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


KhaineGB

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On 10/31/2024 at 6:16 PM, Marrcinuss said:

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

 

Your harmony folder is missing

 

18 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

 

You have other mods installed

 

15 minutes ago, Woodbutcher824 said:

Has anybody had problems with Vending machines? Seems that you cannot buy items from them. Or is it just turned off for now.

 


Read the sign above them

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On 10/30/2024 at 9:09 PM, KhaineGB said:

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

Thank you, Khaine, for your effort. If possible, please try to fulfill my request to add the bots again

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Anyone trying to run this on a server and seeing pauses/errors in the logs?

Seeing hundreds of these.. not sure what is causing it. It played fine in single player.

 

 

NullReferenceException: Object reference not set to an instance of an object
  at MinEventActionAddJournalEntry.Execute (MinEventParams _params) [0x00023] in C:\7D2D Mod Projects\idc-core\src\JournalSystem\MinEventActionAddJournalEntry.cs:12
  at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00037] in <f6f54fa832b344179d357b207328ffb1>:0
  at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0001c] in <f6f54fa832b344179d357b207328ffb1>:0
  at BuffClass.FireEvent (MinEventTypes _eventType, MinEventParams _params) [0x00013] in <f6f54fa832b344179d357b207328ffb1>:0
  at EntityBuffs.FireEvent (MinEventTypes _eventType, BuffClass _buffClass, MinEventParams _params) [0x00003] in <f6f54fa832b344179d357b207328ffb1>:0
  at EntityBuffs.Update (System.Single _deltaTime) [0x00133] in <f6f54fa832b344179d357b207328ffb1>:0
  at EntityAlive.OnUpdateEntity () [0x00030] in <f6f54fa832b344179d357b207328ffb1>:0
  at (wrapper dynamic-method) EntityPlayer.DMD<System.Void EntityPlayer:OnUpdateEntity()>(EntityPlayer)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.SyncProxy<System.Void EntityPlayer:OnUpdateEntity()>(EntityPlayer)
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0011e] in <f6f54fa832b344179d357b207328ffb1>:0
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <f6f54fa832b344179d357b207328ffb1>:0
  at World.TickEntitiesFlush () [0x0000c] in <f6f54fa832b344179d357b207328ffb1>:0
  at GameManager.UpdateTick () [0x00033] in <f6f54fa832b344179d357b207328ffb1>:0
  at GameManager.gmUpdate () [0x0038a] in <f6f54fa832b344179d357b207328ffb1>:0
  at GameManager.Update () [0x00000] in <f6f54fa832b344179d357b207328ffb1>:0

(Filename: C:/7D2D Mod Projects/idc-core/src/JournalSystem/MinEventActionAddJournalEntry.cs Line: 12)

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Seems like the toolbelt hotkeys have changed - slots 11-15 no longer work with shift + (your 1-5 keybind). Was this intentional, or is it possible some code got overwritten or whatever? I've tried every combo I can think of (used alt +, ctrl +, number pad).

 

Thanks so much for putting in all the work over the years. I've played more hours on this mod than the base and all other mods combined.

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@KhaineGB  A couple of issues I have just found, Titanium blade trap placed caused a series of nullreferenceExceptions, to the point where you can't exit it without task manager.

 

First aid kits can't be used to heal your partners as will show 0

I think there were others but its escaped my mind but i'll edit or repost when it comes back to me

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