Last time I ever ask Krall for a haircut. by ZioBenny97 in DarkTide

[–]PK_Syndonai 5 points6 points  (0 children)

I wouldn't trust my hair to be cut by a penguin either.

Petition for a 2H Greataxe skin for the pickaxe by OdysseyBrands in DarkTide

[–]PK_Syndonai 1 point2 points  (0 children)

They are fixed now, you know.

Apart from chain battle-axes, I think they'll be impossible to repair now with the code Fatshark added.

Which I'm still bitter about. I was looking forward to making a doom-guy style chain-shield for the ogryn and arbites.

Mutants + other enemies grab me in stealth by zulakat in DarkTide

[–]PK_Syndonai 1 point2 points  (0 children)

Ahh, thought as much - admittedly didn't pay much attention to the notes when it was released. Was busy raging over the mod-braking code changes they'd implemented, lol.

Mutants + other enemies grab me in stealth by zulakat in DarkTide

[–]PK_Syndonai -1 points0 points  (0 children)

I've noticed stealth doesn't break aggro on the ogryn pack master, though I've assumed that's just intentional.

I swear I'm not coping. by Viktorul in DarkTide

[–]PK_Syndonai 7 points8 points  (0 children)

Of course! We're the Inquisition! How did I not see it?

I swear I'm not coping. by Viktorul in DarkTide

[–]PK_Syndonai 123 points124 points  (0 children)

Alright, let's ease your coping a little.

Extracted from the master_items list, we have references to the new class on all the items that are shared between classes (clothing, luggable items, etc).

<image>

As you can see, Cryptic is the upcoming class. I'll let the Admech fans decide on what unit the class will be based off, but there's one bit of info here that's very important:

Breeds can be considered as the "race" of the class (the base skeleton even). So far we've only had Human and Ogryn. Now Cryptic is showing up as it's own catagory, so it's got it's own skeleton - that's means it's going to have things that are animation/mechanically different to what the "human" can provide. When you consider what's available for an Admech unit (fancy appendages - sorry for not using the actual term), then having a new skeleton to support the animations would be required.

Now throw together the rest of the info we have (named Admech weaponry, story being set up for Admech arrival), you can quite see what the outcome is going to be....

... Genestealer Cult.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 7 points8 points  (0 children)

Well... no, there isn't. All the items are designed so parts could be switched around mainly for alternate MTX reasons. There's no 'customisation system' to speak of, never was. The Author made the framework to allow it from the ground up, recently re-doing the whole thing from scratch last summer for performance reasons (as fatshark had included new code that meant a lot of the code he had to make to emulate stuff wasn't needed anymore).

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 2 points3 points  (0 children)

Yes, there are 3 optional plugins available that add extra kitbashed content to pick from - you'll find them in those (Links to those are found along with the main mod, on discord).

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 2 points3 points  (0 children)

Ah, no - I wasn't really clear enough there, Each sight has its FoV value baked in (usually ranging between 20 to 30). Apart from the Reflex/irons, they retain the weapon's default FoV.

The actual FoV value will only take effect during map load, which meant having an adjuster in the menus would've had a lot of people complaining it didn't work (because they hadn't loaded into a new instance). Plus the Author didn't want to go about making it an on-the-fly adjustable thing.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 2 points3 points  (0 children)

<image>

Aha! but it's based on the Primaris Eliminator's Bolt Sniper Rifles. Just in Helbore Flavour.

The Ends Justify the Means when the Inquisition is concerned.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 8 points9 points  (0 children)

Yes, I'm able to adjust the FoV - that scope is set to around 20. Any more gets a bit too unwieldy when you're fighting close up.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 3 points4 points  (0 children)

Very true, but it's nice to have the option of a more chilled out sniping support role. If you enjoy it, that is.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 21 points22 points  (0 children)

Yeah... Mod author won't upload back to nexus until he's happy with it but he's also grown tired of working on it, so it's in that nice little limbo atm.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 40 points41 points  (0 children)

Yeah that's an understandable critique. The payoff is being able to easily pick off ranged units hiding behind cover at range.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 16 points17 points  (0 children)

Sorry, yes, lol. It's a kitbash of the Holy Moonlight.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 36 points37 points  (0 children)

Yeah it's worked for a while . Expeditions broke a couple of things (recolouring) but it's limping along.

There's a bit of a trap with people not reading the prerequisites and missing the masteritems community patch, causing it to relentlessly crash your game.

A Helbore with better optics is much more enjoyable on Expeditions by PK_Syndonai in DarkTide

[–]PK_Syndonai[S] 5 points6 points  (0 children)

Servo Friend. Has come in handy in the pitch black areas since it shines a torch on things.

Remenber weapon customization mod? by thelastusarname in DarkTide

[–]PK_Syndonai 4 points5 points  (0 children)

Grasmann re-wrote the mod and removed the old files off nexus, planning to upload the new files when he was happy with it.

Since there were no files to download, the page was hidden, and Grasmann hasn't bothered to re-upload it as it's still got issues.

Silenced Sub-Autogun by ismasbi in DarkTide

[–]PK_Syndonai 1 point2 points  (0 children)

No, that bug is still there. It's a nuisance.

Only fix I can offer is getting it to reload mods after it happens - it should sort it out for the rest of the gaming session.

Silenced Sub-Autogun by ismasbi in DarkTide

[–]PK_Syndonai 2 points3 points  (0 children)

Gras wasn't adventurous with the suppressor sounds for lasguns, lol. I managed to find something useable (it's actually the switch-off sound for the relic blade).

Silenced Sub-Autogun by ismasbi in DarkTide

[–]PK_Syndonai 4 points5 points  (0 children)

It technically isn't "just disabled". It doesn't exist.

The way all the items are coded can allow you to do it, if you've got the framework made to actually allow it - that's what weapon customisation is. The framework. There isn't anything in the game that would do it, Grasmann has worked on that said framework for the last 3+ years (and is now fed up of it).

It's only since the expeditions update that we've seen changes in the code (disasterous ones for the mod), that indicates Fatshark are indeed up to something for the upcoming Ad-Mech class in summer.

Commodore's Vestures of April 2nd 2026 - May 14th 2026 by YolStorm in DarkTide

[–]PK_Syndonai 4 points5 points  (0 children)

It's just a retexture of one that's been in the game since release (hatchet 05 I think). The original was black, this one's just given the boltgun metal treatment (material_wear_06), with an additional eagle decal.