My biggest concern with this update

So I get this won’t be everyone’s first concern, but there’s something about mods invariably breaking this update that feels especially pertinent to me.

Loadouts slots.

Emperor damn it LOADOUT SLOTS.

So I’m finally gonna be able to properly work towards the weapons I want and not rely on a slot machine for blessings and on release of this patch, flooded with all these options I couldn’t be bothered trying to build before, I’m gonna have to try to make do with the pittance of loadout slots the base game offers.

Maybe it won’t be broken or will be updated really fast but damn it this seems like such an easy mod to implement in base game.

@FatsharkStrawHat would really appreciate it if you could ask how possible it would be to increase base game loadout slots ASAP so we can more easily enjoy the opened up experimentation with builds.

Like we need at least double the base game loadout slots bare minimum. It would also be really nice if when new weapons are released we at least sometimes got more loadout slots to put them in.

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if they add more loadout slots they definitely need to fix the controller input with it. you have to swipe through every class in order to get to the one you want :expressionless:

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I don’t play with controller, but the way I’d go about it is use LB/RB to switch between loadouts. The tabs at the top can simply be navigated manually.

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Pretty please @FatsharkStrawHat :pray:

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Be nice to have some new icons too. Ideally ones that resemble weapons we can equip. I’ll be damned if I can remember which is which build, after a week away!

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you mean that?

you have a mod for this… yes, this is not ideal, but Fatshark does not implement QoL mods… and this is really sad.
More than that, I personally would like that they improve the inventory. We cannot find anything in this inventory…

EDIT: Btw, this is a modified version of this mod I use. I changed it to permit me to use 20 loadouts.

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While I’m a loadoutholic like you. I recognize it as a problem that abstinence is best cure for.

And while I know I’ll spend hours fiddling with loadouts, I’m going to enforce myself to these rules:

  1. General gameplay universal loadouts.
  2. Experiment loadout.
  3. Three loadouts tuned for getting most from Ults or special setups like hamsassin.
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As usual mods to the rescue.

would be cool also the ability to move/reorganize the order of loadouts so that you can sort them out by your preference

10 slots would definitely feel a lot better.

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Bros… bros. The topic is about how the update will likely BREAK this mod at least in the short term. And how frustrating that will be with the nature of this update.

From what I’ve heard about how the mod works it should be a pretty trivial thing to implement into the game. So trivial in fact that my fingers are crossed it won’t break with the update. Shouldn’t have to cross my fingers for that is my point though.

With the nature of the skill trees and the sheer number of weapons and loadout permutations available the base number of loadouts is just laughable. With crafting update finally allowing us to reliably pursue specific weapon setups loadout management without mods is going to be horrible. And the poor console folk don’t have the option to just mod that major issue away.

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How?

I can’t recall which mods do and don’t break every update but there have definitely been major updates that have required many mods to be updated to work again.

Maybe this one never breaks, but even if that’s the case there’s still console peeps as a good reason for them to just expand loadout slots in the base game.

Loadouts are your biggest concern ?

Mine is that broken nobrain garbage like the plasma gun we’ve had to endure for an entire year is getting buffed even further

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Ah, sorry that was pre-morning coffee, I’m with you now. I suspect quite a few mods will break with this update. A lot of those QoL mods should really be part of the game by now.

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I totally agree about that, even if I would never play such game on a console.
Anyways, what I would want from Fatshark is to simply take what modders have done and see what need code improvement, and implement any QoL mod, even as an option.

But, about the mod, I doubt it will break in next update.

Since we’re talking loadouts, hoping this one gets an update at the same time as any tree changes: Share Talents at Warhammer 40,000: Darktide Nexus - Mods and community

Useful copy-paste of tree builds you can slap in a .txt notepad file

I also came across this, but I haven’t installed or tried it: LoadoutNames at Warhammer 40,000: Darktide Nexus - Mods and community

Loadouts row must be in full screen line

I have 20 builds for Vet (PC mod, you can change it to infinity number) 14-16 Psyker and Zealot, and 10 for Ogryn. Obviosly Ogryn have a least via lack of weapons and with removing weapon restrictions that loadouts number would be increased in double.

Jokes aside about DT is looter shooter (that sentence hits hard ngl) DT is very deep in build varierty and its customisation.
More slots need as air at least for folks from consoles where they dont have mods

I’ve used that one. Works great :wink:

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Funny how you can make extra (5+) loadouts with the mod and still keep the extra loadouts even if you uninstall the mod. So now I got multiple (5+) loadouts in vanilla DT.

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