KhaineGB Posted September 2, 2019 Author Share Posted September 2, 2019 Would it be possible to alter the stats gained from the "Gotta go fast" perks? I bought 5 ranks in it yesterday, and I think it has caused some wierd sideffects, mostly noted when not running, it seems to make the movements 'stutter' similar to how it was on a minibike in earlier alphas. And it seems like it affects how much your character is turning around when moving the mouse. Found out why. It was setting the players walk speed lower than default. Will play with it a little more but I'm pretty sure it's fixed on the stuttering. And of course the turning is going to be off. Even looking around is partially coded to character movement speed. Thank you, amigo. Got time for another? Great -- LOVE the mod, it's what vanilla should be, but (besides no arrow recovery) I really think the health bars were about the only step in the wrong direction. Is there a way to easily disable them? I see my team getting lazy when they see a 125 health zombie, casually walk up to it and knock it down. They've stopped being afraid; I must re-instill that fear >:^D Thanks! The "no arrow retrieval" is because of this. Yes, that's a behemoth with an arrow in it's head. Now imagine that happening to a hornet... HP bars is easy. Go onto the server, and go into Mods. Delete DarknessFallsHPBarModlet-master That leaves the DLL patch in-place, but removes the XML edits so it should be off. Link to comment Share on other sites More sharing options...
Loftus Posted September 2, 2019 Share Posted September 2, 2019 Hi KhaineGB - Wandering hordes seem to be bringing my computer to its knees. They happen somewhere around once per day and my frames drop from >60 to <20. I do have maximum zombies set to the maximum of 200. Comment? Link to comment Share on other sites More sharing options...
KhaineGB Posted September 2, 2019 Author Share Posted September 2, 2019 Already fixed for 2.30A. Later gamestages had a typo so they were spawning 60 zombies. This wasn't intended. And I didn't notice until one of my testers said it started at Gs 250. Link to comment Share on other sites More sharing options...
KhaineGB Posted September 2, 2019 Author Share Posted September 2, 2019 Alright, Darkness Falls V2.30A is now on the Launcher and gitlab (so links on the first post are updated). Changes as follows. Disabled a lot of the logging for EntityAliveSDX, which means NPC's shouldn't spam the console anymore.Created a new buffStatusUpdate for NPC's so they don't starve too quickly.Fixed missing quest reward groups for Eve's quests.Fixed the portal lag issue... somehow.Increased spawn delay on the bunker portal as it was pretty much impossible for SP.M4A1 now has the correct durability for T7/T8.Near Death doesn't make you starve anymore.Burning shaft mod no longer has a flame effect to help with lag.Demon zombies now remove the fire particle on death.Players now start with a torch.Torch has a new model and can be thrown (sheds light where it lands. Torch can no longer be used for melee)Added extra options to XP Multiplier and Loot Abundance.Slightly decreased fire damage.Tweaked movement speed increases of Gotta Go Fast so it's less buggy.Slightly lowered amount of zombies in wandering hordes so it's less laggy.Removed the ability to heal traders due to random NRE on multiplayer.Myth's Bloodmoon Engine Killer finally fixed on servers. Link to comment Share on other sites More sharing options...
Loftus Posted September 2, 2019 Share Posted September 2, 2019 Alright, Darkness Falls V2.30A is now on the Launcher and gitlab (so links on the first post are updated). Changes as follows. Disabled a lot of the logging for EntityAliveSDX, which means NPC's shouldn't spam the console anymore.Created a new buffStatusUpdate for NPC's so they don't starve too quickly.Fixed missing quest reward groups for Eve's quests.Fixed the portal lag issue... somehow.Increased spawn delay on the bunker portal as it was pretty much impossible for SP.M4A1 now has the correct durability for T7/T8.Near Death doesn't make you starve anymore.Burning shaft mod no longer has a flame effect to help with lag.Demon zombies now remove the fire particle on death.Players now start with a torch.Torch has a new model and can be thrown (sheds light where it lands. Torch can no longer be used for melee)Added extra options to XP Multiplier and Loot Abundance.Slightly decreased fire damage.Tweaked movement speed increases of Gotta Go Fast so it's less buggy.Slightly lowered amount of zombies in wandering hordes so it's less laggy.Removed the ability to heal traders due to random NRE on multiplayer.Myth's Bloodmoon Engine Killer finally fixed on servers. Thanks KhaineGB - I reduced my zombie count to 100. It appears that in conjunction with optimization you made, this have fixed the FPS issue. Still seeing anomalous behavior in restoring health to maximum when above 100HP: meds don't heal and food seems sporadic. Is it that only High Quality food will heal you? Link to comment Share on other sites More sharing options...
KhaineGB Posted September 2, 2019 Author Share Posted September 2, 2019 Any food should heal you. In testing, bandages (all types) and painkillers (both types) healed me fine. Food gave a small regen. Bandages give max health heal. Link to comment Share on other sites More sharing options...
Loftus Posted September 2, 2019 Share Posted September 2, 2019 (edited) Any food should heal you. In testing, bandages (all types) and painkillers (both types) healed me fine. Food gave a small regen. Bandages give max health heal. It's not working correctly. I am at 62 health of 150. I just got over Food Poisoning 2 (which is what dropped my health so far). First Aid Bandages only return 10 health each, even though they say 50H/20MH. Something is wrong. This is in conjunction with an average quality meal. Separate topic: I have found an underground bunker that is behind an electronic door with a window. This is not the base for "The Test" but looks similar. It says it needs a Green key, but all I have looted is 5 Blue keys. Hints? Edited September 2, 2019 by Loftus (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted September 3, 2019 Author Share Posted September 3, 2019 I have no idea what to tell you then. I've just been playing for a couple of hours with the wife and healing is absolutely fine. <!-- used on self --> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" target="self" cvar="maxHealthAmount" operation="add" value="25"> <!-- X --> <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="LTE" value="2"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" target="self" cvar="maxHealthIncrease" operation="set" value="@medicPerkIncrease"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" target="self" cvar="medicalHealthAmount" operation="add" value="20"> <!-- X --> <requirement name="ProgressionLevel" progression_name="perkPhysician" operation="LTE" value="2"/> </triggered_effect> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" target="self" cvar="healthIncrease" operation="set" value="@healthPerkIncrease"/> <display_value name="foodHealthAmount" value="20" /> That's the normal first aid bandage. Green keycards drop from lab zombies, soldiers and hazmat zombies (must be non-feral and not the decaying versions) Link to comment Share on other sites More sharing options...
Loftus Posted September 3, 2019 Share Posted September 3, 2019 Green keycards drop from lab zombies, soldiers and hazmat zombies (must be non-feral and not the decaying versions) Thanks - finally found one! What about backpack size? To get to 96 do you have to have 5/5 Pack Mule, the Large Backpack and all possible clothing slots modded with 3-carry mods? Link to comment Share on other sites More sharing options...
KhaineGB Posted September 3, 2019 Author Share Posted September 3, 2019 (edited) Thanks - finally found one! What about backpack size? To get to 96 do you have to have 5/5 Pack Mule, the Large Backpack and all possible clothing slots modded with 3-carry mods? You do not. I think I worked out that duster + pants + boots + 3 storage pockets (triple) + advancd tac rigging (for chest armor) + large backpack + either 3 or 4 ranks of pack mule unlocks all but 1 slot. EDIT: Number stuff. Duster - 3 slots. Pants - 2 slots. Shirt - 2 slots. Triple storage pocket - 3 slot. (3 times for 9) Advanced tac rigging (Security mastery) - 15 slots Large backpack (Survivalist mastery) - 45 slots. Total before perk - 76 slots. 3 ranks of pack mule - 18 slots. Grand total - 94 slots (2 still locked) Overalls take the pants slot and unlock 3 slots instead of 2, so you can get to 95. Edited September 3, 2019 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
Beard_One Posted September 3, 2019 Share Posted September 3, 2019 Hi - KhaineGB - congrats on a top, top mod. You've reinvigorated out enthusiasm for the game. Thank you and well done! I have a few very questions, if that's ok: 1) I saw you mention about about GoreBlocks being in the mod, but they dont seem to be in mine; have i misread? 2) One of our group has had a huge complaint, which i think must have been a glitch. All canned food carries a 20% of food poisoning, and he tried Honey and AntiBiotics but neither removed his food poisoning. Is that correct? If so, how does one remove food poisoning? 3) Death in your mod is pretty brutal - i personally like it - but a few have commented on the fact that, due to the stamina going to zero, you can't run at all or even swing a club, so we end up in a bit of a death cycle due to the Near Death Trauma. How do you get around and work with this debuff when the sh*t is constantly hitting the fan and you can't even summon the stamina to swing a weapon? Again, great mod. Thank you very, very much! Link to comment Share on other sites More sharing options...
KhaineGB Posted September 3, 2019 Author Share Posted September 3, 2019 Hi - KhaineGB - congrats on a top, top mod. You've reinvigorated out enthusiasm for the game. Thank you and well done! I have a few very questions, if that's ok: 1) I saw you mention about about GoreBlocks being in the mod, but they dont seem to be in mine; have i misread? 2) One of our group has had a huge complaint, which i think must have been a glitch. All canned food carries a 20% of food poisoning, and he tried Honey and AntiBiotics but neither removed his food poisoning. Is that correct? If so, how does one remove food poisoning? 3) Death in your mod is pretty brutal - i personally like it - but a few have commented on the fact that, due to the stamina going to zero, you can't run at all or even swing a club, so we end up in a bit of a death cycle due to the Near Death Trauma. How do you get around and work with this debuff when the sh*t is constantly hitting the fan and you can't even summon the stamina to swing a weapon? Again, great mod. Thank you very, very much! 1) Had to remove gore blocks as they were causing some nasty issues. May look at revisiting this in the future. 2) That's not a glitch. You have to cook food, or drink goldenrod tea to get rid of it. Rations (the white cans) do NOT have food poisoning. 3) This was a bug and fixed in 2.30A that I released yesterday. Link to comment Share on other sites More sharing options...
KhaineGB Posted September 4, 2019 Author Share Posted September 4, 2019 Pushed a very small fix. - Fixed Scavenger difficulty level having no loot. If you don't play that difficulty level (which is the lowest), then you don't need to worry. Link to comment Share on other sites More sharing options...
Beard_One Posted September 4, 2019 Share Posted September 4, 2019 Gore blocks were a massive, massive feature we all loved. Means you can't rely on just spikes to defend and have to think about that side of things. Our whole group were gutted when they were removed... Link to comment Share on other sites More sharing options...
KhaineGB Posted September 4, 2019 Author Share Posted September 4, 2019 The model is still there, so I do want to look into putting it back. But I need to be careful, as the loot bags + those could cause way too much lag. Link to comment Share on other sites More sharing options...
QuantumX Posted September 4, 2019 Share Posted September 4, 2019 So really enjoying the mod Still. I keep hearing about these Bunkers? what are they and how t0 i find them in a SP RWG world? Whats is the name of the Bunker Prefabs used so i can check i have them in my RWG xml files? Link to comment Share on other sites More sharing options...
Guppycur Posted September 4, 2019 Share Posted September 4, 2019 Number one question I read in this thread... Link to comment Share on other sites More sharing options...
QuantumX Posted September 5, 2019 Share Posted September 5, 2019 (edited) So found the answer, did not have "bunker" in the name so took me a while of scouring this thread.. For others the Bunker is call "DFalls_Resarch_Lab1" in the prefabs list. luckily i had one in my RWG and it was amazing Edited September 5, 2019 by QuantumX (see edit history) Link to comment Share on other sites More sharing options...
micaroon Posted September 5, 2019 Share Posted September 5, 2019 Hello again. I am in need of a little assistance. I am trying to use the Power Draw Bridge and cannot get the power to hook to the bridge. I remember seeing a post about that but cannot find it. Tried using the search feature, but it comes back with nothing when i use power, Power Draw Bridge or Draw Bridge as search items. Any ideas ? By the way, this is an amazing mod. I must agree, you have made this game playable again:) Link to comment Share on other sites More sharing options...
KhaineGB Posted September 5, 2019 Author Share Posted September 5, 2019 Hello again. I am in need of a little assistance. I am trying to use the Power Draw Bridge and cannot get the power to hook to the bridge. I remember seeing a post about that but cannot find it. Tried using the search feature, but it comes back with nothing when i use power, Power Draw Bridge or Draw Bridge as search items. Any ideas ? By the way, this is an amazing mod. I must agree, you have made this game playable again:) This should help. I wish I could pin specific posts in the thread. Link to comment Share on other sites More sharing options...
Rebel816 Posted September 5, 2019 Share Posted September 5, 2019 (edited) Anyone notice that it appears the 'advanced brass catcher' gun mod part does not function as advertised? Appears to function like a regular brass catcher. At least with the M1A1 auto rifle when firing more then once at a time. And that, sometimes, you cant turn off your helmet light. Edited September 5, 2019 by Rebel816 (see edit history) Link to comment Share on other sites More sharing options...
Slice Posted September 5, 2019 Share Posted September 5, 2019 I've been playing DF for a few days now and I'm liking it, even though the day 7 horde night absolutely wrecked me (after 1000+ hours in vanilla. Sheesh!) A question for anyone in the know: I know my two classes of survivalist and security don't get the forge creation perk automatically, but I've read the forge book twice and even at level 33 that perk is still greyed out, saying I don't meet the level requirements. What am I missing? Thanks. Link to comment Share on other sites More sharing options...
meganoth Posted September 5, 2019 Share Posted September 5, 2019 I've been playing DF for a few days now and I'm liking it, even though the day 7 horde night absolutely wrecked me (after 1000+ hours in vanilla. Sheesh!) A question for anyone in the know: I know my two classes of survivalist and security don't get the forge creation perk automatically, but I've read the forge book twice and even at level 33 that perk is still greyed out, saying I don't meet the level requirements. What am I missing? Thanks. Did you hover with the mouse over the icon far to the right of the perk? The tool tip usually tells you what you precondition is missing Link to comment Share on other sites More sharing options...
Slice Posted September 5, 2019 Share Posted September 5, 2019 In the skills menu, under "Perks unlocked via books - Forge ahead" there is a lock icon to the far right and hovering over that doesn't tell me anything. There is a red check mark for both forge and big forge but in the "level" column for Forge Ahead it shows 0/2, with the zero in red. When I assemble the mats for a forge and try to make it anyway, the forge option is greyed out there too. Link to comment Share on other sites More sharing options...
KhaineGB Posted September 5, 2019 Author Share Posted September 5, 2019 Anyone notice that it appears the 'advanced brass catcher' gun mod part does not function as advertised? Appears to function like a regular brass catcher. At least with the M1A1 auto rifle when firing more then once at a time. And that, sometimes, you cant turn off your helmet light. No idea on the helmet light thing. Might be conflicting with something on your gun (like flashlight or laser sight). And yes, I know about the M4A1. It's difficult to get the mod to behave properly with fully auto weapons, but going to be looking into it. In the skills menu, under "Perks unlocked via books - Forge ahead" there is a lock icon to the far right and hovering over that doesn't tell me anything. There is a red check mark for both forge and big forge but in the "level" column for Forge Ahead it shows 0/2, with the zero in red. When I assemble the mats for a forge and try to make it anyway, the forge option is greyed out there too. Tool Crafting 1 for Forge Ahead Level 1, Tool Crafting 2 for Forge Ahead Level 2. Those are generic perks you can just buy which increase the crafting tier of tools. Link to comment Share on other sites More sharing options...
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