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KhaineGB

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Everything posted by KhaineGB

  1. The NRE thing I have no idea on... never ever had that problem on the starting quests and locating the trader. Also FYI for everyone, the world has been removed for the moment because GitHub doesn't like files more than 100mb. Currently testing out another way to get the mod to you all. If it works, then I'll be using that from now on.
  2. Important note. All following replies are just after waking up and before coffee. They may sound worse than they are intended to be. You know how I said gore blocks are turned off? THAT is what I turned off. Which means you didn't update. Not intended. Will double check later to see if harvestoverdamage is on, though it may not work on tree's since it was disabled in the XML. You're trying to run the mod on 17.2 Experimental. It's not compatible wiht 17.2 Experimental. Go download 17.1 Stable. Will double check github later because it was being REALLY bad on uploading files, so it may not have properly uploaded the dtm file. The world is also here as a seperate download. https://drive.google.com/open?id=14A8UWLlkZyJoZMn6iduj3mU7HPN0Oz7A
  3. Another small update... Darkness Falls V2.03C is now on github. Changes as follows. - Fixed titanium arrows. - Hunger/Thirst buffs fixed to properly show up at 50/10 now, or VERY close to it. - Bones added to animal snare loot list. - Generic skill point book added and quest fixed. - Added a pre-generated 8k world with custom biome distribution and player spawn points. To use the new world... Click Start A New Game. When you see the box that allows you to select Navezgane or Random Gen, use the arrows to scroll right until you see DFalls-Small. That is the name of the world. I will be looking at doing several of these worlds. It might not be perfect, but initial feedback has been positive.
  4. I also just threw that fix in discord for folks to test out, so you're faster than me. It's not a bad idea. Will edit the loot lists. I also have another idea but waiting on something...
  5. 1) Armor Usage is currently not working. It's there to remind me to fix it. I just haven't done so yet as I don't consider it a critical bug. The light armor and heavy armor skills work, however. 2) Turn some settings off or down. I get 70-90fps on the laptop I use to make the mod (i7-4710HQ CPU, 32GB RAM, GTX 980M) and 150-200fps on my main gaming machine (Ryzen 7 2700X @ 4.2ghz, 32GB DDR4-3000 RAM, GTX 980Ti). Shadows, Reflections and Sun Shafts are the worst offenders, so make sure those are off. 3) It was like that in the A16 version of the mod and no-one complained, so I left it like that, and probably will continue to do so. However I did find out that a book I intended to be in the mod... isn't. So I need to re-add that. I am pretty sure I know what that is. The hunger/thirst is ALSO in other buffs, so I need to tweak it there rather than just in the constant firing buffstatusupdate. Can't scale HP and damage of the behemoth as you level. Just don't go in the wasteland. That's the only place they spawn as NORMAL, other than wandering hordes... if you get really unlucky. They're not getting turned off. In fact, there's going to be stuff WORSE than that, so better get used to it. What I can tell you is someone went up against one in full steel armour with an appropriately levelled skill and they were doing 20hp per hit. Thirst thing is already known about and will be looked into. Scrap tools is a new one... that should work so I don't know why it isnt. You can get bones from the random ribcages you find on roads. TFP added that to vanilla. Animals are also an option.
  6. Gore blocks are turned off in V2.03B. Mostly because they were apparently causing a LOT of lag on horde nights. Bone piles may return. I feel like I should apologise if this is your first playthrough in over a year.
  7. Security Mastery. No idea. I didn't change the underground ore distribution other than adding in Titanium. I think most folks used to find it closer to the surface in A16. No idea if that logic holds up in A17. No above-ground spawns though.
  8. How the hell did they disappear when I set it to 10 minutes? But yeah, look for this in entityclasses... <entity_class name="EntityLootContainerCopRegular"> And change this line. <property name="TimeStayAfterDeath" value="600"/> It's in seconds, so 900 would be 15 mins, 1200 would be 20 mins, etc. Just don't set it too high. They count as entities so it MIGHT get really laggy. You also need to do it for every entitylootcontainer.
  9. Huh, can you get a screenshot of the church? Then I can go through the POI editor to find the file name and then tweak it in RWG. Yep, sticky arrows are off to stop issues with SDX entities like the Hornet. Yes removal of gore blocks is intended since people were complaining about lag from them.
  10. It's also on nexus. It's honestly the best reply I could think of at the time. Hadn't had my morning coffee yet.
  11. Huh. Shouldn't be spawning more water barrels... that's odd. See if it happens when you kill a zombie. I'll check the code later.
  12. No you don't need to purchase them. It works like the magazines in vanilla, the ones you read for a 30 min boost to a perk, except it's not 30 mins, it's permanent.
  13. Get lucky with loot in suitcases or nightstands... Or be a survivalist and make one when you finish your class quest.
  14. 1) That amusement park is gonna get removed because it's INSANE. 2) That does happen. I was pretty sure it was fixed in a later release as I think it's due to loot gamestage not liking decimal numbers. Will look into it some more later. With great power comes great responsibility? Same places. Sewing kit and tanning rack ALSO have a chance of being in night stands and suitcases.
  15. Small update to fix some niggling issues. Pushed V2.03B to github. Changes as follows. - Rebuilt DLL files... AGAIN. - Nerdy Glasses now give +1 intellect instead of a flat crafting tier bonus/crafting speed reduction. - Treasure Radius effect moved OFF scavenging and onto PERCEPTION since it didn't like decimal numbers and thus wasn't working properly.
  16. Sometimes it gets stuck. Borrow his wrench and go take something apart and it should get it to start moving. Yes it's an issue. No I don't know why it randomly does it for no reason when it uses basically the same method as every other action skill and they work. I'd do it as a + formation and put one in the middle... so maybe like this... D D D T D D D D D D R D D D D D D T D D D T R T T T R T D D D T D D D D D D R D D D D D D T D D D T for trench, R for rain catcher, D for dirt.
  17. Try redownloading the mod. Just rebuilt the DLL's AGAIN and pushed to github on the off chance it didn't build correctly... which I have had before. Huh. Never seen that one outside of A16, and that was only when I used to play via steam with the wife. 1) Bandits are still off right now. 2) Not yet. The bases/bunkers did not convert well to A17 so I need to rebuild them. 3) No. It was removed. 4) The A16 car is not available as I'm pretty sure I need to re-do the rigging. Motorbike and 4x4 are mechanic mastery though.
  18. Spawns a block on-top every day-ish. Should be 2 blocks high in total.
  19. Empty your backups folder and see if that works.
  20. FYI, have re-uploaded DLL files just in-case. Some folks were getting NRE's on patches I applied, others seemed fine. Thought I'd push those again in-case github is being odd.
  21. Still testing but the extra barrels/rain catcher are in. That should help.
  22. Was an issue with the player dropped backpack size. Should now be fixed. Just uploaded an update. - - - Updated - - - Darkness Falls 2.03 is out! Be aware that quests and progression have been tweaked to fix NRE's. There have not been any reports of characters being reset, but be aware that it MIGHT happen. Make sure to update via the mod launcher. Use the A17 links in the first post if you manually install as GitHub will auto-update them. This is for A17.1 still, so A17.2 is not needed. - Updated all mods to SDX 0.7.4. - Added Emu's GUI patch to support other languages. - Behemoths are back and working. - Started seperating out unity3d files for less lag on loading. Entities and Guns done so far. - Sticky Arrows turned off to stop giant arrow issues. - Changed car downgrades. Engine on damaged, battery on frame so there's a point to taking all of it. - Removed secondary tag from miner69'er and added perkmotherlode instead so it works with tools. - Hunger warning buffs were 52/5 default. Changed to 50/5. - Thirst warning buffs were 77/25 default. Changed to 50/15. - Forged Steel added to the Steel Crafting perk. - Crucible added to the Steel Crafting perk. - Crucible now only works in the Big Forge and Advanced Forge. - Advanced Forge shouldn't NRE anymore. - Pipe weapons now don't sell for a crap ton. - Radiated snow zombie spawn rate adjusted and health lowered. - Added stamina reduction to salvage operations. - Added block damage to scavenging, but a lower rate than salvage operations. - Combat Axe now has a lootable schematic. - Junction Box is in and working, but needs localization. - Removed duplicate radio recipe. - Lowered Coilgun damage. - Increased player dropped backpack window size. - Radiated Soldier Zombie remade to help with a rare NRE. - Wandering Horde code referenced a non-existant entitygroup. Has now been fixed. - Added empty water barrel and full water barrel items, along with applicable blocks - Added a Rain Catcher. - Added clay bucket items to help out in early game. - All class quests now reward items and perks in a different way to help with NRE's - Added Titanium Sledgehammer to Titanium Crafting perk. - Added Purple, Yellow and Orange dyes. - Enabled crafting of Rad Remover mod. - Tagged Titanium Armor with heavyarmor so either perk will work. - Lowered paper probability in book loot groups. - Survivalist torch now has a new block that should be able to be picked up. - Fixed a really random NRE with animal snares. - Turned on HarvestOverdamage for lots of blocks. This means better damage tools should give a resource bonus on the last hit. Needs extensive testing. - Increased resource gain on tools based on material and tier. - Added scrap recipes to the advanced forge so resources can be removed. - Added cement mixer recipe to Hammer and Forge Perk Level 4. - Added Learnable tags to all gun parts to see if that fixes any issues, specifically the winchester rifle. - Snowberries now grow into the proper, player-planted version so they'll give more when you punch them AND downgrade into seeds. - Perception was applying headshot procs and damage twice. It now doesnt. - Working Sink set to CanPickup so you should be able to pick it up now.
  23. 1) You can't. I'm an idiot and forgot to add a schematic to the mod, but it is on my bug list to fix. I maek a derp. 2) I'm honestly not sure. It should be doing triple the damage, but I will do some testing.
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