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🧙 Sorcery Mod - A21.2 Stable LIVE! (v1.94)

Question, in the new file, when I unzip it, The two main folders are there, however, in the Sorcery folder, there is yet another zip file, and it seems to be causing an issue with some item behaviors.

Did I screw something up, or do I need to unzip that within the Sorcery folder?

 
Question, in the new file, when I unzip it, The two main folders are there, however, in the Sorcery folder, there is yet another zip file, and it seems to be causing an issue with some item behaviors. Did I screw something up, or do I need to unzip that within the Sorcery folder?
  1. Download: Sorcery-master.ziphttp://download.sorcerymod.com (latest version)
  2. Unzip: Sorcery-master.zip
  3. Drag-n-Drop: The two folders (Sorcery + Deep Pockets), found within the unzipped (Sorcery-master\Mods) folder, directly into your Mods folder (\7 Days To Die\Mods). Create the Mods folder here if it doesn't already exist.
  4. Verify Mod Path: (\7 Days To Die\Mods\Sorcery) + (\7 Days To Die\Mods\Deep Pockets)
  5. Deport The Undead back to Hell: You're ready to play as a post-apocalyptic harbinger of the elements... may your training commence!
 
You know you too would love to drop a meteor on Grace's head! Well here is your chance to see it done! If you want to do it yourself, check out the mod for yourself!



 
Here is a quick video on how to use the Mod Launcher to get Darkness Falls and Sorcery to play together! Visit the Sorcery Discord for Sorcery files!



 
Working on my Fire Series! Can't wait for Ice! In case you were wondering, it is worth starting now even with just fire. It add so much with just one element!



 
I did a night run on Shotgun Messiah and those spell turrets rocked it! Another great feature of the Sorcery Mod! I can't wait for the next horde night now!



 
Okay, maybe I'm an idiot, but I have no idea how to get Fallen blood (other than maybe trying to use a blood draw kit on them, and that seems...unlikely.)  Any thoughts on how to get it (I'd like to max out my fire sorcery)?

 
Vaeliorin said:
Okay, maybe I'm an idiot, but I have no idea how to get Fallen blood (other than maybe trying to use a blood draw kit on them, and that seems...unlikely.)  Any thoughts on how to get it (I'd like to max out my fire sorcery)?
Fallen Blood is "extracted" by looting Fallen while they still live. Best tactic is to knock them down and loot while interrupted. 🍻 

 
Ah hah!  I saw they could be looted while still alive, but I assumed it was a bug or something that you just couldn't change for some reason.  Hmm...gonna have to start carrying a club again (I've been using a blade because clubs didn't seem very appropriate for a mage-type.)

Thanks.

 
I am getting '"index out of range" when open skill tree. How can I fix that please help!
This can happen when trying to use an incompatible mod, especially an overhaul. ATM, Darkness Falls is the only fully supported overhaul.

 
This can happen when trying to use an incompatible mod, especially an overhaul. ATM, Darkness Falls is the only fully supported overhaul.
It conflicts with a custom Perks mod - Prestige Skills v3.01. Is there a setting that I can change to make them work together? 

 
So here is a video on how fun it is to smash through a horde with Fire! I then go through some of the elements of the Sorcery mod so you can see what it has to offer! 



 
So...do runes reduce your max spirit even if they're in an item that is in a chest?  I stuck a couple Starcaller Runes into a couple turrets, and my max spirit has gone from 784 to 585, but the turrets are in a chest (I'm just planning on using them for horde night.)  If that is what is happening, it'd be nice to be able to remove runes or somehow mitigate that (I also have a bunch of runes in a sorcerer armor set in a chest, while I switched to a fire armor set.)

 
Vaeliorin said:
So...do runes reduce your max spirit even if they're in an item that is in a chest?
Nope, only if equipped or a Spell Turret with Runes is placed. This could be a rare fluke where re-entering the game will correct it. 🍻 

 
Last edited by a moderator:
Hi,

some feedback for this mod.

- I am playing Singleplayer without bloodmoon's. I notice there is no progression at the enemies. Loot progression works well, currently i am geting steel loot but i am geting rarely any feral and no radiated/mutated zombies.

- Spell light rune, the light effect turn off/on randomly. Very annoying when you sneak at night through a POI and poof all dark and a few step further you got light again.

- Tresor opening Rune, basicly that feel like cheating. I put it on a lvl 5 ratchet and even a hvy lootchest get opened with 4 hits. Can't you made some opening spell/tool that use spirit. Like an extra option at the radial menu, you can choose regular lockpick open or magical open. It constant drain spirit , and when a magical lockpick break it use another amount of spirt. The Arcane or rune skill adjust the spirit drain.

Door opening similar.

- Lighting fallen, i think his range attack should be much faster or instant. All the range attack's can be dogded by strafing very easiely. When the lighting would be instant/lightspeed he would be a greater range threat. To balance it he should do half damage when his range allways hit.

- Ammo/Weapon buff icon from scrolls look's the same, would be nice if they could modify and reflect Ammo/weapon symbol.

 
Just curious where Ravenhearst / Darkness Falls compatibility stood Devrix.  I attempted a quick test with Ravenhearst 7.2.4 (latest for 19.2B4) and Sorcery 0.922 and had problems accessing skills beyond the first (Perception).

I expect you are still re-working things for A19 and the additional magic skills, but thought I'd ask to be sure.

 
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