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

  1. #31
    Reconstructionist mdf25's Avatar
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    This seems like a very awesome mod and I'd love to stream this as a first impressions video next Tuesday to help get the word out a bit

    One question I have though - are the gun wielding bandits aimbots that can 1-shot kill you? I find them a little tricky in Starvation due to this and tend to just avoid their POIs but if they're overworld spawns in this mod it might be a bit of a problem for me, since I can't really see them until its too late due to sight impairment

    Could they perhaps be reduced to spawning in a burnt or wasteland biome so at least we can avoid them if we want to? I'm all for melee ones spawning in other biomes, just those damn ranged sniper aimbot ones that don't really sit well with me But, if I gotta poke up with it I'll still try this anyway

  2. #32
    Tracker Baobab's Avatar
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    Quote Originally Posted by mdf25 View Post
    This seems like a very awesome mod and I'd love to stream this as a first impressions video next Tuesday to help get the word out a bit

    One question I have though - are the gun wielding bandits aimbots that can 1-shot kill you? I find them a little tricky in Starvation due to this and tend to just avoid their POIs but if they're overworld spawns in this mod it might be a bit of a problem for me, since I can't really see them until its too late due to sight impairment

    Could they perhaps be reduced to spawning in a burnt or wasteland biome so at least we can avoid them if we want to? I'm all for melee ones spawning in other biomes, just those damn ranged sniper aimbot ones that don't really sit well with me But, if I gotta poke up with it I'll still try this anyway
    I Think they are now better, yesterdays 1 stunned me, but i was hopping away and killed him. Only thing what don't is good that the famle bandits have male voices.

    Btw.: I Was missing some Icons.

    Fishing, And The NPC-Weapons / NPC-Ammo

    Would Be Nice 60/72 Backpack and 3 Slot For the Forge

    Adding new rwgmixer, and some other Prefabs to My Copy of your Mod
    Last edited by Baobab; 02-06-2018 at 12:51 PM.

  3. #33
    Inventor Darkstardragon's Avatar
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    any issues with bandits/survivors that spawn near traders?

  4. #34
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by mdf25 View Post
    This seems like a very awesome mod and I'd love to stream this as a first impressions video next Tuesday to help get the word out a bit

    One question I have though - are the gun wielding bandits aimbots that can 1-shot kill you? I find them a little tricky in Starvation due to this and tend to just avoid their POIs but if they're overworld spawns in this mod it might be a bit of a problem for me, since I can't really see them until its too late due to sight impairment

    Could they perhaps be reduced to spawning in a burnt or wasteland biome so at least we can avoid them if we want to? I'm all for melee ones spawning in other biomes, just those damn ranged sniper aimbot ones that don't really sit well with me But, if I gotta poke up with it I'll still try this anyway
    They are a bit aim-bot ish. Thankfully the gun ones are now rare and the only ones that are a major problem are the ones with AK-47.

    Right now, I believe they only spawn in the plains, burned biome and the wasteland_hub (so around 0,0)

    Quote Originally Posted by Baobab View Post
    I Think they are now better, yesterdays 1 stunned me, but i was hopping away and killed him. Only thing what don't is good that the famle bandits have male voices.

    Btw.: I Was missing some Icons.

    Fishing, And The NPC-Weapons / NPC-Ammo

    Would Be Nice 60/72 Backpack and 3 Slot For the Forge

    Adding new rwgmixer, and some other Prefabs to My Copy of your Mod
    There's no female voices in the assets for the bandits, so I figured male was better than nothing because it gives the player an audio cue that it's an enemy.

    I never made icons for the NPC weapons because I figured it wouldn't matter. I'll poke the XML and call the currently existing ones later.

    I'm not doing anything larger than 45 slot bags, because part of the experience is properly managing your inventory, not just looting everything in sight. But a bigger bag was definitely needed! (If someone else wants to mod in a larger bag, feel free! This was more a personal choice on my part)

    Forge is 2 slot for a reason. That reason is the Advanced Forge is 3 slot.

    - - - Updated - - -

    Quote Originally Posted by Darkstardragon View Post
    any issues with bandits/survivors that spawn near traders?
    If you mean the NRE spam, then unfortunately yes. That's next on my list to look into. I'm gonna poke the trader prefab XML's and see if I can fix it through that.

    Just checked. The fishing stuff all has icons for me (except for a food item that I haven't enabled yet). I'll double check the mods folder on github and ensure they're uploaded.
    Last edited by KhaineGB; 02-06-2018 at 04:06 PM.

  5. #35
    Colony Founder KhaineGB's Avatar
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    Mod updated!

    • Descriptions added for Fish, Fish Pie and Grilled Fish.
    • Icons added for NPC weapons and ammo, so they properly show up in the creative menu (No new icons, just using existing ones so it's a pure XML edit)

    I'm going to look into the trader thing next. I think it's either the "Teleport" thing trying to trigger that's causing the problem, or the trader protection that's the issue. Either way, I'm going to play around with it locally and see if I can sort something out. I know it's an issue on WotW too.

  6. #36
    Colony Founder KhaineGB's Avatar
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    Regarding the trader issue, I've had a bit of a poke around the XML.

    Basically, if the class is set to either EntitySurvivor or EntityBandit, then NRE's spawn when either survivors or bandits get near the trader. If I set that to EntityPlayer, the errors stop but the NPC's also don't move or spawn loot... and the chat box gets spammed with "player has died" messages. If I set it to EntityZombie, then the NPC's move and attack, but cause NRE's when you try to loot the corpse and they won't use weapons.

    It stops the trader issue though.

    Right now, there's 2 options. Either deal with the NRE's and I'll see about adding the anti-NRE console spam mod to the BBM version (can't add it to the EAC version because it uses SDX), or remove traders and spawn a vending machine in the POI that fulfills the same purpose. This would stop the errors AND allow folks to still buy stuff.

  7. #37
    Tracker Baobab's Avatar
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    Looks like the bigger backpack have a problem with the last 2 rows. When i loot houses or stuff, i can't click R too get all and close the item automaticlly, can ya look into it ?


    There's no female voices in the assets for the bandits, so I figured male was better than nothing because it gives the player an audio cue that it's an enemy.

    I never made icons for the NPC weapons because I figured it wouldn't matter. I'll poke the XML and call the currently existing ones later.

    I'm not doing anything larger than 45 slot bags, because part of the experience is properly managing your inventory, not just looting everything in sight. But a bigger bag was definitely needed! (If someone else wants to mod in a larger bag, feel free! This was more a personal choice on my part)

    Forge is 2 slot for a reason. That reason is the Advanced Forge is 3 slot.
    All good so far and thx, keep on the good work.

    Can you help with an console Error ?

    InvalidCastException - Can not cast, what does it mean ?

    I Logged Out and in , and all is good.
    Last edited by Baobab; 02-06-2018 at 09:02 PM.

  8. #38
    Colony Founder sphereii's Avatar
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    Welcome to the Mod Launcher! We have you under "Darkness Falls", with both standard EAC-safe version, and the Bigger Back Pack version

  9. #39
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by Baobab View Post
    Looks like the bigger backpack have a problem with the last 2 rows. When i loot houses or stuff, i can't click R too get all and close the item automaticlly, can ya look into it ?

    All good so far and thx, keep on the good work.

    Can you help with an console Error ?

    InvalidCastException - Can not cast, what does it mean ?

    I Logged Out and in , and all is good.
    I'll look into the backpack issue tonight. I was planning to stream the mod anyways so I can look for bugs, and that way I have video footage to look back on.

    Quote Originally Posted by sphereii View Post
    Welcome to the Mod Launcher! We have you under "Darkness Falls", with both standard EAC-safe version, and the Bigger Back Pack version
    Thank you very much! I shall go and update the OP tonight.

  10. #40
    Scavenger JanoGames's Avatar
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    Khaine where can we get the files for the server to host a game?

  11. #41
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by JanoGames View Post
    Khaine where can we get the files for the server to host a game?
    GitHub link should work. Those are the files I was using to test multiplayer over LAN.

  12. #42
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    im playing this and as soon as i even get close to the trader i get null reference even after restarting it keeps coming back 2018-02-07.jpg

  13. #43
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    I would love to give this mod a go, it sounds interesting. Only thing is, after the game boots up, and I get to the main menu, it lags so bad. Like the selection indicator does not even move till like 5-10 seconds after I hightlight something. I dont even want to see how the game would run.

    Its only this mod tho. I went back to CBMod, just to see if something happened to my game. That mod runs just fine, no slows or anything. Just your mod

  14. #44
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by noelie3107 View Post
    im playing this and as soon as i even get close to the trader i get null reference even after restarting it keeps coming back 2018-02-07.jpg
    That means there's an NPC nearby headbutting the wall or something. I just had it on stream too. Basically any mod using NPC's has it, so I'm looking at alternatives to fix it (like spawning the NPC's and traders in seperate biomes)

    Quote Originally Posted by LawofJohn View Post
    I would love to give this mod a go, it sounds interesting. Only thing is, after the game boots up, and I get to the main menu, it lags so bad. Like the selection indicator does not even move till like 5-10 seconds after I hightlight something. I dont even want to see how the game would run.

    Its only this mod tho. I went back to CBMod, just to see if something happened to my game. That mod runs just fine, no slows or anything. Just your mod
    It does that to me as well on both of my rigs. I run it, let it get to the menu, close the game and then reload it. Typically it's because it's generating the UMA textures, then it runs fine.

  15. #45
    Tracker Baobab's Avatar
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    NullReferenceException: Object reference not set to an instance of an object

    Quote Originally Posted by noelie3107 View Post
    im playing this and as soon as i even get close to the trader i get null reference even after restarting it keeps coming back 2018-02-07.jpg
    thats happend to me too, but i think mine was from the Bandit that attacks the place !!

    next is with in this message it says that some zombies are where removed from Horde Group or something.

    Short Log in the spoiler.:


    Spoiler: 
    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    2018-02-07T00:13:48 4916.636 INF AIDirector: wandering horde zombie '[type=EntityZombie, name=zombieNurse, id=3328]' is being removed from horde control.
    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    2018-02-07T00:13:49 4918.378 INF AIDirector: wandering horde zombie '[type=EntityZombie, name=zombieFemaleFat, id=3337]' is being removed from horde control.
    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    2018-02-07T00:14:03 4931.646 INF Time: 71.67m FPS: 21.70 Heap: 1179.2MB Max: 1444.2MB Chunks: 460 CGO: 241 Ply: 1 Zom: 30 Ent: 37 (53) Items: 1 CO: 8 RSS: 2046.2MB
    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    2018-02-07T00:14:08 4937.341 INF AIDirector: wandering horde zombie '[type=EntityZombie, name=zombieNurse, id=3332]' is being removed from horde control.
    2018-02-07T00:14:10 4939.089 INF AIDirector: wandering horde zombie '[type=EntityZombie, name=zombieYo, id=3336]' is being removed from horde control.
    NullReferenceException: Object reference not set to an instance of an object
    at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
    at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
    at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
    at GameManager.JQ () [0x00000] in <filename unknown>:0
    at GameManager.Update () [0x00000] in <filename unknown>:0

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