ahtawulfa Posted November 17, 2019 Share Posted November 17, 2019 getting same exact message The mod just keeps showing a black screen when done loading. Mod launcher gives me this error Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data ... Copying is done. Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Mods ... Copying is done. Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Config ... Copying is done. Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Prefabs ... Copying is done. Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\7DaysToDie_Data ... Copying is done. Checking for DMT... Scanning for Harmony C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\0-SphereIICore\Harmony C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\10 Slot Toolbelt\Harmony C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\DarknessFalls\Harmony C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\SphereII Legacy Distant Terrain\Harmony Scanning for Scripts Scanning for PatchScripts DMT Scripts Detected. Downloading DMT... SDX Downloaded. Checking SDX Dependencies. Starting SDX Launcher: C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods 0|Parsing arguments 0|Auto Build process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods Parsing arguments Running BackupFiles This Assembly-CSharp.dll file has already been patched by SDX so can not be used as a backup. Reset your game files and try again. Build failed process exited with error code -1 SDX Exit Code: 0 SDX Successfully compiled. Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml Game Started Link to comment Share on other sites More sharing options...
sphereii Posted November 17, 2019 Share Posted November 17, 2019 The mod just keeps showing a black screen when done loading. Mod launcher gives me this error Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data ... Copying is done. Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Mods ... Copying is done. Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Config ... Copying is done. Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\Data\Prefabs ... Copying is done. Copying folder \TempMods\KhaineGB\dfexperimentalclient.git\7DaysToDie_Data ... Copying is done. Checking for DMT... Scanning for Harmony C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\0-SphereIICore\Harmony C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\10 Slot Toolbelt\Harmony C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\DarknessFalls\Harmony C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\Mods\SphereII Legacy Distant Terrain\Harmony Scanning for Scripts Scanning for PatchScripts DMT Scripts Detected. Downloading DMT... SDX Downloaded. Checking SDX Dependencies. Starting SDX Launcher: C:\7D2D\Alpha18\Darkness_Falls\DF_Experimental\SDXRepos\DMTViewer.exe /Silent /ScriptOnly /GameFolder ../ /ModFolder ../Mods /EnableAllMods 0|Parsing arguments 0|Auto Build process started /InitialPatch /GameFolder "../" /ModFolder "../Mods" /ScriptOnly /EnableAllMods Parsing arguments Running BackupFiles This Assembly-CSharp.dll file has already been patched by SDX so can not be used as a backup. Reset your game files and try again. Build failed process exited with error code -1 SDX Exit Code: 0 SDX Successfully compiled. Launching \7DaysToDie.exe -logfile 7DaysToDie_Data\output_log.txt -configfile=\SaveConfig.xml Game Started I'll push a fix to get around this. However, the issue is that you have EAC still on. If you turn off EAC, then try, it should work. Link to comment Share on other sites More sharing options...
KhaineGB Posted November 17, 2019 Author Share Posted November 17, 2019 ^ what sphereii said for the black screen. Some users in the discord have discovered that, even if you select EAC off in the MOD launcher, it still launches with EAC ON because that's set as the default in the 7DTD launcher. Run 7dtd from steam (the vanilla one), select show launcher, turn off "use easy anti-cheat." Link to comment Share on other sites More sharing options...
sphereii Posted November 17, 2019 Share Posted November 17, 2019 ^ what sphereii said for the black screen. Some users in the discord have discovered that, even if you select EAC off in the MOD launcher, it still launches with EAC ON because that's set as the default in the 7DTD launcher. Run 7dtd from steam (the vanilla one), select show launcher, turn off "use easy anti-cheat." Fixing that bug too Seems like it was only turning off EAC on successful compile, rather than something more intelligent. Link to comment Share on other sites More sharing options...
KhaineGB Posted November 17, 2019 Author Share Posted November 17, 2019 So basically, i'm breaking everything and making your life difficult... AGAIN? Link to comment Share on other sites More sharing options...
sphereii Posted November 17, 2019 Share Posted November 17, 2019 So basically, i'm breaking everything and making your life difficult... AGAIN? If you want to generous with words, yes Link to comment Share on other sites More sharing options...
Infinity_XL Posted November 18, 2019 Share Posted November 18, 2019 Dont use the Forgetin elixer, wont get your class unlocks back lol and wont let you accept the quests after Link to comment Share on other sites More sharing options...
Marinxar Posted November 18, 2019 Share Posted November 18, 2019 (edited) I'll post feedback here if it's alright. I let the mod launcher do his thing through the night, and this morning I created a new game for my first run in DF. So far so good. I love the LBD system, and how you integrated it with the new ....and you were not kidding about it getting hairy at night. Thought I would continue to sneak around a bit after dark, but like a tortoise quickly duck back in to the hole I dug. So far the only thing that might cause a issue, is the trader guards. Their awareness might need to be changed to a 360 angle. The trader I had to visit for my first quest, was being recked from the inside. Don't know how the Zombie got in there, but with all the guards facing away, he was just breaking down the place and no one paid him any notice, until I engaged the zombie. Then all hell suddenly broke lose and the zombie got perforated. EDIT : Had a kek laugh at myself now. Made it through zombies, survivors, wolves, budgis and bees. Spent the first night out in the wild, and finally found a place where I'm happy to start building..., then get trampled by a freaking cow.... lol Edited November 18, 2019 by Marinxar (see edit history) Link to comment Share on other sites More sharing options...
Revenant_Isy Posted November 18, 2019 Share Posted November 18, 2019 A little later than I intended due to some bugs that needed to be fixed, but Darkness Falls V2.4-EXPERIMENTAL-B1 is now on git for you all to enjoy. Notes as follows. - Civilian changed to Scavenger - Arrows do not stick. - Spears cannot be thrown, but have a power attack. - Changed survivalist to grant all 3 ranks of the Leather Armor perk. - Added resource boulders to all biomes. (repalces the nodes you find on the surface in A18) - Cooked food shouldn't have food poisoning anymore. - Boiled water shouldn't give you dysentry. - Canned food now has a food poisoning chance. - Removed random stats from loot. - Changed guns back to using actual gun parts instead of TFP's system. - Added a new receiver item for the M60. - Reverted MOST loot back to how it was in DF A17 - Changed mod recipes back to using generic schematics. - Made sure new mods unlock with science crafting - Removed mod recipes and recipe unlocks that no longer exist. - Changed DF Small 1 so you dont spawn on the cliff. - Reinstated "wellness" from Alpha 16. - Fixed near death to give -25% XP gained (instead of debt) and -10 health/stamina (wellness) per death. - Slightly lowered Archery XP requirements for levelling. - Slightly increased Automatics XP requirements for levelling. - Rebalanced guns a little. - Changed the junk turret magazine count. - Is it possible to have the spears be thrown in the future builds of the mod? Link to comment Share on other sites More sharing options...
Rommy Posted November 19, 2019 Share Posted November 19, 2019 Hi ! noticed bug on survival questline when you have to make leather armor set most chest,leg and arm are locked. Link to comment Share on other sites More sharing options...
KhaineGB Posted November 19, 2019 Author Share Posted November 19, 2019 Armor has 2 recipes. One is made in the backpack (and costs more resources). One is made in the tailoring workstation (and uses less resources). Make the one that uses more resources. Link to comment Share on other sites More sharing options...
Rommy Posted November 19, 2019 Share Posted November 19, 2019 Armor has 2 recipes. One is made in the backpack (and costs more resources). One is made in the tailoring workstation (and uses less resources). Make the one that uses more resources. Cant make. Survivalist questline dont open Leather armor recipies, they are still locked thats the problem Link to comment Share on other sites More sharing options...
KhaineGB Posted November 19, 2019 Author Share Posted November 19, 2019 Yes it does. Link to comment Share on other sites More sharing options...
Rizzano Posted November 19, 2019 Share Posted November 19, 2019 Question about classes - can you unlock all the classes or are you limited to just one? Also how big is the download for the entire 18.1 modpack? Thanks. Link to comment Share on other sites More sharing options...
KhaineGB Posted November 19, 2019 Author Share Posted November 19, 2019 3-ish GB for the mod. Yes you can unlock all classes with enough time, and their masteries. Link to comment Share on other sites More sharing options...
narimbur Posted November 20, 2019 Share Posted November 20, 2019 What is the name of the new Forge-Tool on the right side? cant find it Some Bugs: empty jars from the forge are different to empty jars you loot. different stacks if you make sterile bandages with jars of sap and you stop producing you get back bowls of sap instead of jars if you throw away a torch the model is magenta which laying on the floor (I guess Mac only) missing help txt for Hammer & Forge it's not clear what they are for Link to comment Share on other sites More sharing options...
narimbur Posted November 20, 2019 Share Posted November 20, 2019 What I still not understand: you can find ie. the schematic for chemistry station, but it's not possible to build one without yeah science, but if I have yeah science I do not need the schematic Link to comment Share on other sites More sharing options...
KhaineGB Posted November 20, 2019 Author Share Posted November 20, 2019 I'll have a look at the bandages, but this is what i've fixed so far over the past couple of days... - Fixed the forge/big forge glass jar recipe. - Fixed compound bow not unlocking with the bow perk. - Augers and chainsaws should now be scrappable - Tweaked Blessed Metal drop rate. - Changed the quality template used by quest rewards so players should get higher quality items. - Resource boulders now have a high chance of sitting directly over an ore vein. - Fixed quests causing NRE's when used from the toolbelt. - Added Empty Shopping Cart to the disassemble list for both shopping carts. - Vehicle Mod: Armor now has an icon. - Taza's Spear now has the correct icon. - Titanium Crossbow now has localization. Currently working on localization for class perks. THe problem is the localization DOES exist, but because it's duplicated, the game only loads the first lot, so it doesn't show up. As for the chemistry station... the issue there is actually a vanilla one. So if you read the schematic, it DOES unlock the recipe. But it won't TELL you that if you aren't in the correct workstation to make it (pretty sure it's the metal one for the chem station) and you don't have the perk. It'll insist you need the perk. When you use the correct station, it'll show unlocked. Link to comment Share on other sites More sharing options...
narimbur Posted November 20, 2019 Share Posted November 20, 2019 just looked into the workstation and metal workstation and chemistry is locked in both. But if you look into the perks chemistry has a red 0 which means it's free but some requirements are not (disabled by status effect...) Link to comment Share on other sites More sharing options...
KhaineGB Posted November 20, 2019 Author Share Posted November 20, 2019 Oooh, okay. It's that nonsense. It means you're missing pre-reqs to unlock the perk and you unlocked it early. And I can't change that "Disabled by status effect" text to show the reqs. Unfortunately. But you need Weapon Crafting 2, Science Crafting 2 and Tool Crafting 3. Link to comment Share on other sites More sharing options...
narimbur Posted November 20, 2019 Share Posted November 20, 2019 AH now I remember, I was missing toolcrafting 3. In 17 you had this information somewhere int the helptxt - some month ago that I played DF Link to comment Share on other sites More sharing options...
TwiceSwords Posted November 20, 2019 Share Posted November 20, 2019 does knuckles count as blunt or blade weapons ? Link to comment Share on other sites More sharing options...
KhaineGB Posted November 20, 2019 Author Share Posted November 20, 2019 AH now I remember, I was missing toolcrafting 3. In 17 you had this information somewhere int the helptxt - some month ago that I played DF I may go through the localization and add requirements directly to the perk descriptions tbh. A lot of work, but worth it. does knuckles count as blunt or blade weapons ? Blunt. Link to comment Share on other sites More sharing options...
narimbur Posted November 20, 2019 Share Posted November 20, 2019 There is one major bug in my eyes. Because of this one-block-crouching you see through the world while mining. If you go forward while you mine with an auger you always have to stop moving, because you looking through the blocks in the world. Don't know how to describe it - its like falling through the world without falling Link to comment Share on other sites More sharing options...
narimbur Posted November 20, 2019 Share Posted November 20, 2019 Again the question: What is the name of the new Forge-Tool on the right side? cant find it Link to comment Share on other sites More sharing options...
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