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

Sometimes she either disappears (Rare) or gets killed (tried to put a failsafe in for that, but... yeah)

- - - Updated - - -

Ok, woke up, didn't even have my morning coffee, pushed a Darkness Falls V2.5 Experimental Build. :) This should be under Darkness Falls Experimental on the launcher. I will update the first post in a moment to add direct git links for folks who prefer that. (EDIT: Done)

Changelog.

- Updated for A18.3b4

- Fixed Turret perk not adding to magazine size.

- Can no longer just chug/food drink to spam wellness increases. You must wait for the average/good buff to expire.

- Traders now greet the player when within 3 blocks. This currently has a buff to prevent the greeting being repeated for 10 minutes.

- A couple of traders now have "idle" sounds.

- Fixed "UnlockedBy" for Mega Crush.

- M4A1/M60 guns and parts now have the correct 'UnlockedBy'

- Fusion Forge and Laser Workbench now have the correct 'UnlockedBy'

- Moved the acid recipe from Master Scientist to Yeah, Science 1.

- Updated localization for Yeah, Science 1.

- Added 'UnlockedBy' to Acid.

- Steel bullet casing can now be made in the Big Forge.

- Doors are now randomized on Locked/Unlocked status.

- Door lockpicking re-enabled.

- Tweaked a couple of trader prefabs to prevent issues with doors due to new lockpicking.

- Removed tier's from batteries to see if it fixes issues with battery banks.

- Fixed up some minor UI alignment issues.

- Added a legendary cow (RIP JD).

- Added Desert Eagle.

- Added Master Scavenger perk (which unlocks the Desert Eagle recipe)

- Fixed missing Pure Mineral Water recipe for the oven.

- Fixed Forged Steel occasionally not unlocking for the Advanced Forge.

- Added an attack speed modifier to blunt/bladed weapons skill, so levelling those means you now attack faster.

- Added a reload speed modifier to all gun action skills, so levelling those means you reload faster (55% with max skill + bandolier).

- Lowered the amount of meat on rabbits and chickens.

- Increased Stag/Doe movement speed.

- Adjusted Coilgun damage so it should scale a little better.

- Books/schematics should now be refunded, with a tooltip, if the player is at max skill (some may be missing this code, let me know)

- Added Irrigation.

- Re-organised display for some perks.

- Moved Mortar and Pestle off Workbenches 1 perk and into Basic Farming 1.

- Reworked the basic farming perk unlocks a little bit.

- Reading the laborer class book later on during your game will now reset and refund skill points for perks that you would be locked out of.

- Slightly increased XP required to level.

- Reworked gamestage so it's more forgiving on solo players/very small groups.

- Slightly increased gamestage multipliers for Adventurer, Nomad and Warrior difficulties.

- Added cooked versions of most canned food. Uses more cans, but removes food poisoning chance.

- Added 25% XP penalty for harvesting to both augers to stop people power levelling.

- Removed the iron club schematic and the need to learn it in order to make an Iron Reinforced Club.

- Slightly decreased the damage of spears.

- Slightly increased the damage of iron knuckles.

- Slightly increased the attack speed of all knuckle weapons.

- Removed the schematic requirement for the Iron Reinforced club.

- Changed Laborer 6 to "Craft Iron Reinforced Club."

- Porkins shotgun should now display it's stats correctly.

- Combat shotgun and Porkins shotgun should now take the same mods as other shotguns.

- Added Demolitions Expert to the Scientist class.

- Moved Self Medicated from the Scientist class to the Survivalist class.

- Moved Stealth Assassin from the Survivalist class to the Hunter class.

- Removed the 3-level perks that some action skills have. Added their effects to the 5-level perks instead.

- Reduced the cost of making action skill books and generic skill point books.

- Added working hydroponics system.

- Cooked food now has localization.

- Action skill tooltips now have localization.

- Re-done Yeah, Science localization to account for changed recipe unlocks.

- Living off the Land localization edited to reflect new unlocks.

- Sous Chef localization edited to reflect new unlocks.

- Master Farmer localization edited to reflect new unlocks.

- Big Forge description changed to say it's only made in the Workbench.

- Wasteland Treasures benefits should now work correctly.

- Rebalanced food/drink so only Sous Chef 4 or higher food/drink gives 5 wellness.

- Medical items should now work with Physician.

- Antibiotics (both types), painkillers and codeine should now work with self medicated.

- Added slower regen buff for the weak rad zombies.

- Most ammo can now be disassembled for some of it's parts.

- Added a SpawnEntity patch by Myth that should HOPEFULLY stop duplicate traders.

- Removed the rad biome.

- Wasteland is now radiated.

- Uranium and Plutonium moved to the wasteland.

- Wasteland spawns changed (ferals/rads during the day, rads/demons at night).

- Demon portals now spawn in the wasteland.

- Added new RWG by myth that mostly works (may need further tweaks)

- Added a player crafted lockable pill case. (same storage as other blocks)

- Added a player crafted lockable toolbox. (same storage as other blocks)

- Chainsaw, Auger, Aloe Cream and Large Backpack now all have the correct unlockedby.

- Advanced Engineering 4 now states it unlocks the chainsaw and auger.

- Added scrap polymer recipe to the chem station.

- Fixed the mortar and pestle recipe for aloe cream (was supposed to be cheaper and it wasn't)

- Edited Navezgane to be DF compatible.

- Added AP and HP versions of coilrounds.

- Added Entity Penetration to laser guns (requires levelling the future crafting perk).

- Added recipes for uncraftable items/blocks, so they can be searched in the recipe list and inform the player they are loot only items.

- Fixed Aloe cream not being locked.

- Fixed missing empty jar name.

- Paint brush now works like A16, so no more spam-clicks.

- Added an EXCEPTIONALLY rare chance for Trader Caitlin to stock the Fusion Forge and Laser Workbench crating stations (secret stash needed, hopefully only a temp fix).

- Fixed missing Shotgun Tube Extender recipe.

- Re-added the smokestorm effect to the wasteland from previous alphas.

- Fixed the attachments on the Deagle.

- Zombies are now much more resistant to pain and harder to stun-lock.

- Players have a 25% chance of causing knockdown on POWER ATTACK with ANY melee weapon.

- Blunt Specialists have a 25% chance of causing knockdown on a NORMAL attack once they reach Blunt Weapons 60.

- Fixed one of the inside wedge blocks not upgrading properly.

- Tweaked Air Drop loot. Greater variance of items, less likely to get the decent food.

- Added Titanium Knuckles.

- Added Titanium Knuckles unlock to Master Scavenger.

- Added craft tier increase for knuckles to the scavenger class.

- Edited the Power Attack journal entry to inform players of the knockdown chance.

- Fixed unlockedby on the Shotgun Tube Extender mod.

- Added a customized version of Mecanim that removes pain animations.

- Swapped all behemoths, succubus, incubus and night stalkers to the new mecanim.

- Increased sight range of the Succubus so she's more likely to fly over and punch you in the balls.

- Added AutoReload=True to a lot of the guns added by the mod. This forces the gun to reload if the clip is empty and the player attempts to fire.

- Lockpick bundle recipe was locked when it shouldn't have been. It's now not.

- Edited Jax's zombie hand adjustment modlet to include my new zombies, and included it in the server build.

- Slightly adjusted player XP gain for lower than level 100.

- Added a sleeping check to NORMAL zombies that buff other zombies (not the mutated ones). This means the buff should only apply if the nearby zombies are awake.

- Fixed a random NRE with the trader on severs only.

- Fixed some missing localization for animals.

- Fixed the splinted arm buff missing an icon.

- Trader guards no longer cause damage to blocks.
Hi. Should I start a new game to see the changes?

 
We've tried just about everything at this point and are experiencing this exact same error, without anything of note in logs. I tried installing it directly, tried using the launcher, killed all my files (even my steam copy) and reinstalled it ALL anew, still get stuck on the "new game" menu where the back button crashes the whole game. Glad I'm not alone, but no idea what's doing it. Two of my friends already installed these exact files and their clients are running fine with the mods. Hope someone has a better idea than I do!
My files are definitely not mismatched, I'm using all of the exact files that my friends are running and I've checked the versions countless times :( I'm on 18.3 for both game and mod.

UPDATE: Uninstalled everything again, opened the mod launcher, deleted 7D2D on steam, reinstalled it, used the experimental (18.3) in the launcher itself, and the game with mods seemed to be working: instead of getting stuck on the new game, I was in profile create, so I made a profile, clicked the "back" button to try to get into the main menu (so I could join a game) and it ended up on the new game error again. Subsequent launches it's right back to the error described above re: create game.

Second Update: I realized that I've never started a game on this PC, so I went into vanilla 7D2D and created a world. After that, I closed vanilla 7D2D and opened the game via the modded files again. Instead of being stuck on creating a world, it immediately loaded me into the world I had just made, bypassing all menus. Trying to leave the world closed the entire game.
So I know what this is.

It's the quick continue mod included in SphereII-Core.

Make sure your caps lock, num lock or scroll lock are OFF, otherwise it assumes you clicked "continue game" on the main menu. This will be removed for the next build. :)

Great work can't wait to try 2.5. I really love the CCTV mod. and have wondered how hard it would be to have working televisions or radios added to the game.
I found an outdated tv mod on nexus here but doubt it'll work with A18 https://www.nexusmods.com/7daystodie/mods/245.

Would be cool to be able to put mp3 into a folder and listen to music from a crafted radio while running errands around the base. Or even a tv that played some random gifs although I'm not sure the impact it would have on performance.
Not sure about TV's. I know starvation had it but I have no idea how hard it'd be to include.

I know sphereii is looking at updating his music boxes mod for 18.3. I'm thinking of including that for the radio I already have in the mod.

 
Hi. Should I start a new game to see the changes?
New game is REQUIRED cos I changed a lot of stuff. :)

Just a quick shout out. New experimental version is really running very nicely with 18.3 . Having a blast as always.
I found a few issues i'm fixing up for a small experimental Build 2, but thankfully nothing too bad.

 
Playing 2.5 and the new font cuts off the ones place when the Stamina number is over 100 so that 102 shows up as 10. I am going to guess that the Health will be similarly effected.

Edit: it's just stamina that does this, the other three show all digits when over 100.

Also when you do build two will we need to start a new game?

 
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Sorry for the double post but want to make sure you saw this.

Got the Forge while doing the second to last laborer quest and when I put the Forge in the Hotbar I got a null reference and then I duplicated the forge and cannot get it off the hotbar.

Also the stone upgrade hammer seems to be better than the nailgun.

Edit: I duplicated the forge when I put it down and then kept getting the Null Reference while duplicating it in my inventory when trying to get it off my hotbar.

Edit: it seems to be part of the quest because I reloaded the game and I don't have the Null Ref anymore but I also do not have the Laborer 5/6 or 6/6 quest active/or completed so cannot complete the Laborer class.

Edit: tried the givequest command to get the last Laborer quest and got the NullRef so I believe it has to do with that quest.

Edit: tried the givequest command to give myself the 5th laborer quest and it worked. Finished it and have the quest log in the journal, twice since it was the last one for some reason, but I did not get the 6th quest and got the NullRef and duplication when I finished the quest again.

 
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Not sure if this has been asked before but, Is there a way to turn off the zombie children?

My wife wants to play the mod but being a mother and grandma won't kill children, and I know a few other mothers who feel the same way. We know its a game but there are certain lines that won't be crossed.

 
Good afternoon!

Hubby and I were playing just fine until just about half an hour ago when his game locked and crashed. After several times happening, several reboots, updating drivers, etc., we've figured out that whenever I try to join his game, it crashes. So I can't actually join our coop game (which we've been playing for a few weeks, now).

Did something happen in the last hour or so that might be causing our stuff to be out of date and broken?

 
Not sure if this has been asked before but is there a way to turn the zombie children off?

My wife is a mom and grandma and will not kill children. I know of several other female gamers who would like this option.

 
That would be awesome. Also, I been having issues with underground textures of dirt and ores being low resolution and blurry. Is this intentional for increasing performance or should I reinstall?

 
There was a 7D2D update on steam. You are not on 18.2 but on 18.3 now.
Crap. Okay. So what do we do about this? We've put a lot into that world and don't want to have to start all over.

Actually, I think a better question would be this: Is Darkness Falls going to be updated so we can continue playing existing worlds? Or is that game going to be unplayable now?

 
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Crap. Okay. So what do we do about this? We've put a lot into that world and don't want to have to start all over.
Actually, I think a better question would be this: Is Darkness Falls going to be updated so we can continue playing existing worlds? Or is that game going to be unplayable now?
Well, going forward, use the mod launcher. http://7d2dmodlauncher.org/ If you've been on the forums and doing modded games I'm sure you've caught references to it. With the launcher you can have a separate install for each modded game, and keep the versions intact even when "vanilla" or the mod itself updates.

The supposition that you updated is probably correct, but you might as well check to see what versions each of you are on. If you are indeed on a later version of 7DtD, you can probably go into STEAM and set your game version to an earlier one, to match the coop game.

 
Playing 2.5 and the new font cuts off the ones place when the Stamina number is over 100 so that 102 shows up as 10. I am going to guess that the Health will be similarly effected.
Edit: it's just stamina that does this, the other three show all digits when over 100.

Also when you do build two will we need to start a new game?

Sorry for the double post but want to make sure you saw this.
Got the Forge while doing the second to last laborer quest and when I put the Forge in the Hotbar I got a null reference and then I duplicated the forge and cannot get it off the hotbar.

Also the stone upgrade hammer seems to be better than the nailgun.

Edit: I duplicated the forge when I put it down and then kept getting the Null Reference while duplicating it in my inventory when trying to get it off my hotbar.

Edit: it seems to be part of the quest because I reloaded the game and I don't have the Null Ref anymore but I also do not have the Laborer 5/6 or 6/6 quest active/or completed so cannot complete the Laborer class.

Edit: tried the givequest command to get the last Laborer quest and got the NullRef so I believe it has to do with that quest.

Edit: tried the givequest command to give myself the 5th laborer quest and it worked. Finished it and have the quest log in the journal, twice since it was the last one for some reason, but I did not get the 6th quest and got the NullRef and duplication when I finished the quest again.
Ok, so i'm gonna reply to both of these at the same time.

Regarding the first point.... WARNING... incoming boring math stuff and C#. ;)

So the problem is, in the games DLL file, Health is told to report to the player as an INT. Stamina is told to report to the player as a FLOAT. Int is usually a whole number, so like... 1, 21, 31, 111, etc.

A float can have decimals... like stamina does. So 21.7, 33.9, etc.

Now I did sort out a C# patch last night to change stamina from Float to Int, but it's a little buggy. I'm currently trying to see if I can resolve that. I also decreased the stamina font size to see if that helps. Ideally, TFP need to fix it. There's no reason for stamina to display as a float.

Regarding the second point and the laborer quest. I've had 2 other folks (aside from yourself) report it. I can't reproduce it locally at all, it's working fine for me. Other users have also said it's working fine for them. However, it looks like gitlab MIGHT occasionally be serving files badly, so i'd try either reinstalling, or see if you can download just the quest.xml on it's own and replace that.

Good afternoon!
Hubby and I were playing just fine until just about half an hour ago when his game locked and crashed. After several times happening, several reboots, updating drivers, etc., we've figured out that whenever I try to join his game, it crashes. So I can't actually join our coop game (which we've been playing for a few weeks, now).

Did something happen in the last hour or so that might be causing our stuff to be out of date and broken?

There was a 7D2D update on steam. You are not on 18.2 but on 18.3 now.
^ that, i'm afraid.

Moving to DF Experimental will let the mod and game work, but it WILL require a restart because I changed a lot of stuff.

That would be awesome. Also, I been having issues with underground textures of dirt and ores being low resolution and blurry. Is this intentional for increasing performance or should I reinstall?
If you're on experimental, you should be able to fix that by increasing the terrain detail option in video. :)

 
Hello KhaineGB! This is a fantastic mod! Makes the 7 days world much more alive, I find the progression more interesting, love all the zombie types, the rad zone, omg! So much great stuff. Fan-TASTIC.

Dug through the thread a little, but my search fu is not that great on these forums.

1. Can traders come back if they die? Or are they gone for good?

2. Sounds like the gyrocopter was out, then rare drop? Where does this stand now? The recipe is in the crafting list but we haven't found a way to make it.

Again, thanks for making this!

 
Well, going forward, use the mod launcher. http://7d2dmodlauncher.org/ If you've been on the forums and doing modded games I'm sure you've caught references to it. With the launcher you can have a separate install for each modded game, and keep the versions intact even when "vanilla" or the mod itself updates.
The supposition that you updated is probably correct, but you might as well check to see what versions each of you are on. If you are indeed on a later version of 7DtD, you can probably go into STEAM and set your game version to an earlier one, to match the coop game.
We ARE using the mod launcher. That's what's so surprising.

So since we're using the mod launcher, and that shouldn't have caused our game to update like the vanilla did, is there another reason that would be happening?

Just checked. The version is 18.2(b5), so it didn't update. There's something else going on.

 
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Hello KhaineGB! This is a fantastic mod! Makes the 7 days world much more alive, I find the progression more interesting, love all the zombie types, the rad zone, omg! So much great stuff. Fan-TASTIC.
Dug through the thread a little, but my search fu is not that great on these forums.

1. Can traders come back if they die? Or are they gone for good?

2. Sounds like the gyrocopter was out, then rare drop? Where does this stand now? The recipe is in the crafting list but we haven't found a way to make it.

Again, thanks for making this!
I have more plans too. Weither or not i'll have time to do them... that's a different matter. ;)

1) Yep, traders can respawn. I thought disabling that was a little too harsh (considered it though)

2) Gyro parts can be found (only drop off demons) and then you can craft it.

We ARE using the mod launcher. That's what's so surprising.
So since we're using the mod launcher, and that shouldn't have caused our game to update like the vanilla did, is there another reason that would be happening?

Just checked. The version is 18.2(b5), so it didn't update. There's something else going on.
Ok, so I have a theory, and it's not a good theory.

Since it froze and crash, and now does it all the time, i'm wondering if there's a hardwre problem somewhere. Hosting takes more RAM and CPU than just playing does, and i'm wondering if one of those things is... not working right.

What you could try doing, is back up the save from his machine, put it on yours, you try hosting and see if he can join. Not an elegant solution, but it's a solution.

Otherwise, I would suggest your hubby looks into running memtest on his PC when you guys go to sleep or something. Basically test the RAM for any errors.

 
Trader Jen 18.3

I have more plans too. Weither or not i'll have time to do them... that's a different matter. ;)
1) Yep, traders can respawn. I thought disabling that was a little too harsh (considered it though)

2) Gyro parts can be found (only drop off demons) and then you can craft it.

Ok, so I have a theory, and it's not a good theory.

Since it froze and crash, and now does it all the time, i'm wondering if there's a hardwre problem somewhere. Hosting takes more RAM and CPU than just playing does, and i'm wondering if one of those things is... not working right.

What you could try doing, is back up the save from his machine, put it on yours, you try hosting and see if he can join. Not an elegant solution, but it's a solution.

Otherwise, I would suggest your hubby looks into running memtest on his PC when you guys go to sleep or something. Basically test the RAM for any errors.
Just installed 18.3 and Trader Jen's dialog keeps looping and cause an exceptions error. Any fixes?

 
Yep, but you'll have to edit the buffs file.

Search for buffTraderJenGreet.

Replace the whole thing with this.

Code:
	<buff name="buffTraderJenGreet" hidden="true" icon="ui_game_symbol_medical"> 
	<stack_type value="ignore"/>
	<duration value="10"/>
	<update_rate value="1"/>
	<effect_group>
		<triggered_effect trigger="onSelfBuffStart" action="PlaySound" target="self" sound="trader_jenlikegreetmorn" play_in_head="true">
			<requirement name="IsDay"/>
			<requirement name="NotHasBuff" buff="buffStopTraderTalk"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfBuffStart" action="PlaySound" target="self" sound="trader_jenlikegreetnightfall" play_in_head="true">
			<requirement name="IsNight"/>
			<requirement name="NotHasBuff" buff="buffStopTraderTalk"/>
		</triggered_effect>
		<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffStopTraderTalk" />
	</effect_group>
</buff>
That'll fix it. :) Only seems to happen on servers though, and if that's the case for you, ONLY the server file needs editing. The edited file will be pushed to clients.

 
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