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

So i deleted the Quest "Finding Eve" by accident (actually wanted to make it active while flying the gyro, sigh). Is there any way to get it back or does this mean i have to start over again to be able to progress in the story line?
Go where you got the quest first?

 
Im messing around with the elevator and its only showing the floors  but says control floors not found.  Im not seeing any way to create the control floors.  Thought it use to be elevator ground and elevator floor ??

 
Go where you got the quest first?


That was my first thought. She doesn´t offer it anymore, it´s from the white river lady that is in every trader. It´s basically the same like opening new trade routes when finishing a quest tier, like when you did 7 T1 quests the trader sends you to the trader next to him. Those quests are a seperate option in the trader menu and not listed under the usual jobs.

 
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We started our server with the default map, what is the difference in the DF Navezgane and should we restart in it?
If you wish to have the DF lab/bunker, then yes, you will have to remake it. I'm assuming playing the mod in the default Navezgane will also cause some quest issues as you go along. Only way to get end game tech without the DF version will be to buy the laser workbench from a trader, not sure about the laser multi tool.

 
While we got arror's shortly.

When you scrap titanium arrowheads you get scrap metal.

Shouldn't it give titanium.

And there is a recipt at the adv. forge that smelt titanium into titanium. Any sense ?

About Anna sending you to the Research Lab.

Can't you maybe add another requirement like level or having a special perk, before Anna give you that quest ?

She could say "You need to advance more before i can give you that task"

Or at last give a warning about the difficult ?

Because when you just enter the lab with simple protektive suit, it is nearly impossible to survive there (solo), you would need power armor or titanium with radiation mods.

 
If I really have to spell it out...

You have to look up that book in recipes, make one (and no, it does NOT take skill notes) and then use it, and the perk only takes effect from level 75...


Some of the numbers are in red and when I hover over it is says, 'requirement not met' now, if I knew what is needed I would do my best to solve that.

Just in case there is something that has changed I am going un-install the game and the mods and re-install it. Drastic, ut it might work

 
Some of the numbers are in red
When the numbers are red, that prolly mean you have a debuff on you that lower that attribute.

Similar at green when you got an item (mosttimes glasses) that raise the attribute.

Or when you have read a perk book that increased the perk, but you are missing another perk to free.

Like Butchering tools 2, that need Weapon crafting 4.

Butchering tools would be a red 2, when you just got weapon crafting 3 or lower.

Just hover the mouse over it and the tooltip show you what you are missing.

 
When the numbers are red, that prolly mean you have a debuff on you that lower that attribute.

Similar at green when you got an item (mosttimes glasses) that raise the attribute.

Or when you have read a perk book that increased the perk, but you are missing another perk to free.

Like Butchering tools 2, that need Weapon crafting 4.

Butchering tools would be a red 2, when you just got weapon crafting 3 or lower.

Just hover the mouse over it and the tooltip show you what you are missing.


Hmmmm could be.

But, it could also be that my level is not high enough. When I hover is says requirements not met and there are no unlocks given

I have re-installed that game and DF and see how it goes from there and thank you

EDIT: and sorted.

I had a look through the xml files, not to edit as I am not a programmer. I found the entry concerning teechnology etc and you need to ne level 75 and up, if I am reading that correctly

Anyway, cheers guys

 
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Right here we go, when I look at the part I wish to upgrade, it is showing as 0/1

I have been doing that many times. Anyway I do like your directness.


It's definitely working for me and others.

So i deleted the Quest "Finding Eve" by accident (actually wanted to make it active while flying the gyro, sigh). Is there any way to get it back or does this mean i have to start over again to be able to progress in the story line?
Open the console and type this.

givequest Razor_Meeting_Eve
 

We started our server with the default map, what is the difference in the DF Navezgane and should we restart in it?
If the default map is navezgane, you will have 0 DF POI's.
 

While we got arror's shortly.

When you scrap titanium arrowheads you get scrap metal.

Shouldn't it give titanium.

And there is a recipt at the adv. forge that smelt titanium into titanium. Any sense ?

About Anna sending you to the Research Lab.

Can't you maybe add another requirement like level or having a special perk, before Anna give you that quest ?

She could say "You need to advance more before i can give you that task"

Or at last give a warning about the difficult ?

Because when you just enter the lab with simple protektive suit, it is nearly impossible to survive there (solo), you would need power armor or titanium with radiation mods.
Because making items have a material of titanium was breaking sounds when they hit stuff, and particle effects.

That recipe is an old recipe that doesn't need to be there so I need to remove it later.

I'm pretty sure anna's quest literally tells you how dangerous it is if you go to the quest journal and check it. If not, I can add that. ALso you can just make anti-rad pills.

Some of the numbers are in red and when I hover over it is says, 'requirement not met' now, if I knew what is needed I would do my best to solve that.

Just in case there is something that has changed I am going un-install the game and the mods and re-install it. Drastic, ut it might work
Red means either you died, so all your attributes are lowered by 1, or you aren't the right level, which can depend based on perk (Class is usually 0/10/20, future tech is 75)

 
@KhaineGB

Here are some technical questions that I hope you can help me out with.

First a DF specific one.

Regarding radiation.

I think I see that buffStatusCheck01 test is performed in buffs.

Inside of which is;

                <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffRadiationNew">
                    <requirement name="InBiome" biome="8"/>
                    <requirement name="NotHasBuff" buff="buffHazmatComplete"/>
                    <requirement name="NotHasBuff" buff="buffPowerArmorComplete"/>
                    <requirement name="NotHasBuff" buff="buffNewbieCoat"/>
                </triggered_effect>

where

        <buff name="buffHazmatComplete" name_key="buffHazmatCompleteName" description_key="buffHazmatCompleteDesc" tooltip_key="buffHazmatCompleteTooltip" icon="ui_game_symbol_radiation" icon_color="0,153,0">
            <stack_type value="ignore"/>
            <!--<update_rate value="1"/>-->
            <duration value=".1"/>
            <effect_group> <!--
                <passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffRadiationNew"/> -->
                <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffRadiationNew"/>
                <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffRadiationNew2"/>
            </effect_group>
        </buff>

Q. Where is the test for Hazmat complete?

I would have expected to see something like set hazmat complete true if requirements met, where requirements met would count up the items of hazmat clothing worn.

I think I see that sort of testing done in sorcery to see if you get some bonuses if you wear a complete set of onbe

Am I missing something?

The reason I ask is that I wanted to accomplish the act of being 100 percent protected vs radiation, but the 100 percent we see on screen is nothing more than a number which indicates how many of the hazmat clothing items you are wearing, not a direct percentage of protection vs radiation.

How do I know?, well I gave some items of clothing a low number for radiation protection, like say;

        <buff name="buffHazmatMaskweak" hidden="true">
            <effect_group name="display">
                <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="RadResistChanceDisplay" operation="add" value="5"/>
                <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="RadResistChanceDisplay" operation="subtract" value="5"/>
            </effect_group>
        </buff>

By wearing a combo of normal hazmat clothing items, but not the full set and my hazmat clothing, I got the number over 100 but still got radiated.

Does that mean that RadResistChanceDisplay is meaningless, other than a visual, and the tests for complete sets are performed elsewhere, specifically not in the xml files?

I do see;

        <buff name="buffPowerArmorBoots" hidden="true">
        </buff>

and;

        <buff name="buffPowerArmorComplete" name_key="buffPowerArmorCompleteName" description_key="buffPowerArmorCompleteDesc" tooltip_key="buffPowerArmorCompleteTooltip" icon="ui_game_symbol_armor_iron" icon_color="0,153,0">
            <stack_type value="ignore"/>
            <duration value=".1"/>
            <effect_group>
                <passive_effect name="BuffResistance" operation="base_add" value="1" tags="buffRadiationNew,buffHazmatComplete"/>
                <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffRadiationNew"/>
                <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffRadiationNew2"/>
                <triggered_effect trigger="onSelfBuffStart" action="RemoveBuff" target="self" buff="buffHazmatComplete"/>
            </effect_group>
        </buff>

But again it looks like the set buffPowerArmorComplete true test is performed elsewhere?

Even messing with;

                <passive_effect name="ElementalDamageResist" operation="base_add" value="5" tags="lowerbody,feet,radiation,toxic" match_all_tags="true"/>
                
                <passive_effect name="BuffResistance" operation="base_add" value="0.1" tags="buffRadiationWeak"/>
                <passive_effect name="BuffResistance" operation="base_add" value="0.05" tags="buffRadiationStrong"/>
                <passive_effect name="BuffResistance" operation="base_add" value="0.2" tags="buffRadiationNew"/>

does not seem to do the trick?

How does one go about dealing with acquiring radiation protection, either partial like a percentage, or complete other than putting on the hazmat items, or adding the hazmat ready item modifiers (which act as buffHazmatMask etc) or wearing the power armor?


Now for something not specific to DF;

A thought exercise, using sloppy code talk...

Say I have an item, lets call it fudgeStick.

It has a base_set block damage of say 10.

Now lets say it has a damagemodifier of base_add -1 tag metal.

a) First question, could we not say, damagemodifier base_subtract 1 vs metal and get the same result?

b) Is there any merit to using base_add negative over base_subtract positive?

c) Hitting anything other than a metal item would cause 10 damage to the thing hit, yes?

d) Hitting a metal thing would only cause 9 damage to the thing hit, yes?

Pushing on, lets say I have carefully added some new tags to some blocks.

Say I added 'likesFudge' tag to all tables.

Now we can create an item modifier, lets call it fudgeLikesTables.

Lets give it a damagemodifier of base_add 20 tag likesFudge

Add fudgeLikesTables to fudgeStick,

e) hitting a none table, none metal item causes 10 damage,

f) a none table, metal item, 9 damage,

g) a table, wood, 30

h) a table, metal, 29

Yes?

Now lets make an item called biggerFudgeStick,

which does 20 blockdamage, same damagemodifier metal -1

we would get,

i) none table wood 20, none table metal 19, table wood 40, table metal 39.

Right now for the tricky part.

Lets say that we want to only do 20 damage to blocks tagged with likesFudge.

We intend to do this with the item modifier fudgeLikesTables.

j) Would this process as desired;

item modifier fudgeLikesTables,

base_set block damage 20

The desired result it that it does not matter if we add fudgeLikesTables to fudgeStick or biggerFudgeStick,

hitting a metal table with either stick will cause exactly 20 damage.

Its a question about ooo I think. When is the block damage calculated when using item modifiers?

If it is the last thing calculated, then a base_set block damage in the item modifier would be the one we see at the end.

If it is calculated earlier, then erm it would not.

I ask you because, you do reply, and I expect you have some idea of what I am asking, plus you probably know the answer, assuming that you have encountered this sort of idea during your work on DF?


 
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Managed to get the first level, main part is 1 out of 1 but the others are 2 and 3 out of 5, with 3 out 5 in red. No indication as to what is needed. It could be some swear words, ptaying to the great zorg of the zargenites, who knows.

Also it does take some time to load and that is on a twin Samsung SSD system

 
To start a game/world it is more then just loading data from the harddisk.

Many database work is needed, that mean much CPU work. And since DF contain more stuff then vanilla, it take longer to start a DF game.

When i move my mouse over the lock symbol, the tooltip pop up and say me i need level 125 for Technology Crafting 3.  150/175 for 4/5.

Similar to the both boost tree's they start with level 125.

DFResearch.jpg

 
Hello survivors, hello Khaine. Currently in quarantine I have finally found time to install Darkness Falls and start my first playthrough. It is safe to say that this is the best mod for 7D2D I have ever experienced so hats off to you, Khaine, and thanks for that. Amazing to see that you even still put work into development and further improvements.

Felt like when I was new to 7D2D where I had to find out all kind of stuff and there is still a lot for me to explore in Darkness Falls. One thing is kind of weird to me, though. It took me a while to understand how books and recipes and skill trees etc. work. I think I understood it but there are books for crafting iron armor and for crafting crossbows. I have found (and read) them multiple times already but whenever I find them they are closed and therefore shown as "unread". I can't find a reason for that as I am able to craft those things.

And second, there is a light blue book for learning seed recipes (and something else) which I have read like 10 times already but it doesn't seem to do anything. Moreover, I can read that book multiple times and it does not disappear. What is it good for? There is a similar one in red and for crafting ammo that I don't understand neither.

Last but not least, is there a trick to hit night stalkers with melee weapons? Like 90 % of my swings go through it and miss.

Hints are appreciated.

 
I find them they are closed and therefore shown as "unread".
Because, the perk isn't unlocked yet.

You are missing an additional perk like gun crafting.

Move the mouse over the lock or red hook, then a tooltip should appear that show you the requirements.

 
KhaineGB said:
As promised, it's here, it's uploaded, it's ready.

Darkness Falls V4.01 is now out!

To update, you need to make sure that your /Mods folder is TOTALLY deleted. No exceptions. A new save is very, very, very strongly recommended as your progress may be wiped. Patch notes as follows.

V4.01

<<<<SNIP>>>>
- Changed modXPNerf to be installable on anything and apply to all XP gained (this is a creative mode only item).

<<<<SNIP>>>>
@KhaineGB

Above all - Thank you for Darkness Falls! 

<Yes I made sure I am in CM 😁 )

I am looking for the "modXPNerf " in the CM without success.

Only item that shows in the CM search is a "Reduce Mining XP" elixir.

Searched through the DF files and had 4 hits in 3 files (simplified to "nerf")

  Search "Nerf" (4 hits in 3 files of 2588 searched)

E:\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-DarknessFallsCore\Assets\Zombies.unity3d (1 hit)
    Line 893931: ó:<Ë8yú•¾é—â¼b—šrƒ73[OÚ¿C¨Å²"•ŽPÃY”@ ]Lu²@(ƦqYúªÄ|€í;Ÿ$üêÅSñ°;n[Ëì¯;ýMõ¼ÕùëäÑfåA³fߟ6MvTäö!fÁþÇü´}1    ]™l$}NERf›Cš´Ç§*ô|ˆ2™%ŒÙОax'> ÙtóæÎÅÈg\jâ¦Ìk
  E:\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-DarknessFallsCore\Config\buffs.xml (1 hit)
    Line 12895:         <buff name="buffTurretNerf"> <!-- Buff to nerf the turret a bit cos that @%$# is dumb -->
  E:\SteamLibrary\steamapps\common\7 Days To Die\Mods\0-DarknessFallsCore\Config\entityclasses.xml (2 hits)
    Line 294:                         nerf quest XP 50%
    Line 295:                         nerf kill 25%


How can I get/make this?

Thank you in advance!

 
Maybe my last post wasn't clear. Look at that:

Butchering tool schematic with the closed book as a symbol. I have read that schematic multiple times already but the symbol won't change to an open book.

book.jpg

Got both point of butchering tool crafting:

butchering.jpg

Got weapon crafting level 4 which is required for butchering tools crafting 2:

weaponcrafting.jpg

Can both craft all kind of machetes as well as hunting knives:

machete.jpgknives.jpg

So why is the book shown as unread? What am I missing? 

 
Maybe my last post wasn't clear. Look at that:

Butchering tool schematic with the closed book as a symbol. I have read that schematic multiple times already but the symbol won't change to an open book.

View attachment 24023

Got both point of butchering tool crafting:

View attachment 24024

Got weapon crafting level 4 which is required for butchering tools crafting 2:

View attachment 24027

Can both craft all kind of machetes as well as hunting knives:

View attachment 24026View attachment 24025

So why is the book shown as unread? What am I missing? 


There are several Books that do not show the real status "read" or "unread"... if u allready got the perks, reading them does nothing.... 
 

im pretty sure somewhere the last 20-30 pages khaine allready answered that question. irgendwelche komplikationen mit der vanilla version, die dazu führen, dass die bücher nicht als gelesen angezeigt werden

to your second question, there are books that need to read by left or right clicking them from the hot bar and not from the backpack menu or "reading" them  // might help with the ones making problems

 
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