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

Hi all.

Sorry if this has been explained, I have searched. I am playing darkness falls, single player. The mission "opening trade routes (tier 1") fails about 15 seconds after I accept it from the White river scout. I am level 250 - Day 22. Any clue? I can and have taken regular jobs from her, but this one fails every time right after I accept it. I am happy to edit an XML/skip it or whatever needed just so I can progress.

And Khaine - you are a master. This mod is completely amazing.

Any possible ideas?

Thank you for your time.

 
Hi all.

Sorry if this has been explained, I have searched. I am playing darkness falls, single player. The mission "opening trade routes (tier 1") fails about 15 seconds after I accept it from the White river scout. I am level 250 - Day 22. Any clue? I can and have taken regular jobs from her, but this one fails every time right after I accept it. I am happy to edit an XML/skip it or whatever needed just so I can progress.
I bet you are playing on a random world, then you miss:

 
RWG (Random World Gen) now works for Darkness Falls, in that it will place POIs in the correct biomes - however (and this is especially true for small maps) it is not guaranteed to place all POIs.
289673858e06dfa2e0e3a7ee610c3a30.svg
If you’re going to use RWG, you must check that the following POIs exist.
If not, you can manually place them (although that’s beyond the scope of this FAQ).



 

DFalls_Annas_House - Any non-wasteland city, Khaine prefers forest.



DFalls_Eves_Camp - Desert DFalls_Military_Bunker - Snow



DFalls_Razors_House - Forest (desert would probably be ok too)



DFalls_Resarch_Lab1 - Wasteland



DFalls_settlement_caitlin - Wasteland



To check if a POI exists, you enable debug mode, then choose POI Teleporter from the in-game menu, then search for DFalls. @DF insane is the real experience has a video showing how to do this here: https://www.youtube.com/watch?v=ff2vTqGy0fI




 
I bet you are playing on a random world, then you miss:

 
RWG (Random World Gen) now works for Darkness Falls, in that it will place POIs in the correct biomes - however (and this is especially true for small maps) it is not guaranteed to place all POIs. If you’re going to use RWG, you must check that the following POIs exist. If not, you can manually place them (although that’s beyond the scope of this FAQ).



 

DFalls_Annas_House - Any non-wasteland city, Khaine prefers forest.



DFalls_Eves_Camp - Desert DFalls_Military_Bunker - Snow



DFalls_Razors_House - Forest (desert would probably be ok too)



DFalls_Resarch_Lab1 - Wasteland



DFalls_settlement_caitlin - Wasteland



To check if a POI exists, you enable debug mode, then choose POI Teleporter from the in-game menu, then search for DFalls. @DF insane is the real experience has a video showing how to do this here: https://www.youtube.com/watch?v=ff2vTqGy0fI
Amazing. Thanks so much for the info! I will start over again with a built in map.

 
No idea. It's working for other people.

I am NOT a server guy, and I do not test the mod beyond "It boots and works on a server."
Turns out I was just an idiot didn’t realized what I was doing wrong and I feel so dumb after seen what an easy fix it was. Thank you for such an amazing mod

 
I'm having a bit of trouble getting the forum to let me search this thread, but I was wondering if anyone knew why extra mods don't seem to load into this pack?

I've been making my own pack that modifies some basic functions and it doesn't produce any errors, but it also won't seem to activate in the game appropriately. Is there some sort of mod approval list embedded in this pack that I need to add the title of my mod to?

 
@itsBorked Well, Darknes Falls changes a lot of the original game files. And if your mod does attempt to change the same files, there will be problems. And as DF does change a lot of the vanilla files, it´s most likely that your mod doesn´t work because your mod does cover files that already are changed by DF.

It´s easier to list the mods that work with DF than to list those that don´t. See post #3 or #4 in this thread.

 
@itsBorked Well, Darknes Falls changes a lot of the original game files. And if your mod does attempt to change the same files, there will be problems. And as DF does change a lot of the vanilla files, it´s most likely that your mod doesn´t work because your mod does cover files that already are changed by DF.

It´s easier to list the mods that work with DF than to list those that don´t. See post #3 or #4 in this thread.


Dang.. that's actually really unfortunate.

I've been using xpath removes and appends to get the adjustments just right and after spending about an hour writing it all up with everything I wanted I got a solid compile only for it to not work with the game :(

Sounds like my best bet would be to manually edit the lines I want and then pass the file adjustments to all my friends playing, but I wonder if that would cause any launch issues

 
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..

I've just confirmed that portions of my mod are working after throwing the folder into the TempMods directory.

Not sure what this is for, but it's interesting behavior..

 
Or you could NOT modify an overhaul?

That's what vanilla is for.


Ooh, there's the response I completely expected. Gee thanks for the obvious input.

But no, the main reason of modifying any of this overhaul is that most of it is great, about 85% of it. But for QoL enjoyment it's nicer to adjust the small things rather than rebuild it from scratch and call it my own when it's clearly not mine. It's not like I'm redistributing this, I don't see why you're so irritated by it to come at anyone like this?

 
Hi - can anyone confirm it electric fences do or don't take damage in this version when they're damaging zeds? In my last DF playthru in A19 they used to "overload" and shut down but not take damage so they were good but not OP. I aren't sure if this is the case in A20 version of DF. Much appreciated :)

 
Some questions:

1) I have read the Future is Now book, have Technology Crafting level 5/5 but for both biological boosts and technological boosts perks it says "N/A" and I can't pick either of them. Why?

2) I have read somewhere that I can either pick technological boosts OR biological boosts and as soon as I have spent one skill point in one of them the other tree gets locked. Is that correct?

3) Laser Workbench needs a Laser Workbench to craft itself. How can I get the first one? Can it be found somewhere in the world?

4) When mining ore there is a chance to collect the whole ore block with only one hit. Where does that chance come from? Did I read something to get that and can I even increase that chance?

 
Some questions:

1) I have read the Future is Now book, have Technology Crafting level 5/5 but for both biological boosts and technological boosts perks it says "N/A" and I can't pick either of them. Why?

2) I have read somewhere that I can either pick technological boosts OR biological boosts and as soon as I have spent one skill point in one of them the other tree gets locked. Is that correct?

3) Laser Workbench needs a Laser Workbench to craft itself. How can I get the first one? Can it be found somewhere in the world?

4) When mining ore there is a chance to collect the whole ore block with only one hit. Where does that chance come from? Did I read something to get that and can I even increase that chance?
1) Because you need to make items for them, which you unlock at tech crafting 3/5.

2) Yes

3) It's in the lab.

4) Mining Action Skill.

itsBorked said:
Ooh, there's the response I completely expected. Gee thanks for the obvious input.

But no, the main reason of modifying any of this overhaul is that most of it is great, about 85% of it. But for QoL enjoyment it's nicer to adjust the small things rather than rebuild it from scratch and call it my own when it's clearly not mine. It's not like I'm redistributing this, I don't see why you're so irritated by it to come at anyone like this?
It's because it makes it very hard to verify bugs and other such things if you've been messing around with stuff you shouldn't be.

That's why I get irritated. I get a lot of bug reports and crashes that are often caused by other mods, and then people get narky with ME when I say "Take all your mods out and just run DF".

So my position stands.

 
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3) In which lab? I have done "The Reward" but I could not find a Laser Workbench there. Should I look again or wait for bigger labs later in the story?

 
3) In which lab? I have done "The Reward" but I could not find a Laser Workbench there. Should I look again or wait for bigger labs later in the story?
When you accept a mission it mosttime say the target POI, in this case DFResearch_Lab01 (or similar).

The regular trader offer it sometimes as Tier5 mission too.

The lab is located at the Wasteland, 3 floor. Don't forget to bring titanium and lasertool.

Alternative Trader Jen can sell the laser workbench very rarely at their secret stash.

P.S. don't made too much noise or Aunt screamer will wait for you at the exit.

 
Hey Khaine,

Couple questions, i have not found an answer online anywhere. Which one is faster or "better" chopper, MD-500 or UH-60 or are they equal and just for looks?

Second one, there is engine turbo on creative catalog, i assume supercharger took its place and i can quit looking daily trader inventory for one.

Also, i found really irritating bug if it occurs. I have 0 other mods running beside DF so just you know. I made an elevator and it works fine, once i took out military tablet while i was using elevator and it somehow messed it up. It got stuck in loop somehow, sound of using elevator was looping EVEN while pressed game pause with ESC. I took elevator back to parts, did electricity again etc. sound is gone, great.. use one time elevator, like you used to, without tablet.. bam, again the loop. Oh, and you are not allowed to use elevator if you dont take it off first once, it says elevator in use. Gladly, total game reboot worked. Even partial reboot of the game (going back to main menu) didnt do the trick, only full boot did. So far i have only found the bug with military tablet. But yeah, maybe a messy story of the bug.. TLDR; dont use military tablet on elevator, it breaks the elevator.

 
1) Because you need to make items for them, which you unlock at tech crafting 3/5.

2) Yes

3) It's in the lab.

4) Mining Action Skill.

It's because it makes it very hard to verify bugs and other such things if you've been messing around with stuff you shouldn't be.

That's why I get irritated. I get a lot of bug reports and crashes that are often caused by other mods, and then people get narky with ME when I say "Take all your mods out and just run DF".

So my position stands.


That's a much more reasonable response to be honest..

I can accept any potential bugs that arise from my adjustments, I'm not incompetent. I just wanted to know if there's a way to get what I'd like to edit to overwrite what's in the config of the base DF mod folder. As I mentioned before it does seem to allow half of my edits to apply, but unfortunately not the ones our group would like best which are some small creature comforts like canned food not having a dysentery effect as it seems a little ridiculous.

Alternatively, I've noticed there's no way to make a bowl of murky/water without snowballs. Is this intentional or is a crafting recipe to combine a bottle of water and bowl simply missing? Seems odd to rely on snowballs as the only way to properly utilize canned foods being re-cooked into bowls.

 
Alternatively, I've noticed there's no way to make a bowl of murky/water without snowballs. Is this intentional or is a crafting recipe to combine a bottle of water and bowl simply missing? Seems odd to rely on snowballs as the only way to properly utilize canned foods being re-cooked into bowls.
Why you don't fill these bowl at any water source, like nature open water, water from rain catcher, or workable player sink ?

Same behavior like for empty jars, do you have recipes for murky water jars ? Beside snowballs not.

 
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