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Everything posted by Coonfox

  1. Is there a way to tweak generation to have burnt forest biomes added, but NOT wasteland? I only see the option to generate with both or none (or have an entire map of only one, which isn't too helpful).
  2. I cannot begin to say how excited I am to play this update. If I had the money to drop on it, I would have become a patron just to be able to play it sooner, but I have little doubt that this will be worth the wait endured. You have done for 7D2D what Kinggath has done to FO4 for me (which is to say, much more excited to play the game).
  3. Yeah, I know it's intended to be difficult to find, I'm just loathe to spend another 3 weeks (actual weeks, not in-game weeks) looking for one. x_x I imagine I'll give it a bit of time in-game before giving myself one, though. Lots of things that take priority over gun-building... like getting decent at magic!
  4. I think, then, that it'll be best to swap over to Experimental... though in that case, I miiiiiiiight just cheat a little and give myself a lathe. I can't tell you how long it took me to find one of those blasted things the first time around (still love your mod though, Khaine. ).
  5. I'm not sure where the auto-update option is. Is it the 'Refresh Mods Automatically' option? If so, that is off. May just be easier to swap over to Experimental, as you've suggested. I don't mind starting over... each new map brings new fun.
  6. It's not just that I have to add the Localization stuff with every update. I have to add it every time I run the game. It always reverts back to default. Haven't tried with Experimental.
  7. Is it normal for Darkness Falls to revert its localization (and many other files, like the sounds file (♥♥♥♥ you, Trader Rekt)) back to its default when running the game? I tried setting it to read-only, but that only prevented the game from running. I already have memorized what most of the perks do, so it's not precisely a problem, but it does make some things awkward to not have the text.
  8. Seems all I had to do was start that second new game and read the Sorcery quest book first, so all is well enough, and I'm enjoying the mod a great deal. Well done on it!
  9. Understandable. Just odd that it works perfectly fine on a new game that has not completed the starter mission. Edit: To clarify, both games I tested it on were new. The new one I finished the starter mission on is the only one that had an issue.
  10. Daily Trader Restocks Delmod: Kitchen Mod Donovan: Mega Perks, Mega Stacks Farm Life: Base mod, Icons, Models Guppycur's Placeable Lights JaxTeller718 mods: Car Loot Fix, Eggs in Fridges, Faster Vehicles, More Bones, More Quest XP (possible culprit?) Khelldon's mods: Bigger Buck and Doe, Starter Crate Learnable Attachment Schematics Ragsy: Better Gyro Handling RussianDood: Solar Panel mod S420: Car Respawner, Bigger Backpacks and Storage SMX: SMX Hud, Hud Icons, Hud Stats, Encumberance configuration Snow Berry Farming Sorcery (of course) Spherell: Mod localization hook (no idea what this is. I didn't download it on any of my installed packs) StallionsDens: Mining Machine, Pallets, Store Shelves Wolfgang: Trader opens at 4:20am
  11. Mod Launcher. Latest version of the game. New game. Sorcery is being run clean, other than its own mods... unless there's some sort of cross-contamination going on (I do run multiple instances. But they're supposed to be kept separate by the launcher). Edit: Correction something strange is going on here. Now there are a fair few modlets enabled. I'll get you a list in a moment. Separate post likely.
  12. Ok, got the error: NullReferenceException: Object reference not set to an instance of an object. Oddly, it also prevents me from exiting the game, giving the same error.
  13. I seem to have encountered something. I started a game, played as normal, but forgot to start the quest from the book you get at the start. I got all the way through the tutorial slog, including meeting the trader, then remembered the book and tried to use it, then it threw up an error when I hit the accept button for the quest. Works just fine on a run that hasn't finished the tutorial stuff though.
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