Still my favorite overhaul mod amongst the few that are out there.
One question if someone would be so kind; Darkness Falls has the BEST version of Night Vision IMHO, so I was wondering if someone could tell me where/if I can edit the ???.xml that has this epic version of NV so I can edit the vanilla version on my own. My wife and I can't stand the nauseating green tunnel vision and would love to have this superior version for use. {She's too scared to play Darkness Falls with me so...}
Thanks to anyone who knows this information and is willing to share.
I've a slight suggestion for the mod, after seeing a certain loud Aussie YouTuber playing through the Mod, and starting a new series, and his ungrateful comments about his special dye being rare. I think you should make it craft able. My suggestion is 1 regular purple dye and 10 of those huge pieces of @%$# you find in the toilets all the time.
This is of course just for a laugh, not out of any actual animosity towards Josh.
This was a pretty fun experience to break up the standard 7days experience. Gave some insight into how the game was long ago before skill points were condensed as a bonus. Just a few things I would like to weigh in on:
1. It was rather difficult at times to find info on how certain things in this mod work such as the farming and conflicting skill/class points. The best source I could find was youtubes usually over 30 minutes long. Sometimes would find the info and sometimes not. A wiki for this mod could be very helpful.
2. There are class quest skill perks that raise the crafting of certain gear like the crafting perks, but don't raise your repairing skill along with it. This means that while you're able to build a shiny new gun, you somehow don't have the knowledge to maintain it at that level. Even though you could just make another one from scratch. Don't know if this was intentional but it seems like it was an oversight maybe.
3. Many of the older POIs (assuming they are older) use some weird spawning logic which won't spawn the sleeping zombs until you enter a certain distance from their spawn pos. Results in situations where enemies can materialize practically right in your face. Surely minimum player spawn distance could be cranked up to reward careful eyes rather than playing minesweeper.
4. Zombie behemoth (and assuming other enemies of higher tier) should not one shot partially armored players over 200 health on a regular attack. L4D tank doesn't, KF fleshpound doesn't, Fallout deathclaw doesn't, the list goes on. Endgame enemy HP may scale up into space following the player weapon progression creating deadly threats able to shrug off damage while shredding bases but if their damage to players follows suit it just creates one shot hazards. 120 to an unarmored player plus some -25% natural armor penetration would be plenty enough for it to be a feared endgame mob, right and proper in balance.
That's my feedback anyway, keep up the good work. Modders are what's keeping the 7d2d blood flowing these days.
(2) At DF you can "repair" item over the workbench while combining 2 same items too. Just build a new gun and use it to repair your better quality damaged gun.
This was a pretty fun experience to break up the standard 7days experience. Gave some insight into how the game was long ago before skill points were condensed as a bonus. Just a few things I would like to weigh in on:
1. It was rather difficult at times to find info on how certain things in this mod work such as the farming and conflicting skill/class points. The best source I could find was youtubes usually over 30 minutes long. Sometimes would find the info and sometimes not. A wiki for this mod could be very helpful.
2. There are class quest skill perks that raise the crafting of certain gear like the crafting perks, but don't raise your repairing skill along with it. This means that while you're able to build a shiny new gun, you somehow don't have the knowledge to maintain it at that level. Even though you could just make another one from scratch. Don't know if this was intentional but it seems like it was an oversight maybe.
3. Many of the older POIs (assuming they are older) use some weird spawning logic which won't spawn the sleeping zombs until you enter a certain distance from their spawn pos. Results in situations where enemies can materialize practically right in your face. Surely minimum player spawn distance could be cranked up to reward careful eyes rather than playing minesweeper.
4. Zombie behemoth (and assuming other enemies of higher tier) should not one shot partially armored players over 200 health on a regular attack. L4D tank doesn't, KF fleshpound doesn't, Fallout deathclaw doesn't, the list goes on. Endgame enemy HP may scale up into space following the player weapon progression creating deadly threats able to shrug off damage while shredding bases but if their damage to players follows suit it just creates one shot hazards. 120 to an unarmored player plus some -25% natural armor penetration would be plenty enough for it to be a feared endgame mob, right and proper in balance.
That's my feedback anyway, keep up the good work. Modders are what's keeping the 7d2d blood flowing these days.
1) Using farming as an example, that's fully documented in the journal. That no-one reads. There's a lot of info in the journal, in PERK DESCRIPTIONS (that no one reads) and also item descriptions (that people never seem to read)
2) Intended because it's a pain to code.
3) Probably compo pack POI's. So not mine.
4) That's the point. And the l4D tank DOES one shot you, on max difficulty. One hit or one rock to the face and you're dead. Not down. DEAD.
Also you can absolutely survive a hit from a behemoth. I've done it. Others have done it. You just need the right spec. And for the record, that 200 health? That's NERFED from what the behemoth was planned to do. The code for the old behemoth attack is still in the mod.
Myself and a group of friends are playing on a hosted server we set up; when we started this world a few days ago, we were all able to join, no issue. But as of last night, we are all able to join except for one. He'll start loading and gets caught on creating player. Even tried letting it sit for almost an hour during one attempt and no luck. We pulled up the console and on his client he got this:
2021=07-21T18:17:02 304.384 INF createWorld() done
2021=07-21T18:17:02 304.559 INF PlayerId(5674, 0)
2021=07-21T18:17:02 304.559 INF Allowed ChunkViewDistance: 7
NullReferenceException: Object reference not set to an instance of an object
2021=07-21T18:17:02 304.384 INF Created player with id=171
2021=07-21T18:17:02 304.384 INF Created player with id=1352
2021=07-21T18:17:02 304.384 INF Created player with id=239
Calling Animator.GotoState on Synchronize Layer
Calling Animator.GotoState on Synchronize Layer
Calling Animator.GotoState on Synchronize Layer
And then when I went to check my console, I got a POS warning for him under a diff Id:
2021-07-21T22:10:20 29439.303 INF Created player with id=6698
2021-07-21T22:10:20 29439.352 WRN Spawned entity with wrong pos: [type=EntityPlayer, name=Ugly Duckling, id= 6698] id=6698 pos=(0.0, 0.0, 0.0)
When he goes to close out of the game when it gets stuck at the creating player step, the ingame chat shows he's left the game, but it never shows that he joined to begin with. We've tried restarting the server, we've checked if maybe it's an issue with the networking, he's tried deleting and reinstalling all of his stuff related to 7d and DF. Any suggestions from here?
Myself and a group of friends are playing on a hosted server we set up; when we started this world a few days ago, we were all able to join, no issue. But as of last night, we are all able to join except for one. He'll start loading and gets caught on creating player. Even tried letting it sit for almost an hour during one attempt and no luck. We pulled up the console and on his client he got this:
2021=07-21T18:17:02 304.384 INF createWorld() done
2021=07-21T18:17:02 304.559 INF PlayerId(5674, 0)
2021=07-21T18:17:02 304.559 INF Allowed ChunkViewDistance: 7
NullReferenceException: Object reference not set to an instance of an object
2021=07-21T18:17:02 304.384 INF Created player with id=171
2021=07-21T18:17:02 304.384 INF Created player with id=1352
2021=07-21T18:17:02 304.384 INF Created player with id=239
Calling Animator.GotoState on Synchronize Layer
Calling Animator.GotoState on Synchronize Layer
Calling Animator.GotoState on Synchronize Layer
And then when I went to check my console, I got a POS warning for him under a diff Id:
2021-07-21T22:10:20 29439.303 INF Created player with id=6698
2021-07-21T22:10:20 29439.352 WRN Spawned entity with wrong pos: [type=EntityPlayer, name=Ugly Duckling, id= 6698] id=6698 pos=(0.0, 0.0, 0.0)
When he goes to close out of the game when it gets stuck at the creating player step, the ingame chat shows he's left the game, but it never shows that he joined to begin with. We've tried restarting the server, we've checked if maybe it's an issue with the networking, he's tried deleting and reinstalling all of his stuff related to 7d and DF. Any suggestions from here?
Maybe someone can help. All I want to do is change the day/night time and daylight time. But every time i do this it corrupts my save and gives me nullreferenceexceptions. Is it impossible to change configs after starting a game?
I even restored a backup from before the config changes and still no go. At this point I don't want to play with this mod if its this sensitive
ok, why would that happen on a config change/restart and how am I suppose to fix it? I have already restored backups. Re-downloaded the mod files to my client and server. Even started a new map
ok, why would that happen on a config change/restart and how am I suppose to fix it? I have already restored backups. Re-downloaded the mod files to my client and server. Even started a new map
Wait: You started a new game with 60/40 and it immediately broke? While a new game with standard values for daytime is fine? That would be very surprising.
Ah, I think I see the problem. You probably set the DayLightLength to 40. But that value is the number of in-game hours of the day with light. I.e. that value should never go above 23 or 24 because a day only has 24 hours