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


KhaineGB

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Can you only get plutonium and uranium from the surface boulders? I've dug underneath them and see no gravel leading to a vein. Not sure if I'm just unlucky or missing something.

 

Edit: Why can you put titanium, iron, lead, brass, and clay in the fusion forge when you can't do anything with them in the fusion forge? Can't craft anything with any of them or take them out.

 

I'm pretty sure you need titanium and MAYBE iron for some of the future tech stuff. I don't remember why I left brass/clay there.

 

This seems to need an update, the game update today seems to have broken my main menu text.

 

Or is it just me?

 

Yes it does. It'll probably be done after i've been to bed.

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Sometimes she either disappears (Rare) or gets killed (tried to put a failsafe in for that, but... yeah)

 

- - - Updated - - -

 

Ok, woke up, didn't even have my morning coffee, pushed a Darkness Falls V2.5 Experimental Build. :) This should be under Darkness Falls Experimental on the launcher. I will update the first post in a moment to add direct git links for folks who prefer that. (EDIT: Done)

 

Changelog.

 

- Updated for A18.3b4

- Fixed Turret perk not adding to magazine size.

- Can no longer just chug/food drink to spam wellness increases. You must wait for the average/good buff to expire.

- Traders now greet the player when within 3 blocks. This currently has a buff to prevent the greeting being repeated for 10 minutes.

- A couple of traders now have "idle" sounds.

- Fixed "UnlockedBy" for Mega Crush.

- M4A1/M60 guns and parts now have the correct 'UnlockedBy'

- Fusion Forge and Laser Workbench now have the correct 'UnlockedBy'

- Moved the acid recipe from Master Scientist to Yeah, Science 1.

- Updated localization for Yeah, Science 1.

- Added 'UnlockedBy' to Acid.

- Steel bullet casing can now be made in the Big Forge.

- Doors are now randomized on Locked/Unlocked status.

- Door lockpicking re-enabled.

- Tweaked a couple of trader prefabs to prevent issues with doors due to new lockpicking.

- Removed tier's from batteries to see if it fixes issues with battery banks.

- Fixed up some minor UI alignment issues.

- Added a legendary cow (RIP JD).

- Added Desert Eagle.

- Added Master Scavenger perk (which unlocks the Desert Eagle recipe)

- Fixed missing Pure Mineral Water recipe for the oven.

- Fixed Forged Steel occasionally not unlocking for the Advanced Forge.

- Added an attack speed modifier to blunt/bladed weapons skill, so levelling those means you now attack faster.

- Added a reload speed modifier to all gun action skills, so levelling those means you reload faster (55% with max skill + bandolier).

- Lowered the amount of meat on rabbits and chickens.

- Increased Stag/Doe movement speed.

- Adjusted Coilgun damage so it should scale a little better.

- Books/schematics should now be refunded, with a tooltip, if the player is at max skill (some may be missing this code, let me know)

- Added Irrigation.

- Re-organised display for some perks.

- Moved Mortar and Pestle off Workbenches 1 perk and into Basic Farming 1.

- Reworked the basic farming perk unlocks a little bit.

- Reading the laborer class book later on during your game will now reset and refund skill points for perks that you would be locked out of.

- Slightly increased XP required to level.

- Reworked gamestage so it's more forgiving on solo players/very small groups.

- Slightly increased gamestage multipliers for Adventurer, Nomad and Warrior difficulties.

- Added cooked versions of most canned food. Uses more cans, but removes food poisoning chance.

- Added 25% XP penalty for harvesting to both augers to stop people power levelling.

- Removed the iron club schematic and the need to learn it in order to make an Iron Reinforced Club.

- Slightly decreased the damage of spears.

- Slightly increased the damage of iron knuckles.

- Slightly increased the attack speed of all knuckle weapons.

- Removed the schematic requirement for the Iron Reinforced club.

- Changed Laborer 6 to "Craft Iron Reinforced Club."

- Porkins shotgun should now display it's stats correctly.

- Combat shotgun and Porkins shotgun should now take the same mods as other shotguns.

- Added Demolitions Expert to the Scientist class.

- Moved Self Medicated from the Scientist class to the Survivalist class.

- Moved Stealth Assassin from the Survivalist class to the Hunter class.

- Removed the 3-level perks that some action skills have. Added their effects to the 5-level perks instead.

- Reduced the cost of making action skill books and generic skill point books.

- Added working hydroponics system.

- Cooked food now has localization.

- Action skill tooltips now have localization.

- Re-done Yeah, Science localization to account for changed recipe unlocks.

- Living off the Land localization edited to reflect new unlocks.

- Sous Chef localization edited to reflect new unlocks.

- Master Farmer localization edited to reflect new unlocks.

- Big Forge description changed to say it's only made in the Workbench.

- Wasteland Treasures benefits should now work correctly.

- Rebalanced food/drink so only Sous Chef 4 or higher food/drink gives 5 wellness.

- Medical items should now work with Physician.

- Antibiotics (both types), painkillers and codeine should now work with self medicated.

- Added slower regen buff for the weak rad zombies.

- Most ammo can now be disassembled for some of it's parts.

- Added a SpawnEntity patch by Myth that should HOPEFULLY stop duplicate traders.

- Removed the rad biome.

- Wasteland is now radiated.

- Uranium and Plutonium moved to the wasteland.

- Wasteland spawns changed (ferals/rads during the day, rads/demons at night).

- Demon portals now spawn in the wasteland.

- Added new RWG by myth that mostly works (may need further tweaks)

- Added a player crafted lockable pill case. (same storage as other blocks)

- Added a player crafted lockable toolbox. (same storage as other blocks)

- Chainsaw, Auger, Aloe Cream and Large Backpack now all have the correct unlockedby.

- Advanced Engineering 4 now states it unlocks the chainsaw and auger.

- Added scrap polymer recipe to the chem station.

- Fixed the mortar and pestle recipe for aloe cream (was supposed to be cheaper and it wasn't)

- Edited Navezgane to be DF compatible.

- Added AP and HP versions of coilrounds.

- Added Entity Penetration to laser guns (requires levelling the future crafting perk).

- Added recipes for uncraftable items/blocks, so they can be searched in the recipe list and inform the player they are loot only items.

- Fixed Aloe cream not being locked.

- Fixed missing empty jar name.

- Paint brush now works like A16, so no more spam-clicks.

- Added an EXCEPTIONALLY rare chance for Trader Caitlin to stock the Fusion Forge and Laser Workbench crating stations (secret stash needed, hopefully only a temp fix).

- Fixed missing Shotgun Tube Extender recipe.

- Re-added the smokestorm effect to the wasteland from previous alphas.

- Fixed the attachments on the Deagle.

- Zombies are now much more resistant to pain and harder to stun-lock.

- Players have a 25% chance of causing knockdown on POWER ATTACK with ANY melee weapon.

- Blunt Specialists have a 25% chance of causing knockdown on a NORMAL attack once they reach Blunt Weapons 60.

- Fixed one of the inside wedge blocks not upgrading properly.

- Tweaked Air Drop loot. Greater variance of items, less likely to get the decent food.

- Added Titanium Knuckles.

- Added Titanium Knuckles unlock to Master Scavenger.

- Added craft tier increase for knuckles to the scavenger class.

- Edited the Power Attack journal entry to inform players of the knockdown chance.

- Fixed unlockedby on the Shotgun Tube Extender mod.

- Added a customized version of Mecanim that removes pain animations.

- Swapped all behemoths, succubus, incubus and night stalkers to the new mecanim.

- Increased sight range of the Succubus so she's more likely to fly over and punch you in the balls.

- Added AutoReload=True to a lot of the guns added by the mod. This forces the gun to reload if the clip is empty and the player attempts to fire.

- Lockpick bundle recipe was locked when it shouldn't have been. It's now not.

- Edited Jax's zombie hand adjustment modlet to include my new zombies, and included it in the server build.

- Slightly adjusted player XP gain for lower than level 100.

- Added a sleeping check to NORMAL zombies that buff other zombies (not the mutated ones). This means the buff should only apply if the nearby zombies are awake.

- Fixed a random NRE with the trader on severs only.

- Fixed some missing localization for animals.

- Fixed the splinted arm buff missing an icon.

- Trader guards no longer cause damage to blocks.

Edited by KhaineGB (see edit history)
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You dont NEED to finish The Test to get to the bunker. You can just go looking for it. That quest line is just to help find them.

 

And the vanilla machete should get a craft bonus increase from scientist and master scientist. If not, I need to fix that (will check my 2.5 files in a min)

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Hey, so I've crafted some mods for a minibike I assembled a while ago, notably nitro and storage, and for some reason refuelling it costs x10 less gas than a regular one. I don't know if that's the case for other duo-mods as well, but it seems unintended.

 

One weird thing I noticed on my recent playthrough is that I would repeatedly get certain recipes with rarely any variation, like SMG-5 and Rocket Launcher among others, while I haven't had any luck to find recipes for, say, Combat Shotgun I was lucky to find a few times on A17. I don't know if it's tied to the gamestage or loot bonus one has (I've had maxed Scavenging and Scavenger perks) but if that's the case, that's a bummer that after a certain point it's more or less impossible to find certain recipes, unless they're just that rare.

 

It's great to see a new version being released. I guess I'll be starting a new session soon :v

 

By the way, what's the reason for removing the radiation zone? And what happens to Caitlyn if that's the case? If she's in the Wasteland, is her PoI safe from the radiation, or she's been moved elsewhere?

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Hey, so I've crafted some mods for a minibike I assembled a while ago, notably nitro and storage, and for some reason refuelling it costs x10 less gas than a regular one. I don't know if that's the case for other duo-mods as well, but it seems unintended.

 

One weird thing I noticed on my recent playthrough is that I would repeatedly get certain recipes with rarely any variation, like SMG-5 and Rocket Launcher among others, while I haven't had any luck to find recipes for, say, Combat Shotgun I was lucky to find a few times on A17. I don't know if it's tied to the gamestage or loot bonus one has (I've had maxed Scavenging and Scavenger perks) but if that's the case, that's a bummer that after a certain point it's more or less impossible to find certain recipes, unless they're just that rare.

 

It's great to see a new version being released. I guess I'll be starting a new session soon :v

 

By the way, what's the reason for removing the radiation zone? And what happens to Caitlyn if that's the case? If she's in the Wasteland, is her PoI safe from the radiation, or she's been moved elsewhere?

 

That definitely sounds unintended on the minibike. Wonder why. May have to investigate that but... I kinda also want to leave it since PROPER vehicle mods will apparently be a thing in A19. So i'm wondering if it's worth spending the time on, basically.

 

Recipes sounds like potentially just bad RNG, but i'll have a look at the loot lists.

 

Ok, so there's 2 reasons for removing the radiation zone.

 

1) Some folks didn't like the Legacy Distant Terrain mod due to the fact it sometimes causes graphical glitches. But the mod NEEDED it for the radiation zone to actually have.... y'know... textures. ;)

2) People keep usng RWG/Nitrogen and then wondering why they can't find bunkers/caitlin. Removing it will allow RWG to work (for a given value of "work"... it is A18's RWG after all!).

 

Caitlins POI is still a radiated hell hole, but the NPC's are safe.

 

So, 18.2 was my first time with this mod. When the game/mod updates is it normal for it to mess up saved games? I have no issue with starting over, just curious.

 

Yes. TFP always recommend that players restart when going between 16.x/17.x/18.x updates. Because of that, I decided to do some changes that I wanted to do which I knew WOULD require a restart.

 

So do the Poi's now show up in random gen worlds?

 

Yes, but you might need to generate a few worlds to find one with all the POI's in it. IIRC, out of 9 tests I did, only 2 were missing one of the POI's, and it was the small bunker.

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Hi. First thing I want to say is I love this mod. Played it first a few days ago on 18.2.

Here my problem: I play on Mac (and I hate it now). Last time I installed like your description said and all worked fine.

Now 18.3, I did it again and the game won't start, the console spams something like

DllNotFoundExeption:user32.dll

forever.

:(

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Same problem... with Mac

 

Hi. First thing I want to say is I love this mod. Played it first a few days ago on 18.2.

Here my problem: I play on Mac (and I hate it now). Last time I installed like your description said and all worked fine.

Now 18.3, I did it again and the game won't start, the console spams something like

DllNotFoundExeption:user32.dll

forever.

:(

 

I attached ouput log. Look like it doest create/find the user32 file[ATTACH]31238[/ATTACH]

output_log__2020-01-25__16-39-44.txt

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Guest Chordie

Hi there.

 

I have a friend who is experiencing some problems when trying to install this mod and was hoping that someone on here may have encountered it at some point.

 

Essentially, they have gone through the install process the exact same as I have, following the instructions for 18.3 client, and where mine has worked flawlessly, theirs has seemingly removed the main menu. What I mean by this is, every time they load the game, they get taken straight into "new game" creation screen without the ability to create a game, then upon pressing back to back out to the main menu, the entire game shuts down. They and myself have both combed through output logs of both theirs and mine and found nothing of note, we've tried a few different things from googling around to no avail, such as fresh install, validation, replacing their xml files with mine etc. and nothing has worked so far. If they don't install the mod and try run the game clean, they have a main menu and can do everything one would normally do in game.

 

Hopefully someone can shed some light on this and I thank you for taking the time to read! If any more info is needed, I'll try my best to provide it!

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Also forgot to mention that the Compound Bow is also stuck at 51 in 2.4.

 

Will double check that too.

 

I attached ouput log. Look like it doest create/find the user32 file[ATTACH]31238[/ATTACH]

 

Cheers. I'll go dig out the old laptop tomorrow and do some testing. Runs 7DTD at like... 7fps... but it's good enough to see if it even works.

 

Hi there.

 

I have a friend who is experiencing some problems when trying to install this mod and was hoping that someone on here may have encountered it at some point.

 

Essentially, they have gone through the install process the exact same as I have, following the instructions for 18.3 client, and where mine has worked flawlessly, theirs has seemingly removed the main menu. What I mean by this is, every time they load the game, they get taken straight into "new game" creation screen without the ability to create a game, then upon pressing back to back out to the main menu, the entire game shuts down. They and myself have both combed through output logs of both theirs and mine and found nothing of note, we've tried a few different things from googling around to no avail, such as fresh install, validation, replacing their xml files with mine etc. and nothing has worked so far. If they don't install the mod and try run the game clean, they have a main menu and can do everything one would normally do in game.

 

Hopefully someone can shed some light on this and I thank you for taking the time to read! If any more info is needed, I'll try my best to provide it!

 

That means either the 18.2 (stable) version of the mod is being installed on 18.3, or the 18.3 version of the mod (experimental) is being installed on 18.2

 

Looks like there was a RWG update after the 2.5 release, can I just replace the file or will it cause a reset? I ask because the world is wonky as you move around and it flattens out as you get closer to the distant places.

 

Should be able to replace it, but that's a distant terrain issue. Not entirely sure why that happens... it happens to me on my server, but NOT on SP and I haven't been able to track down why.

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Guest jaybird

Experiencing a problem identical to this

 

Hi there.

 

I have a friend who is experiencing some problems when trying to install this mod and was hoping that someone on here may have encountered it at some point.

 

Essentially, they have gone through the install process the exact same as I have, following the instructions for 18.3 client, and where mine has worked flawlessly, theirs has seemingly removed the main menu. What I mean by this is, every time they load the game, they get taken straight into "new game" creation screen without the ability to create a game, then upon pressing back to back out to the main menu, the entire game shuts down. They and myself have both combed through output logs of both theirs and mine and found nothing of note, we've tried a few different things from googling around to no avail, such as fresh install, validation, replacing their xml files with mine etc. and nothing has worked so far. If they don't install the mod and try run the game clean, they have a main menu and can do everything one would normally do in game.

 

Hopefully someone can shed some light on this and I thank you for taking the time to read! If any more info is needed, I'll try my best to provide it!

 

We've tried just about everything at this point and are experiencing this exact same error, without anything of note in logs. I tried installing it directly, tried using the launcher, killed all my files (even my steam copy) and reinstalled it ALL anew, still get stuck on the "new game" menu where the back button crashes the whole game. Glad I'm not alone, but no idea what's doing it. Two of my friends already installed these exact files and their clients are running fine with the mods. Hope someone has a better idea than I do!

 

My files are definitely not mismatched, I'm using all of the exact files that my friends are running and I've checked the versions countless times :( I'm on 18.3 for both game and mod.

 

UPDATE: Uninstalled everything again, opened the mod launcher, deleted 7D2D on steam, reinstalled it, used the experimental (18.3) in the launcher itself, and the game with mods seemed to be working: instead of getting stuck on the new game, I was in profile create, so I made a profile, clicked the "back" button to try to get into the main menu (so I could join a game) and it ended up on the new game error again. Subsequent launches it's right back to the error described above re: create game.

 

Second Update: I realized that I've never started a game on this PC, so I went into vanilla 7D2D and created a world. After that, I closed vanilla 7D2D and opened the game via the modded files again. Instead of being stuck on creating a world, it immediately loaded me into the world I had just made, bypassing all menus. Trying to leave the world closed the entire game.

Edited by jaybird (see edit history)
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That means either the 18.2 (stable) version of the mod is being installed on 18.3, or the 18.3 version of the mod (experimental) is being installed on 18.2

 

Thanks for the response! I'll get them to check everything and make sure all the versions match. I'll get back to you if things don't add up again ^.^

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Great work can't wait to try 2.5. I really love the CCTV mod. and have wondered how hard it would be to have working televisions or radios added to the game.

 

I found an outdated tv mod on nexus here but doubt it'll work with A18 https://www.nexusmods.com/7daystodie/mods/245.

 

Would be cool to be able to put mp3 into a folder and listen to music from a crafted radio while running errands around the base. Or even a tv that played some random gifs although I'm not sure the impact it would have on performance.

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Sometimes she either disappears (Rare) or gets killed (tried to put a failsafe in for that, but... yeah)

 

- - - Updated - - -

 

Ok, woke up, didn't even have my morning coffee, pushed a Darkness Falls V2.5 Experimental Build. :) This should be under Darkness Falls Experimental on the launcher. I will update the first post in a moment to add direct git links for folks who prefer that. (EDIT: Done)

 

Changelog.

 

- Updated for A18.3b4

- Fixed Turret perk not adding to magazine size.

- Can no longer just chug/food drink to spam wellness increases. You must wait for the average/good buff to expire.

- Traders now greet the player when within 3 blocks. This currently has a buff to prevent the greeting being repeated for 10 minutes.

- A couple of traders now have "idle" sounds.

- Fixed "UnlockedBy" for Mega Crush.

- M4A1/M60 guns and parts now have the correct 'UnlockedBy'

- Fusion Forge and Laser Workbench now have the correct 'UnlockedBy'

- Moved the acid recipe from Master Scientist to Yeah, Science 1.

- Updated localization for Yeah, Science 1.

- Added 'UnlockedBy' to Acid.

- Steel bullet casing can now be made in the Big Forge.

- Doors are now randomized on Locked/Unlocked status.

- Door lockpicking re-enabled.

- Tweaked a couple of trader prefabs to prevent issues with doors due to new lockpicking.

- Removed tier's from batteries to see if it fixes issues with battery banks.

- Fixed up some minor UI alignment issues.

- Added a legendary cow (RIP JD).

- Added Desert Eagle.

- Added Master Scavenger perk (which unlocks the Desert Eagle recipe)

- Fixed missing Pure Mineral Water recipe for the oven.

- Fixed Forged Steel occasionally not unlocking for the Advanced Forge.

- Added an attack speed modifier to blunt/bladed weapons skill, so levelling those means you now attack faster.

- Added a reload speed modifier to all gun action skills, so levelling those means you reload faster (55% with max skill + bandolier).

- Lowered the amount of meat on rabbits and chickens.

- Increased Stag/Doe movement speed.

- Adjusted Coilgun damage so it should scale a little better.

- Books/schematics should now be refunded, with a tooltip, if the player is at max skill (some may be missing this code, let me know)

- Added Irrigation.

- Re-organised display for some perks.

- Moved Mortar and Pestle off Workbenches 1 perk and into Basic Farming 1.

- Reworked the basic farming perk unlocks a little bit.

- Reading the laborer class book later on during your game will now reset and refund skill points for perks that you would be locked out of.

- Slightly increased XP required to level.

- Reworked gamestage so it's more forgiving on solo players/very small groups.

- Slightly increased gamestage multipliers for Adventurer, Nomad and Warrior difficulties.

- Added cooked versions of most canned food. Uses more cans, but removes food poisoning chance.

- Added 25% XP penalty for harvesting to both augers to stop people power levelling.

- Removed the iron club schematic and the need to learn it in order to make an Iron Reinforced Club.

- Slightly decreased the damage of spears.

- Slightly increased the damage of iron knuckles.

- Slightly increased the attack speed of all knuckle weapons.

- Removed the schematic requirement for the Iron Reinforced club.

- Changed Laborer 6 to "Craft Iron Reinforced Club."

- Porkins shotgun should now display it's stats correctly.

- Combat shotgun and Porkins shotgun should now take the same mods as other shotguns.

- Added Demolitions Expert to the Scientist class.

- Moved Self Medicated from the Scientist class to the Survivalist class.

- Moved Stealth Assassin from the Survivalist class to the Hunter class.

- Removed the 3-level perks that some action skills have. Added their effects to the 5-level perks instead.

- Reduced the cost of making action skill books and generic skill point books.

- Added working hydroponics system.

- Cooked food now has localization.

- Action skill tooltips now have localization.

- Re-done Yeah, Science localization to account for changed recipe unlocks.

- Living off the Land localization edited to reflect new unlocks.

- Sous Chef localization edited to reflect new unlocks.

- Master Farmer localization edited to reflect new unlocks.

- Big Forge description changed to say it's only made in the Workbench.

- Wasteland Treasures benefits should now work correctly.

- Rebalanced food/drink so only Sous Chef 4 or higher food/drink gives 5 wellness.

- Medical items should now work with Physician.

- Antibiotics (both types), painkillers and codeine should now work with self medicated.

- Added slower regen buff for the weak rad zombies.

- Most ammo can now be disassembled for some of it's parts.

- Added a SpawnEntity patch by Myth that should HOPEFULLY stop duplicate traders.

- Removed the rad biome.

- Wasteland is now radiated.

- Uranium and Plutonium moved to the wasteland.

- Wasteland spawns changed (ferals/rads during the day, rads/demons at night).

- Demon portals now spawn in the wasteland.

- Added new RWG by myth that mostly works (may need further tweaks)

- Added a player crafted lockable pill case. (same storage as other blocks)

- Added a player crafted lockable toolbox. (same storage as other blocks)

- Chainsaw, Auger, Aloe Cream and Large Backpack now all have the correct unlockedby.

- Advanced Engineering 4 now states it unlocks the chainsaw and auger.

- Added scrap polymer recipe to the chem station.

- Fixed the mortar and pestle recipe for aloe cream (was supposed to be cheaper and it wasn't)

- Edited Navezgane to be DF compatible.

- Added AP and HP versions of coilrounds.

- Added Entity Penetration to laser guns (requires levelling the future crafting perk).

- Added recipes for uncraftable items/blocks, so they can be searched in the recipe list and inform the player they are loot only items.

- Fixed Aloe cream not being locked.

- Fixed missing empty jar name.

- Paint brush now works like A16, so no more spam-clicks.

- Added an EXCEPTIONALLY rare chance for Trader Caitlin to stock the Fusion Forge and Laser Workbench crating stations (secret stash needed, hopefully only a temp fix).

- Fixed missing Shotgun Tube Extender recipe.

- Re-added the smokestorm effect to the wasteland from previous alphas.

- Fixed the attachments on the Deagle.

- Zombies are now much more resistant to pain and harder to stun-lock.

- Players have a 25% chance of causing knockdown on POWER ATTACK with ANY melee weapon.

- Blunt Specialists have a 25% chance of causing knockdown on a NORMAL attack once they reach Blunt Weapons 60.

- Fixed one of the inside wedge blocks not upgrading properly.

- Tweaked Air Drop loot. Greater variance of items, less likely to get the decent food.

- Added Titanium Knuckles.

- Added Titanium Knuckles unlock to Master Scavenger.

- Added craft tier increase for knuckles to the scavenger class.

- Edited the Power Attack journal entry to inform players of the knockdown chance.

- Fixed unlockedby on the Shotgun Tube Extender mod.

- Added a customized version of Mecanim that removes pain animations.

- Swapped all behemoths, succubus, incubus and night stalkers to the new mecanim.

- Increased sight range of the Succubus so she's more likely to fly over and punch you in the balls.

- Added AutoReload=True to a lot of the guns added by the mod. This forces the gun to reload if the clip is empty and the player attempts to fire.

- Lockpick bundle recipe was locked when it shouldn't have been. It's now not.

- Edited Jax's zombie hand adjustment modlet to include my new zombies, and included it in the server build.

- Slightly adjusted player XP gain for lower than level 100.

- Added a sleeping check to NORMAL zombies that buff other zombies (not the mutated ones). This means the buff should only apply if the nearby zombies are awake.

- Fixed a random NRE with the trader on severs only.

- Fixed some missing localization for animals.

- Fixed the splinted arm buff missing an icon.

- Trader guards no longer cause damage to blocks.

Hi. Should I start a new game to see the changes?

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We've tried just about everything at this point and are experiencing this exact same error, without anything of note in logs. I tried installing it directly, tried using the launcher, killed all my files (even my steam copy) and reinstalled it ALL anew, still get stuck on the "new game" menu where the back button crashes the whole game. Glad I'm not alone, but no idea what's doing it. Two of my friends already installed these exact files and their clients are running fine with the mods. Hope someone has a better idea than I do!

 

My files are definitely not mismatched, I'm using all of the exact files that my friends are running and I've checked the versions countless times :( I'm on 18.3 for both game and mod.

 

UPDATE: Uninstalled everything again, opened the mod launcher, deleted 7D2D on steam, reinstalled it, used the experimental (18.3) in the launcher itself, and the game with mods seemed to be working: instead of getting stuck on the new game, I was in profile create, so I made a profile, clicked the "back" button to try to get into the main menu (so I could join a game) and it ended up on the new game error again. Subsequent launches it's right back to the error described above re: create game.

 

Second Update: I realized that I've never started a game on this PC, so I went into vanilla 7D2D and created a world. After that, I closed vanilla 7D2D and opened the game via the modded files again. Instead of being stuck on creating a world, it immediately loaded me into the world I had just made, bypassing all menus. Trying to leave the world closed the entire game.

 

So I know what this is.

 

It's the quick continue mod included in SphereII-Core.

 

Make sure your caps lock, num lock or scroll lock are OFF, otherwise it assumes you clicked "continue game" on the main menu. This will be removed for the next build. :)

 

Great work can't wait to try 2.5. I really love the CCTV mod. and have wondered how hard it would be to have working televisions or radios added to the game.

 

I found an outdated tv mod on nexus here but doubt it'll work with A18 https://www.nexusmods.com/7daystodie/mods/245.

 

Would be cool to be able to put mp3 into a folder and listen to music from a crafted radio while running errands around the base. Or even a tv that played some random gifs although I'm not sure the impact it would have on performance.

 

Not sure about TV's. I know starvation had it but I have no idea how hard it'd be to include.

 

I know sphereii is looking at updating his music boxes mod for 18.3. I'm thinking of including that for the radio I already have in the mod.

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Hi. Should I start a new game to see the changes?

 

New game is REQUIRED cos I changed a lot of stuff. :)

 

Just a quick shout out. New experimental version is really running very nicely with 18.3 . Having a blast as always.

 

I found a few issues i'm fixing up for a small experimental Build 2, but thankfully nothing too bad.

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Playing 2.5 and the new font cuts off the ones place when the Stamina number is over 100 so that 102 shows up as 10. I am going to guess that the Health will be similarly effected.

 

Edit: it's just stamina that does this, the other three show all digits when over 100.

 

Also when you do build two will we need to start a new game?

Edited by jwagne51 (see edit history)
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