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

Im sorry if this has been answered but we have been playing this mod and love it. one of my admins drank a grandpas forgetting elixir and lost all the mining/athletic points he had is there any way to get them back through a command?


Tell them to stop messing about in the creative menu.

And he's hosed. He's not gonna be able to get classes back. He'll need to delete his profile.

 
For a new server using vsmall1 map --- it get hung on creating the player. Never gets past it.

Dedi server log attached...its too long to cut and paste here. Saw some interesting out of bound, Delta,  and spawn messages. Going to try a different map.

View attachment 18453
Tried small1 map --- still no luck. The world downloads, it inits, goes to the MOTD screen --- hit continue --- and it never resolves.

 
For a new server using vsmall1 map --- it get hung on creating the player. Never gets past it.

Dedi server log attached...its too long to cut and paste here. Saw some interesting out of bound, Delta,  and spawn messages. Going to try a different map.

View attachment 18453


Gonna be honest, I am NOT a server guy. If my server doesn't work, I nuke it and reinstall.

I'd also check the mod works in SP first.

How does one go about getting the Wasteland Treasures perk unlocked? (for bigger backpack capacity) 
Wasteland treasures doesn't unlock larger backpack capacity. Pack Mule does.

 
I think Scavenger allow you to build medium backpacks and with Master Large backpacks at the tailor bench.

But that is a class not a perk.

 
Thanks a lot for this mod, really enjoying the experience!

I tried sifting through the 268 pages but can't seem to find a good answer to my question:

First time playing this mod. I find quite some schematics but when reading them the item (for example cement mixer) will not unlock. Are they locked behind levels/perks or did my installation of the mod go wrong?

-Hels

 
Just starting out with this amazing mod. Problem is, game hangs and crashes when i choosing recipes  on the blank class paper.

Tried deleting profile completely.

😢

 
First time playing this mod. I find quite some schematics but when reading them the item (for example cement mixer) will not unlock. Are they locked behind levels/perks or did my installation of the mod go wrong?
Yes, most of them need some other requirements.

You should seek the cement mixer at the skill page, then you prolly see a red hash (or how this is called in engl.) at the right side.

Move the mouse over it, and the tooltip will show you what else you are missing.

When it just display "Requirement not met" it is level limit, like for all Master skills you need lvl 50.

Just starting out with this amazing mod. Problem is, game hangs and crashes when i choosing recipes  on the blank class paper.

Tried deleting profile completely.

😢
I would say it is that you installed it not correct,

or you use other modlets that cause problems.

 
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I think Scavenger allow you to build medium backpacks and with Master Large backpacks at the tailor bench.

But that is a class not a perk.


Medium backpack isn't locked. Anyone can make it. Just needs a tailoring bench.

Thanks a lot for this mod, really enjoying the experience!

I tried sifting through the 268 pages but can't seem to find a good answer to my question:

First time playing this mod. I find quite some schematics but when reading them the item (for example cement mixer) will not unlock. Are they locked behind levels/perks or did my installation of the mod go wrong?

-Hels


Schematics often unlock perks, which is not the same as vanilla. So check the perks list. If you see a perk in red, click on it, then click on the perk level to get the description and it'll tell you what the requirements are.

Just starting out with this amazing mod. Problem is, game hangs and crashes when i choosing recipes  on the blank class paper.

Tried deleting profile completely.

😢


If you're on windows, increase your windows paging file size.

If you're on Linux, go into the Mods folder and delete the active ingredients folder.

 


Medium backpack isn't locked. Anyone can make it. Just needs a tailoring bench.

Schematics often unlock perks, which is not the same as vanilla. So check the perks list. If you see a perk in red, click on it, then click on the perk level to get the description and it'll tell you what the requirements are.

If you're on windows, increase your windows paging file size.

If you're on Linux, go into the Mods folder and delete the active ingredients folder.
Wow relay fast answer! I'm  linux, Thanks worked like a charm!

 
Gonna be honest, I am NOT a server guy. If my server doesn't work, I nuke it and reinstall.

I'd also check the mod works in SP first.


Yeah I now tried the small1 map in SP and that is hosed as well. I have a feeling its map related. Have you tried all of them? Which are you using sucessfully?

 
Small1 map work fine at my side.

Just started a new game with it.

I suggest that you should delete the 7D2D steam installation, not uninstall because uninstall don't delete files that don't belong to the current version but might cause trouble.

Delete the used copy for 7D2D .

Reinstall 7D2D with steam, and install the mod manualy or with the Mod-launcher.

 
Yeah I now tried the small1 map in SP and that is hosed as well. I have a feeling its map related. Have you tried all of them? Which are you using sucessfully?
They all worked for me. The only one I had an issue with, I think was VSmall2. Sometimes it derps out on the cave generation near one of the towns.

 
KhaineGB,


i just got an idea about the traders.

Currently the POI of the trader's are fixed but not invulerable anymore. They got mosttimes all kind of destroyed workbenches and with some luck even working ones.

My idea are now, the Trader POI's improve while you support the trader with quests, buying/selling, or gifting cash/resources.

Tier 1 would be just a trailer or shack with 1-2 guards, maybe with a barbwire fence.

While Tier 5 would be have concrete/steel (Caitlin maybe titanium) wall's with traps around, 4 (6) guards each side, working workbenches of all kind.

And ofcouse the stuff the trader offer  would be scale with the tier.

 
Having the trader POI update based on what tier you're at for quests is actually really difficult.

I COULD grant the player resources to upgrade it on new tier, but I bet most folks would just go spend it on their base.

 
I've unlocked Master Scavenger and got pack mule fully levelled (5/5) but still can't unlock the bottom lot of backpack slots in Darkness Falls, anyone know what I'm doing wrong?

 
Having the trader POI update based on what tier you're at for quests is actually really difficult.

I COULD grant the player resources to upgrade it on new tier, but I bet most folks would just go spend it on their base.
But when the player or players decide to live inside the trader POI ?

Why building an new own base and not assist the trader, and get protected a bit by him ? 🙂

Since the trade is 24h open and the POI isn't invulerable anymore it should be possible.

Just think about it and discuss it with your people on Discord ! 🙂

I've unlocked Master Scavenger and got pack mule fully levelled (5/5) but still can't unlock the bottom lot of backpack slots in Darkness Falls, anyone know what I'm doing wrong?
Did you build and equip medium or large backpacks at the tailor bench ?

 
Really enjoying this mod, quick question - does Pummel Pete have effects on fist/knuckle weapons?

It references "Blunt weapons" in the description and both fists and clubs increase the "Blunt weapons" skill so it leads me to be believe it would do, but wanted to check before I sink points in to it?

 
Really enjoying this mod, quick question - does Pummel Pete have effects on fist/knuckle weapons?
Ask youself, what weapon skill goes up when you use them ?

Since it is Blunt, the skill should affect them.

Since we just speak about fist/knuckle.

Anyone else think they need to be moved into an own weapon category (if that is possible) ?

They don't swing like club,bat,hammer and some of them got blades on them.

I think it is to easy to switch the blunt weapons, and it is a total different to swing with a 1h club or a 2h hammer or use fist.

But ok, that's maybe a generell request for vanilla then for this mod only.

 
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