Jump to content

Aradael

Members
  • Posts

    10
  • Joined

  • Last visited

Aradael's Achievements

Refugee

Refugee (1/15)

0

Reputation

  1. So the current latest is for v20.5?
  2. Hello! Really enjoying the mod, but I need a little help finding a certain item's *.xml location. There's a recipe to craft Night Vision Goggles into a helmet mod, but I can't find the location of the new helmet mod in the usual places. I have to make a small adjustment to the night vision mode in order to see properly, and the standard green is unusable for me. I've already managed to fix the standard Night Vision Goggles with a little scripting edit, but when I craft the helmet mod, it's using the standard green night vision again. Any help in location this item in the xml files would be greatly appreciated.
  3. It's not installation, since that's simply dropping the mods into the Mods folder. Didn't use Deeppockets because it changes the backpack in DF and as far as I know, DF stopped using Compo Pack so that's not here either. It's one specific issue with one type of crafting station. Also playing on DFVsmall2 map, so it's not a random generated map, meaning no Arcane Trader.
  4. So a friend and I were trying to run Sorcery Mod with Darkness Falls. It seemed to be working to an extent, but despite the mod page saying they should be compatible, we ran into a problem when trying to place down a Lightning Forge (or an other elemental forge). It gives an error message- EXC IndexOutOfRangeException: Index was outside the bounds of the array. No idea why but these forges can't be placed anywhere in our world, and that makes the Sorcery Mod rather pointless. Even though the forge will "appear" in the world where you try to place it eventually, it can't be used or interacted with. Just wondering if there's a fix or if this mod is just no longer compatible with Darkness Falls.
  5. So after looking through the last several pages I didn't see anyone else having this issue here, so maybe it's just me but: Playing vanilla 7 Days to die with 20.2 Darkness Falls, no other mods etc. installed. The issue is the sound effects. They have one of three issues, 70-80% of the time: 1. No sound pays at all, like when breaking open a crate with an axe, no sound of the axe hitting the crate at all. 2. Sound effect is delayed, sometimes up to 2 seconds after it should have played. 3. Sound effect plays but it cut of midway or clipped at the end. Very weird bug that doesn't prevent play but it's SO common that it's distracting. Just wondering if anyone else has had this issue or might have a solution. Music and other sound effects seem to be okay for the most part. Thanks in advance.
  6. 1. The issue is not present in a new game. 2. Validating the files did not fix. After logging out of the game on the night of day 12 before doing a Start the Generators at night quest, I logged in AFTER this latest update, completed the quest and tried to turn the quest in at Trader Rekt's, the guy of gave me the quest. The morning time was 0708. Approaching the trader always results in being teleported away from the building as is normal for hours the trader is closed. I tried to use the -settime command to see if the Trader Opened or Closed as normal to 0600. The Open sign remained on and no announcement of Traitor Joel's opening at 0605 was heard. The trader can not be entered at this time without using God Mode. https://pastebin.com/wzwS3hiz
  7. So here's the issue I've run into. I was trying to clumsily use a controller to play WotW a couple of days ago and everything worked fine, but on starting a new map to utilize my learned information about how the mod is structured, WofW no longer seems to see the controller input at all, even using native input checked in the launcher or trying to launch from Big Window mode in Steam. Vanilla 7dtd sees it fine and it works as do my other controller friendly games such as Hollow Knight. Looking at the options file I can see it has "OptionsAllowController_h184557040" set to 1 so I assume that is good but still no juice. Any leads on what's happening here?
  8. Found something odd, although you may already be aware; If you try to make bottles of acid, one of the recipes is impossible to make because it calls for "empty glass jar" which isn't in the game. Was probably meant to just be "glass jar" but even searching the dev items I didn't find "empty glass jar" nor can it be crafted. 2 Lead Car Battery 1 Empty Glass Jar
  9. Still my favorite overhaul mod amongst the few that are out there. One question if someone would be so kind; Darkness Falls has the BEST version of Night Vision IMHO, so I was wondering if someone could tell me where/if I can edit the ???.xml that has this epic version of NV so I can edit the vanilla version on my own. My wife and I can't stand the nauseating green tunnel vision and would love to have this superior version for use. {She's too scared to play Darkness Falls with me so...} Thanks to anyone who knows this information and is willing to share.
  10. Apologies is this has already been posted, just a slight bug. With the assassin skill maxed out, bows do 4x sneak damage. However, when using Taza's Bow, the multiplier is reduced to 2x, and this change carries over to say a compound bow if you switch back. This reduction of sneak damage persists until you restart the game. It's a shame because I was looking forward to using the slayer of monsters too.
×
×
  • Create New...