Jump to content

KhaineGB

Members
  • Posts

    4,665
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by KhaineGB

  1. Yep. Seemed pointless when you have the blunt weapons skill.
  2. You hit the max zombie count. Working on a way to add this to the main menu as a user-configrable option. In the mean time, press F1 to open the console and do this. sg MaxSpawnedZombies 80 You can set it to 100 if you want, but be aware it can impact performance. Nope, night stalker is the night stalker. You'll know the behemoth when you see it. Those two recipes are already in. They're workbenches level 2. Will double check the code for that. May have derped. I'm pretty sure those are NOT tier-related, but you never know. Always worth a check. EDIT: Ok, me and a couple of the testers tried this out. Compound Bow is working absolutely fine locally at T6 and T8. We had a suspicion there might be an issue and then found it was related to the difficulty level. But base damage, without mods, is working fine. If you're using a modlet that changes weapons to have different damage based on tier, that might be why.
  3. I didn't even know it was POSSIBLE to destroy the trader block. Well I just learned something. Yes it does. <item name="foodCanBeef"> <property name="HoldType" value="31"/> <property name="DisplayType" value="food"/> <property name="Meshfile" value="Items/Misc/parcelPrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="Mmetal"/> <property name="Weight" value="5"/> <property name="EconomicValue" value="60"/> <property name="Stacknumber" value="50"/> <!-- STK food --> <property class="Action0"> <property name="Class" value="Eat"/> <property name="Delay" value="1.0"/> <property name="Use_time" value="..."/> <property name="Sound_start" value="player_eating"/> <property name="Create_item" value="drinkCanEmpty"/> </property> <property name="Group" value="Food/Cooking,Food/Cooking2"/> <effect_group tiered="false"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/> </effect_group> </item> <item name="foodCanChicken"> <property name="Extends" value="foodCanBeef"/> <effect_group tiered="false"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/> </effect_group> </item> <item name="foodCanLamb"> <property name="Extends" value="foodCanBeef"/> <effect_group tiered="false"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="15"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="7"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/> </effect_group> </item> It's just not instant. Sphereii found an issue with the launcher and large mods. He's working on fixing that. Regarding black screen and manual install, turn EAC off. The mod uses edited DLL's and EAC is not happy with that. Mouse over the lock icon and it'll tell you what you need. Pretty sure workbenches are Construction Tools 15 & Tool Crafting 1 (for level 1) and Construction Tools 30 and Tool Crafting 2 (for Level 2) I actually want to do that with the guards eventually, but currently having issues with EntityAliveSDX + ranged attacks... ...to the point my ranged NPC ran up to a behemoth and started kicking it in the crotch instead of using her bow. Soooooo.... yeah.
  4. No idea what's causing that but I'll look into it. Been working fine on testing/experimental.
  5. Yup. You have to work for it now. It uses Dyes, and you can now make dyes. Also it can still be found in loot.
  6. Nah. They're slower than zombies and other animals (like the boar)
  7. Currently at a music festival, so some very quick replies while I have a few mins. I see you worked out the spider thing, but belated happy birthday. Edit entitygroups.xml and look for this. <entity name="animalSpider" prob="0.1"/> Delete it. Should only be 2 entries for the forest biome Spiders are pretty big. Not sure what's going on with the forge but I THINK I fixed it in 2.2. Not 100% sure but no-one reported issues during testing, so I'm gonna assume it's ok/ Nope. I specifically never added that function because I don't want folks adding guards to their bases rather than turrets. There ARE some hireable NPC's in the mod though, but they don't work the same way as the guards since they need food and drink. Download the dedicated server build of the game from the tools section of steam. serverconfig.xml will be in the directory. Edit that with notepad or notepad++. The only things you definitely need to do are turn EAC off, change Gameworld to either RWG or one of the DF maps (world names are the folder names under Data/Worlds) and I recommend putting a password on it since it'll be for you and your wife. And for folks who need the server build of the mod... https://gitlab.com/KhaineGB/darknessfallsa17server/-/archive/master/darknessfallsa17server-master.zip
  8. Links in the first post or the mod launcher. Right, heads up for Linux users. We found a bug in DMT. Here's the workaround. Temp fix for linux. It's a DMT bug. Go into Mods/DarknessFalls. Copy ModInfo.xml and paste it into that same folder. Rename the copy to modInfo.xml (with the small m). That fixes it until we get a new DMT build. So that means you should have a ModInfo.xml (needed to load all the icons) and a modInfo.xml (needed to load the DMT DLL's)
  9. Darkness Falls V2.2 STABLE is now ready for you to enjoy! Changes as follows. - Updated the mod to DMT. - Increased sniper rifle capacity to 10. - Changed mastery books so they should scrap into 9 or 10 notes. - Added 2 new radiation buffs. - Added 4 new zombie hand items that grant radiation on hit instead of bleeding. - Hazmat suit grants some protection to the new buff. - Power armor grants a LOT of protection to the new buffs. - Antirad gets rid of both buffs like bandages get rid of bleeding. - Wandering hordes are now more dangerous. - Added Feel The Heat mod for pistols only. Grants the player Gunslinger level 4. - Added NiCd Battery mod. Shock proc for melee and guns. - Added Flammable Oil mod. Fire proc for guns, but using the flaming arrow buff so it's the same as bows. - Added Liquid Nitrogen mod. Cold proc for melee and guns. Also added a new particle effect for this. - Added frozen zombies to the snow biome. Cold proc weapons give them bonuses instead of extra damage, or should do. Fire should do double damage. - Added fire zombies to the burnt biome. Same as above but swap cold and fire over. - Blessed metal mod changed to "Elemental" tag, which means it cannot be used with the above 3 mods but CAN be used with rad remover. - Supply crates spawn zombies randomly when opened. - Increased car health to mitigate trash bags doing 400 damage for some reason. - Changed the screen effect for nightvision to use the Bright effect so it should look better. - Removed the flaming arrow. Added exploding arrow. - Snakes are now poisonous. - Spiders added to the forest. - Slightly lowered the Hornet spawn rate since spiders were added. - Self medicated should now work as advertised. - Vehicle mods and modded vehicles added. - Gyrocopter added as a rare, drop-only vehicle. No, it can't be modded. No, it never will be. - Blood draw kits have a chance to cure poison. Paramedic kits DO cure poison. - Antirad meds tweaked so the radiation protection (which is random) works better. - Added buffs to some zombies that buff their friends (Like cheerleaders giving a jump boost). - Boss zombies added. - Hordes reworked to add in the boss zombies, fire zombies and frozen zombies. - Blunt weapons (clubs, sledgehammers) have a chance to stop zombies infecting you and animals from causing bleed. Think of it as knocking their teeth out. - Serrated blade mod tweaked so it's more likely to cause bleed when you hit something. - Made infection progress faster because it's currently too easy to cure. - Elevators shouldn't need power now and are slightly faster. - Animal husbandry journal tip now uses the old gunAssembly tooltip so it'll actually save in the journal properly and stop spamming people whenever they pick up an egg. - Added power armor to demon loot drops. - Power armor is now capped at T1 for CRAFTING. You want better? Go kill demons. - Tweaked landmine damage. - Duplication glitch fixed for guards. - Trader guards no longer respawn. - NPC's can now be healed by Sterile bandages, first aid bandages, first aid kits and paramedic kits. - Other players should now also be healed by secondary action. If the player has Physician 5, they also heal THEMSELVES while doing this, but only as-if they did not have the perk. - Lowered healing from sterile bandages, first aid bandages, first aid kits and paramedic kits as it got a little out of hand with the physician perk. Max health heal is NOT changed, only current health. - Lowered Accelerated Healing to a 30 second buff instead of 60. - Accelerated healing now only heals to 75% of max health instead of 90%. - Fixed the missing ! on the missile silo POI. - Fixed the missing ! marker for the bavarian beer shop. - Nerfed the loot in the missile silo POI (like the 36 hidden stashes in one area) - Tweaked The Village POI so there aren't a million empty storage boxes. Yes this makes it kinda OP but eh. - Yeah! Science! now unlocks the advanced wire tool. - Dyes can now be crafted. - Clothes, boots and hats can now be crafted. - Reduced amount of rad dogs in GS75 and GS100. - Repacked stalker audio in it's own file to see if that gets rid of missing file messages. - Tweaked localization for grease monkey. - Tweaked localization for Salvage Operations to state it unlocks vehicle mods at level 5. - Infection now progresses faster. - Animal sounds should now work. - Increased max player level to 250. - Increased the XP required to level multiplier. Low levels should be mostly unaffected, higher levels take longer. - All "kill animal" challenge quests now grant skill points (a couple gave XP, the others gave skill points). - All other challenge quests now also grant an item on turn-in like trader quests. - Decreased the amount of meat you get from "wild" animals. - Increased amount of time to grow crops (approx 2 days per stage at 60 min days). - Slightly increased P225 ammo capacity. - Added hireable NPC's. - Steroids now use base_add instead of base_set to prevent issues. - Gun parts are now more difficult to purchase (loot probability is the same) - The Hunter mod now works on survivors and bandits. - Can no longer use tech boost shots if you have bio and vice versa, thus locking yourself out of both trees. - Gamestages adjusted. Dying no longer reduces gamestage. Gamestage advances MUCH faster at higher difficulties (Adventurer is now the same as Nomad, Nomad is the same as warrior, warrior is the same as survivalist, survivalist is the same as insane, insane is... well... insane) - Changed fruit tree's to use a different block class to stop the random disappearing thing. - Re-made a lot of the unity entities to fix layer 1 issues and make animation transitions a little smoother. - 2 new demons added. - Bottom level of the big bunker is more dangerous. - All 3 official maps have been edited to move the big bunker to the wasteland. - Tweaked Scifi desk and locker loot as the small bunker was too OP. - Reworked RWG by Mythixdino! Best used for 7k, 8k and 9k worlds. Smaller or larger may cause issues. New save very likely needed if you're playing 2.11. Folks on latest experiemental should be absolutely fine. Now available on the launcher for download, and also on Nexus Mods if you wish to install manually.
  10. 1) Fixed in experimental. Was a localization derp. 2) I think this is related to the HP bar mod. Haven't found a way to fix it yet. I posted a screenshot of the full list of changes on my twitter. But the changelog will be going up later today. Inventory... not really. I'd have to re-do a lot of the skills/item modififers/items if I made the actual inventory smaller. Changing the UI to be larger could potentially screw things up for 1080p players. Honestly, what I REALLY want to do, is have multiple pages for the inventory and then I can just make it say... 32 slot per page and have bigger icons. That would be absolutely ideal but I don't have enough C# coding experience to mess with the XUi controller. Putting the time back is also going to be a no, but you can find a watch. Just keep it on your hotbar and left click to get the time. Not having the time is intentional since like... most folks these days rely on their tech to tell the time (like phones and laptops) rather than having proper analogue watches. Release notes were posted on my twitter but will be going up here later today. Blunderbuss I can consider adding more ammo to. That's fairly easy. The display block... did that even get updated for A17? I remember it was an SDX mod in A16. More than happy to consider adding it, just need to know if it's been updated or not. Crafting the ember pile would also be fairly easy. Just needs a recipe. Pipe rifle/pistol not taking steel ammo is intended since it's supposed to be held together with duct tape, glue and hope. There isn't a guide, but I recommend using The Perkalator as it lists all of the perks in the mods and their requirements if you mouse over the lock icon.
  11. Ok folks. Experimental has gone well. V2.2 is now due out TOMORROW. Make sure you back up your saves because I make no guarantees of compatibility.
  12. I noticed someone else had this with another, high-RAM usage mod and 16GB RAM. Make sure you have virtual memory/pagefile setup. 7DTD likes to use it once you hit around 6-8GB even when you have physical RAM to spare.
  13. Not a bug. Those are the 1hp decoy zombies from A16. You just notice it due to the health bar.
  14. I honestly don't know what to say or tell you. I've got folks testing out my buggy-as-hell experimental build running fine on dedicated servers and via steam. If it's hanging at Connecting to Server but otherwise works fine in SP, then one of you has a firewall issue (assuming both of you run fine in SP)
  15. We say to use the launcher because it's easier than trying to teach most people how to manually install. I don't really know what to say other than it isn't installed right. Other folks have been playing fine in SP, MP via server and MP via steam. If you're manually installing and the game won't load there's a good chance you left EAC on. EAC needs to be OFF for this mod. I'm pretty sure the mod launcher typically turns it off by default but manual install won't do that if you just run it from steam.
  16. Sounds like it's not downloading or copying the vanilla game properly. You're best off asking mod launcher related questions in the mod launcher. Most of us modders don't actually use it.
  17. The portal in the bunker shouldn't become red AT ALL. I didnt set it to downgrade to the demon portals in the radiated biome and there's no other particle effects on the actual model. As for the mixer, that one has basically been scrapped. Mythixdino basically rewrote the ENTIRE thing with way better results. So i'd either wait for 2.2 or grab the 2.2 experimental and play around with the mixer from that. Looking maybe a day or two for 2.2 if no more bugs are reported.
  18. It spawns stuff. The red portals exist in the radiated biome. I just tweaked it in the latest experimental build so it works more reliably. No it's not. They use AnimationSDX which requires a DLL patch.
  19. Not easily, no. The radio tells you the time. So do vending machines and you can buy the Player Vending Machine from the trader.
  20. It's loading a LOT into RAM. Not a lot I can do about it unless you want lag while playing. Pipe rile is fixed. It was just a localization derp. Can't do much about the forge thing. I recommend reading your journal entry for your class to see what you get BEFORE you spend points.
  21. They do in experimental. Zombies are getting AOE buffs to give to other zombies. Should make hordes/POI's a little more dangerous.
  22. I THINK what you want is this line on playerMale in entityclasses. <passive_effect name="StaminaLossMaxMult" operation="base_set" value="0.0068"/> <!-- regening stamina costs food, blacks out the stamina bar --> EDIT: Though you just gave me an idea. It would be interesting if the max stamina was affected by how much DAMAGE you take (so getting hit rather than regenerating HP) and bandages/pain killers fixed it.
  23. Nope. The problem is the stamina cap is actually tied to food, because TFP did that for some reason. I do want to see if I can get rid of it though because it annoys me too.
  24. No, but it's probably related to the NPC mod because I know the chat menu for them doesn't work.
  25. If you read the description of the storage pockets, it says they are installed in CLOTHES. Pants/Shirt/Jacket. Chest slot armor has it's own mod.
×
×
  • Create New...