed the missing ! on the missile silo POI.

- Fixed the missing ! marker for the bavarian beer shop.

- Nerfed the loot in the missile silo POI (like the 36 hidden stashes in one area)

- Tweaked The Village POI so there aren't a million empty storage boxes. Yes this makes it kinda OP but eh.

- Yeah! Science! now unlocks the advanced wire tool.

- Dyes can now be crafted.

- Clothes, boots and hats can now be crafted.

- Reduced amount of rad dogs in GS75 and GS100.

- Repacked stalker audio in it's own file to see if that gets rid of missing file messages.

- Tweaked localization for grease monkey.

- Tweaked localization for Salvage Operations to state it unlocks vehicle mods at level 5.

- Infection now progresses faster.

- Animal sounds should now work.

- Increased max player level to 250.

- Increased the XP required to level multiplier. Low levels should be mostly unaffected, higher levels take longer.

- All "kill animal" challenge quests now grant skill points (a couple gave XP, the others gave skill points).

- All other challenge quests now also grant an item on turn-in like trader quests.

- Decreased the amount of meat you get from "wild" animals.

- Increased amount of time to grow crops (approx 2 days per stage at 60 min days).

- Slightly increased P225 ammo capacity.

- Added hireable NPC's.

- Steroids now use base_add instead of base_set to prevent issues.

- Gun parts are now more difficult to purchase (loot probability is the same)

- The Hunter mod now works on survivors and bandits.

- Can no longer use tech boost shots if you have bio and vice versa, thus locking yourself out of both trees.

- Gamestages adjusted. Dying no longer reduces gamestage. Gamestage advances MUCH faster at higher difficulties (Adventurer is now the same as Nomad, Nomad is the same as warrior, warrior is the same as survivalist, survivalist is the same as insane, insane is... well... insane)

- Changed fruit tree's to use a different block class to stop the random disappearing thing.

- Re-made a lot of the unity entities to fix layer 1 issues and make animation transitions a little smoother.

- 2 new demons added.

- Bottom level of the big bunker is more dangerous.

- All 3 official maps have been edited to move the big bunker to the wasteland.

- Tweaked Scifi desk and locker loot as the small bunker was too OP.

- Reworked RWG by Mythixdino! Best used for 7k, 8k and 9k worlds. Smaller or larger may cause issues.

New save very likely needed if you're playing 2.11. Folks on latest experiemental should be absolutely fine. Now available on the launcher for download, and also on Nexus Mods if you wish to install manually. :)
Apologies, but I went to Nexus Mods and didn't see Darkness Falls when searching. can you supply a link? I need to manually install so I can overwrite files on my Server.

 
Anyone know what other MODS work with Darkness Falls? So far I use Socery and its amazing! I'm looking at NexusMODS and see a ton. I would like to add some more mods since we are doing a fresh install with the new Darkness Falls update. Just wondering which ones you guys use.

 
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