Darkwood

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Meep

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Meepman64

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28 comments

  1. PedroDAlcantara
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    1.4 Just dropped! 
    Also, can pitchfork get the second durabillity upgrade the axe and shovel have? 
    1. NoobGaming2006
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      Where?
  2. AkaviriWarlord
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    So the 1.4 update finally dropped!
  3. PedroDAlcantara
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    Hey mate, Can i suggest a rework to give some love to makeshift/single shot weapons?

    can you make it so that the single shot pistol is repairable by 4 (or more) scrap metal? 
    Of course, that means you should also decrease its damage by at least 30% otherwise it will be the strongest weapon in the game, and also increase that metal pipe price to 150 rep and add tape and planks to the crafting recipe of the single shot pistol as well as the recipe for the homemade shotgun
    And like wise, give the same stats change to the homemade shotgun

    Since you reworked the hunting rifle into the bolt action rifle, Re introduce the hunting rifle as a "Makeshift rifle", Repairable after each shot, you could make it just as unwieldy as the original

    As for the repair cost, it could be 4 Scrap for pistol and 8 scrap for homemade shotgun and 6 for makeshift rifle

    Another neat idea, is to add a "Makeshift repair kit" that uses scrap in your inventory to repair a makeshift weapon, but using it is a trade off, consuming +2/1 more scrap than it would if you repaired it by the workbench (example, Repairing Single shot pistol in workbench takes 4 scrap, in the makeshift kit takes 6, homemade takes 8 in bech, 10 in kit)

    This way makeshift will be viable yet balanced alternatives to other firearms, Those weapons deserve some love for yesterday! allways wanted to have a reason to use them but they are oh dirt useless currently

    God bless you and thank you for the mod! Its so damn great having people giving more life to darkwood
  4. NoobGaming2006
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    Can you make the pistol's aim speed to be as fast as the single-shot pistol, and has smaller cone of fire please? Like it doesn't make sense for what is essentially an improvised tube stuffed full of gunpowder to be more accurate and have better handling than a standard issue handgun. Same with the assault rifle and the shell-using shotguns, but without the accuracy buff.

    Also pls reduce the accuracy for single-shot pistol and homemade shotgun? (The kinds you use twice and then throw away). Their damage can stay unchanged since we don't know how much gunpowder or how comically big the rounds the protag stuff into it is. Also would be nice if you rename the homemade shotgun to "Blunderbuss", cuz THE FOUNDING FATHER.

    Put the shovel to lv.4 workbench pls

    And pls reduce the pump action shotgun mag size down to 5.

    Change the semi-auto rifle back to "bolt action rifle" (mosin-nagant or sth), but now with 4 rounds tube instead of 1. Return the low handling (a.k.a long aim speed) and big recoil. Cuz the SKS kinda defeats the assigned role of a sniper rifle and is too OP, having both zoom and ungodly hig damage along with 10 round mag and buff. And since enemies only chase you when they see you, not when they get damaged, this can be used to cheese the whole game. (you can put the SKS in an alternat version, if you still want to keep it.)

    Pls lower the protection percentage of Shell Armor to 30%, and Chainmail Armor to 50% or 45%. Cuz they're soft armors, and doesn't protect you from blunt force trauma. Plus, they only cover the torso and arms. 

    And can you slightly lower the knife's (thrown) damage down to a single pistol shot, but make them capable of staggering enemies? Having it so early in the game sounds a bit too OP I think.

    Lastly, pls make in-depth descriptions of the weapons, especially guns. Since the MC has military background (he was one of the soldiers sent into the "zone"), he should be very familiar with the in-game weapons. For example: 

    For the pistol:
    "A TT-33 pistol chambered in 7.62mm Tokarev rounds. Despite having limited range and stopping power, it is extremely reliable, and is popular across the Union."

    For the assault rifle:
    "A stockless AK-74U rifle chambered in 5.45mm rounds. Commonly used by Russian Spetsnaz soldiers, its compact design makes it suitable for CQB within the forest." 

    For the single-shot shotgun:
    "A makeshift single-barrel, break action shotgun chambered in 10-gauge shell. Its design closely resembles the IZh-18."

    For the knife:
    "An old but surprisingly sharp kitchen knife. Slices potatoes as clean as throats. Can be thrown to interrupt enemy attacks."

    (If you approve of this idea, pls rep me and I'll write more descriptions for other weapons.)

    Thankyou, and absolutely adores your mod! <3
    Looking forward to the next update!
    1. Meepman64
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      Thanks for the suggestion! I'll gladly make the changes into a separate update for the mod, though it might be delayed due to the release of version 1.3. If you have any other ideas, please let me know!
    2. NoobGaming2006
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      Thanks, man. And I look forward to the next update!
      More descriptions for the rest of the weapons. You just need to copy them into the files.

      For the single-shot pistol:
      "A short tube stuffed with gunpowder and a small rock. Deals more damage to your wrist than the enemy. One-time use only."

      For the homemade shotgun (or "blunderbuss" in the next update:
      "Two tubes stuffed with gunpowder and pebbles. Held together by duct tapes, spits and pure willpower. Two-times use only."

      For the hunting rifle (or "bolt-action rifle" in the next update):
      "A classic Mosin-Nagant rifle chambered in 7.62mm rounds. Powerful, but quite heavy due to its wooden frame. Each line carved on its stock marks a life it had taken."

      For the double barrel shotgun:
      "An old IZh-43 shotgun chambered in 10-gauge shells. One barrel to drop the enemy, the other to make sure it stays dead."

      For the pump-action shotgun:
      "An American-made Winchester 1897 shotgun, chambered in 10-gauge shells. Being the German definition of "war-crime", you're practically invincible with it in your hands. As long as you have the ammo for it."

      For the submachine gun: (since it's a near unobtainable weapon, might as well... And I often use it to kill banshees)
      "A MAC-10 submachine gun, modified to fire 7.62mm Tokarev rounds. For when dem' Banshiggas pull up to the wrong Darkhood. Just don't hold it sideway while spraying."

      For the flamethrower (and since at this point of the story, the protag's mental state has greatly deteriorated - a.k.a he was beginning to turn into a savage, so I made it a bit unhinged):
      "THE FLAME CONSUMES ALL. LET. THEM. BURN."

      Melee weapons:

      For the axe:
      "A worn splitting axe. Trees, planks, doors, heads, whatever. It works well with all."

      For the shovel:
      "A rust-encrusted shovel. You can both smash your enemy's face in, then bury them afterwards with it."

      For the board with nails:
      "A crude wooden plank, with many rusted nails hammered in. The tetanus infection is more of a threat than the actual swing force."

      For the pitchfork:
      "A long and unwieldy pitchfork. Its four terrifying-looking prongs can make anything think twice of getting a piece of you."

      For the torch:
      "A torch made with rags and flammable liquids. Both light up your way, and all the abominations blocking it."

      For the staff:
      "A long wooden staff. In the hands of martial artists, it's an art form. In the hands of savages, it's a joke."

      For the sickle:
      "A small but lightweight sickle. Works surprisingly well as a weapon, its fragility is the only downside."

      Also, I can't help but be curious, what are the features in the upcoming 1.3 update pls?
    3. Meepman64
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      It seems I've got my work cut out for me, I'll get to making this as soon as possible! Regarding your question about version 1.3, I had some pretty ambitious stuff planned, but upon further investigation, I realized that my admittedly low modding expertise barred me from enacting my bigger ideas. With this, I scaled down the stuff planned to something more possible, though I was rather unsatisfied. Version 1.3 is still in its brainstorming stage, as I'm still coming up with ideas and plans, with some things already completed. The reason why your suggestion will be delayed is because I'd rather release 1.3 first and then add on the update, to ensure that your version is up to date, though that does not mean I won't work on it. Hopefully it won't take too long. Also, I'm not sure if you guys already noticed it, but I put a secret message in the journal.
  5. AkaviriWarlord
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    I said 3 magazines not 5, as much as I want to stack a ton of ammo don't want to be too cheaty.
    1. Meepman64
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      My bad, I'll put out an alternate version with the changes.
  6. AkaviriWarlord
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    Hm still no 1.4? No rush, just wondering since you updated today unless you didn't update the description?
    Got a load of ammo and wanted to wait on the update so I won't have inventory issues.
    1. Meepman64
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      I have created a steam version for version 1.1 and am working on one for 1.2 too. The problem is that I have to essentially make the mod twice, as the differences between 1.0.3 and 1.3/1.4 are quite big, making them incompatible. It won't take long though, so sit tight.
    2. AkaviriWarlord
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      Ah I see, well cheers man np!
  7. AkaviriWarlord
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    Sadly doesn't work with the 1.4 public build, game takes a while to start up then just gives you a black screen.
    I just dropped and replaced file like you always do with mods, so unless I made a mistake which I doubt I guess this mod only works in version 1.3... any chance of an update so it works in 1.4?
    1. Meepman64
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      I have heard of a public test 1.4, but I haven't found it yet. If I do, I'll make sure to update the mod, as it does only work in 1.3.
      edit: I have realized that the mod was made for 1.0 hotfix 3 and not 1.3, so I will get on that.
    2. AkaviriWarlord
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      If you right click on the game, then properties and then beta you can find 1.4!
      Btw, can you make pistol mags stack by 2 and increase the SMG magazines to 25 rounds instead of 20 too?
    3. Meepman64
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      Thanks for the suggestion! I'll make sure to include in the next update, but could you please clarify what you mean by "stack by 2"? For me, pistol mags already stack up to 2.
    4. AkaviriWarlord
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      Oh oops I meant to type 3, sorry clicked the wrong key. Thanks though!
  8. andycoulloun1
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    Crashes on startup after I replaced the resources file with yours.
    1. Meepman64
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      UABEA is not needed to play my mod. Try to re-download the game and reinstall the mod (using the instructions on the mod page) to see if its
      fixed. If not, please provide the output log (a txt document at the bottom of the Darkwood_Data folder) what version you have (e.g. version
      1.3) and how exactly the game crashed.
    2. andycoulloun1
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      Re-downloaded the game and reinstalled the mod. I am on version 1.3, and the game crashes right after steam launches it. How should I send you the text document?
    3. andycoulloun1
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      Not sure if it's worth noting, but I saw that the game's original unmodified resources are much larger than the resources of your modified file.
    4. Meepman64
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      The version this mod is made for is in 1.0.3 (ver 1.0 hotfix 3) and not 1.3 (steam release), I'm currently working on fixing that, so please wait until I release a 1.3 version for this mod.
    5. andycoulloun1
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      Awesome! I see that you updated after you made this comment. Does this mean that the mod now works on 1.3? Many thanks!
  9. Andromenum716
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    Wow, thanks for posting how to mod Darkwood! I've tried to do it on my own but didn't have any success, can't wait to read up on what you wrote! Thanks for keeping the Darkwood modding scene going!
  10. MeepDeCruzo
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    How do you manage to edit the resource file? 
    1. Meepman64
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      I posted a guide on steam
    2. MeepDeCruzo
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      Oh its you! Found you on reddit lol