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Darkness Falls: They mostly come out at night...


KhaineGB

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I'm getting killed in one hit by what I think is the Incubus Patriarch.  I'm at level 251, have all level 80 weapons, level 80 power armor with banded armor plating.  I don't mind zeds being tough to kill, but when they can one-shot me, which lessens my total health each time, it makes it less fun.  Am I missing anything as to what's the best armor?  I sometime remember to take fortbites, but that doesn't seem to help much.

 

Side note: is there a command to give yourself greater max Health and Max Stamina?  I'm back down to 100 with each because these stronger zeds keep kicking my ass.  I don't mind dying, but lowering my health does not encourage me to try to fight them again.

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7 hours ago, Alan Lau said:

I'm getting killed in one hit by what I think is the Incubus Patriarch.  I'm at level 251, have all level 80 weapons, level 80 power armor with banded armor plating.  I don't mind zeds being tough to kill, but when they can one-shot me, which lessens my total health each time, it makes it less fun.  Am I missing anything as to what's the best armor?  I sometime remember to take fortbites, but that doesn't seem to help much.

 

Side note: is there a command to give yourself greater max Health and Max Stamina?  I'm back down to 100 with each because these stronger zeds keep kicking my ass.  I don't mind dying, but lowering my health does not encourage me to try to fight them again.

 

I don't think you can increase your wellness without using the buff drinks/foods. Even god mod I think will restore your health/stamina to max, but only up to the current max limit. So the wellness limit needs to be increased, and I don't think there is a quick command for that.

 

What difficulty are you playing on? Those high end demons could be one shotting owing to that.

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Difficulty is set to 1 setting less than insane.  I really don't want to put it any lower, because that would make all the lesser zeds pretty much a non-threat.  I guess it's time for a new game, and the challenges that the early game offers.

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Oops, Razor won't accept the supplies that I found for him: is there still a separate "quests" file to download or am I an update behind? I'm not finding a quests fix link.  =\

 

Also, are we able to control the number of traders on RWG maps in the rwgmixer file at all? I know that this has been an issue but the last few maps I've generated have had a ludicrous amount of traders.  TY!

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On 9/3/2024 at 9:54 PM, Apocalipservice said:

Oops, Razor won't accept the supplies that I found for him: is there still a separate "quests" file to download or am I an update behind? I'm not finding a quests fix link.  =\

 

Also, are we able to control the number of traders on RWG maps in the rwgmixer file at all? I know that this has been an issue but the last few maps I've generated have had a ludicrous amount of traders.  TY!

There has been a hot fix on discord (two files), or you could reD/L the whole DF5.1 again from Nexus.

Edited by Falaffel (see edit history)
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  • 3 weeks later...
On 8/31/2024 at 1:32 AM, KhaineGB said:


I got back last week, but it was good! Took over a week to recover though.

So i've been slowly poking at DF a bit.


Hi,
You created the best mod in the game! "Romero Mod"

I run a server and a community of zombie fans and the Romero mod you created is clearly the best mod in the game. My whole community would really like to have it.

Do you think you'll update it please?
If so, let me know and we'll make a small donation to thank you! :rockon:

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7 hours ago, OtaFox said:

Hi,
You created the best mod in the game! "Romero Mod"

I run a server and a community of zombie fans and the Romero mod you created is clearly the best mod in the game. My whole community would really like to have it.

Do you think you'll update it please?
If so, let me know and we'll make a small donation to thank you! :rockon:

 

 

I personally have never heard of the Romero mod; the differential of the DF mod is the demons, and what would Romero's be?

Edited by Oscartrn (see edit history)
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17 hours ago, OtaFox said:


Hi,
You created the best mod in the game! "Romero Mod"

I run a server and a community of zombie fans and the Romero mod you created is clearly the best mod in the game. My whole community would really like to have it.

Do you think you'll update it please?
If so, let me know and we'll make a small donation to thank you! :rockon:


I'll probably have a look at it soonish just to have a df break

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11 hours ago, Oscartrn said:

 

 

I personally have never heard of the Romero mod; the differential of the DF mod is the demons, and what would Romero's be?

This mod changes the creatures in the game, how they react and how they look.
- Real zombies never run, if they do they are "infected".
The great KhaineGB understood it well and he pays tribute to G.A Romero.

1 hour ago, KhaineGB said:


I'll probably have a look at it soonish just to have a df break

Great, thank you very much!

We talk a lot about you on the official Discord, you are a mod genius!
 

Do you think it would be possible to include loot on killed zombies and huge hordes? (sorry to ask you this...)

I manage a French community of zombie fans and when we saw your mod we all bought the game just to play with your mod (because the base game did not suit us.)

Your incredible thanks! :hail:

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  • 5 weeks later...

Alright degenerates. It's past midnight for me, and I planned for this to drop on halloween (which it now is), so...
 

Darkness Falls V6 Experimental is now available!
 

Now, I know these patch notes may not look like a lot, but I want to make it clear these are only the changes for DF V6 vs DF V5.1. The actual patch notes with all the crap we fixed are WAY longer, but most of that isn't necessary info for you guys. It's mostly for the testers.
 

If folks WANT all the patch notes, I'm happy to post them. Just thought I'd keep the reading amount low. ;)
 

Finally, before anyone asks, NO IT IS NOT ON THE MOD LAUNCHER!!! I never put experimental builds on the mod launcher. Yes, it's for 7DTD V1.1. Yes, it's an experimental and there is a POSSIBILITY you could lose your save.
 

DF-V6.0.0-DEV-B1 to B14

- Updated DF C# for compatibility with V1.1.
- Updated DF XML for compatibility with V1.1.
- (Sphereii) Updated SCore to 1.1.21.1123.
- (IDC) Updated IDCCore for compatibility with V1.1.
- (IDC) Updated V.O.I.D for V1.1 compatibility.
- (IDC) Updated hydroponics mod for V1.1 compatibility.
- (BDubya) Updated BDubs Vehicles for compatibility with V1.1.
- (ocbMaurice) Updated custom texture mod for V1.1 compatibility.
- (IDC) Added a patch that allows kills via fire/bleeding to count for quest credit.
- (IDC) Added back the player journal. (Entries may need to be re-written)
- (IDC/Khaine) Fixed screamers to work more like A21. (spawn on 100% heat, not 25%, still has vanilla cooldown, but it is lower)
- (KySoto) Fixed reflex sights on all ranged weapons.
- (KySoto) Fixed aim down signts on all ranged weapons.
- Changed the random class book to use the new random_item property in vanilla.

- Changed Aloe Cream to directly add to health, unlike bandages, so it potentially has a use at later levels.
- Changed Yeah Science to increase shock chance of batons by 5%/lvl which stacks with the master scientist perk.
- Added a workaround for healing bandages not working. (may not work with drones)
- Added new light armor that works more like the old DF armor. (Padded, Leather, Military, Kevlar)
- Added new heavy armor that works more like the old DF armor. (Scrap, Iron, Steel, Titanium)
- Added new power armor.
- Added a couple of SCore options to the main menu. (Headshot Only and Spreadable Fire)
- Added zombie HP scaling based on difficulty. (-25% at scavenger, no change at adventurer/nomad, +25%/+50%/+75%/+100% for Warrior/Survivalist/Insane/HoE)
- Added new boss mob.
- Added new POI for the boss mob.
- Added new quest for Anna to kill the boss mob. (new quest and bunker are repeatable for players to get materials)
- Added new hoe model and updated XML. (Currently using Iron Pickaxe hold type, may change this later but I think it's fine)
- Adjusted progression for new armor.
- Adjusted recipes for new armor.
- Adjusted pocket mod recipes. Single pocket mods are no longer locked, double is now T1, triple is now T2 and quad is T3.

- Adjusted rad resistance for hazmat mods and power armor.
- Adjusted leather knuckles recipe so they're a little easier to craft.
- Adjusted titanium blocks from 30k hp to 40k hp.
- Adjusted primitive armor so it's a little easier to repair.
- Fixed (temporarily) class quests causing NRE's due to requiring making items that don't exist or rewarding items that don't exist. (this may have further adjustment later)
- Fixed backpacks being returned to the player after use.
- Fixed backpacks not showing the amount of carry capacity granted on the UI.
- Fixed Anna's eyes disappearing.
- Fixed various traders being stuck in "jump" pose. (though Eve now thinks she's a zombie, will fix this later)
- Fixed upgrading steel to stainless steel turning into a cube no matter the shape.
- Fixed explosives being somewhat inconsistent with their damage.
- Increased carry capacity granted by tactical rigging mods and the pack mule perks to allow players to fully unlock the backpack.
- Slightly increased the amount of screamers spawned from the Silence of the Lambs quest to make it a little easier to complete.
- Slightly adjusted RWG so there's a chance for cities to spawn in other biomes.
- Slightly lowered the stamina usage of knives and knuckles.
 

Download: http://darknessfallsmod.co.uk/DF-V6-DEV-B14.zip

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image.thumb.png.93cf97b62752d4085c98eda9f25bf051.png

 

I don't believe it should be looking like this

New copy of V1.1 delete the Mods folder It had DF modlets in it. extracted the DF-V6-DEV-B14.zip to the mods.

Ran the DaysToDie.exe

 

Debug screen popup.  going to look at  it to see what is the problem

Found the issue.  Missing the "0_TFP_Harmony" folder recopied it over from Org 7daystodie and looks to be working

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11 hours ago, madmikep said:

obraz.miniaturka.png.93cf97b62752d4085c98eda9f25bf051.png

 

Nie sądzę, żeby to tak wyglądało

Nowa kopia V1.1 usuwa folder Mods. Znajdowały się w nim mody DF. Wypakowano plik DF-V6-DEV-B14.zip do modów.

Uruchomiono DaysToDie.exe

 

Okienko dialogowe debugowania. Przyjrzę się temu, żeby zobaczyć, gdzie jest problem

Znaleziono problem. Brak folderu „0_TFP_Harmony”, skopiowałem go z Org 7daystodie i wygląda na to, że działa

Just install the mod on a clean version of the game.

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@KhaineGB Really appreciate the release on today of all days :) DF is our favorite 7D mod.

Just loaded it up and the UI seems a bit misaligned. 1440p monitor and resolution settings, but my gf playing on the same version on a 1080p monitor has the same misalignment. Need any additional info?
(Edit: UI scaling and other UI settings don't seem to change it)

 

df6.png

df6_2.png

Edited by CrocoKyle
Add info about UI settings (see edit history)
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4 hours ago, CrocoKyle said:

@KhaineGB Really appreciate the release on today of all days :) DF is our favorite 7D mod.

Just loaded it up and the UI seems a bit misaligned. 1440p monitor and resolution settings, but my gf playing on the same version on a 1080p monitor has the same misalignment. Need any additional info?
(Edit: UI scaling and other UI settings don't seem to change it)

 

df6.png

df6_2.png

That's not what the DF UI looks like (or vanilla). Do you have some UI mod installed?

 

On day 1 you'd only have compass and "Day: 1", not time or anything else (unless you spawned in a watch, but that would only add the time, not the temperature or other stuff).

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10 hours ago, Similar said:

That's not what the DF UI looks like (or vanilla). Do you have some UI mod installed?

 

On day 1 you'd only have compass and "Day: 1", not time or anything else (unless you spawned in a watch, but that would only add the time, not the temperature or other stuff).

You were right - I somehow copied over an old version of Enhanced HUD when I made our new game. Deleted that and all is well :)

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