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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Teneb on February 19, 2019, 03:59:22 pm

Title: [47.xx] Monstrous Manual: modular D&D mod - V12 - Crash-B-Gone
Post by: Teneb on February 19, 2019, 03:59:22 pm
What is this?

This is a mod whose purpose is to convert to DF the many, many monsters present in, and made famous by, Dungeons & Dragons. The objective of this mod is to be as compatible as possible with every single other mod out there, and the only way conflicts can arise is if another mod completely deletes vanilla DF objects like body parts or metals.

The mod currently features:
98 Creatures
21 Megabeasts/Semimegabeasts
20 Civilizations
2 Metals
1 Armor
40 Weapons
8 Ammo Types
1 Plant

For more detailed descriptions of each and every piece of content, there is a "content descriptions" folder containing more info on them included in the pack.

Be warned that while I did my best to balance all content, these additions WILL make your world more dangerous.

How to install the mod

First, download the one of the versions of the pack from the link below, then extract the file (you may need a program like WinRAR or 7zip if you don't have either already). Once that is done, open the Monstrous Manual folder and copy the contents over to your main DF folder, and you're done. IMPORTANT: You will need to generate a new world to see any of the content, this will not affect pre-existing saves.

Download Links

Regular Version (http://dffd.bay12games.com/file.php?id=14260)
No Civilizations Version (http://dffd.bay12games.com/file.php?id=14261)

What's the difference between the threeversions of the mod?

As the name of one of them implies, one adds civilizations while the other does not. However, the creatures that make up that civilization are still present in the files and, as such, can be played as adventurers. A few creatures are also present as roaming creatures (such as the Azer), meaning you could still see them during play. The WIP version is, as the name implies, very work in progress and might be buggy. However, it will allow people to get whatever is the latest thing I've added without waiting for a new proper version.

Packaging any of this content with other mods

I hereby give my full permission for any of the content included in this pack to be used and/or packaged into any other mod as long as I am credited for it. I reserve the right to rescind this permission for any reason.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod
Post by: Kyubee on February 19, 2019, 10:21:37 pm
Here I was about to do something like this as a part of my new overhaul mod. Just a handful of manual creatures. Well, I still can. And still will, but im surprised
Title: Re: [44.xx] Monstrous Manual: modular D&D mod
Post by: Teneb on February 20, 2019, 10:01:03 am
Here I was about to do something like this as a part of my new overhaul mod. Just a handful of manual creatures. Well, I still can. And still will, but im surprised
Go for it.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod
Post by: pikachu17 on February 20, 2019, 05:46:45 pm
PTW
Title: Re: [44.xx] Monstrous Manual: modular D&D mod
Post by: Teneb on February 22, 2019, 10:47:09 am
Released a new version. Its lighter on content than I'd like but I wanted to push out a bugfix and a few tweaks to version 1 creatures.

Spoiler: Changelog (click to show/hide)
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V2
Post by: Dunmeris on February 24, 2019, 10:00:53 am
I'm interested. I see that there are azers and bugbears, are you considering adding any more civs? Maybe D&D style lizardmen, or some other goblinoids like hobgoblins? Maybe mountain-dwelling aarakocra? Yuan-ti maybe?
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V2
Post by: Teneb on February 24, 2019, 06:14:17 pm
I'm interested. I see that there are azers and bugbears, are you considering adding any more civs? Maybe D&D style lizardmen, or some other goblinoids like hobgoblins? Maybe mountain-dwelling aarakocra? Yuan-ti maybe?
More will be added as I go on. Aarakocra are in the mod actually, but not as a civilization. They just wander around good mountains and join other entities. May consider making an entity for them in addition to that. Currently the two entities included are Azers and Bugbears, as you mentioned.

I'm mostly going in alphabetical order because its easy to remember where I stopped.


Some years back I did another mod that was basically this, but with no care about keeping it compatible. And barely caring about making sure everything made sense and reflected the tabletop stats and fluff descriptions. So progress is slightly slowed down, but I don't mind.

Sure, sometimes you end up something utterly useless like the Crawling Claw, which is where I am at now, that is just... an undead hand that will probably end up as an evil vermin that does nothing other than give the usual vermin bad thoughts.

EDIT: I actually am skipping the crawling claw because it doesn't even manage to be an interesting vermin creature.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V2
Post by: Mediterraneo on February 27, 2019, 10:41:13 am
Nice, Teneb!
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V2
Post by: XXX_ANUBIS_XXX on March 05, 2019, 06:12:48 pm
Here's some files ZM5 Clown Stretcher patched:
https://cdn.discordapp.com/attachments/173908541088858113/552628392911044616/interaction_tb_dnd.txt
https://cdn.discordapp.com/attachments/173908541088858113/552628394290970655/body_tb_dnd.txt
In the body one, the legs weren't attached right.
In the interaction, the emotion is anger, not rage.
Future reference.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V2
Post by: Teneb on March 05, 2019, 07:11:03 pm
Here's some files ZM5 Clown Stretcher patched:
https://cdn.discordapp.com/attachments/173908541088858113/552628392911044616/interaction_tb_dnd.txt
https://cdn.discordapp.com/attachments/173908541088858113/552628394290970655/body_tb_dnd.txt
In the body one, the legs weren't attached right.
In the interaction, the emotion is anger, not rage.
Future reference.

While I do appreciate people pointing out what I did wrong, I would rather that you didn't bug another modder over these things since they are, you know, my mistakes and I'm around to fix them.

Further, you may want to be clearer in the future as to what in a file has issues (had to use winmerge to spot the changes in the body file).
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V2
Post by: XXX_ANUBIS_XXX on March 06, 2019, 06:54:12 am
I was on the discord trying to get adventurecraft and spellcrafts to work together. ZM5 was helping with that since I generally have no clue what to do in the raws. He noticed those errors in the raws and fixed em while he was at it. Nice guy.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V2
Post by: Teneb on March 12, 2019, 09:07:19 pm
A small progress post because I like to explain my design decisions:

First, I am pretty close to a release. There's still some to go but I could (emphasis on 'could') even do a release today. It will be a bigger release than the previous two, so it's why I want to talk about it.

Something I'd very much like to point out is that Azers being playable in fort mode was actually not intended. I even briefly removed [SITE_CONTROLLABLE] from them but then, thinking about it, made them playable again. So in the future all dwarves and dwarf-analogues whose entities are simply biome-shifted (sometimes not even that) clones of the vanilla DF dwarf will be playable. In the vein of talk about civilzations, this next release will be a bit civilization-heavy compared to the meagre two (Azer + Bugbear) so far. That's because I've:
-Made civilized versions of both Aarakocras and Bulliwugs. (The wild versions remain in the mod, so don't worry about that!)
-Am in the process of creating a Tanar'ri (aka Demons) civ who should act as a dangerous invading force.
-Will also add all Player's Handbook (5e) races as civs.

The third point is, I think, worthy of an explanation because it does mean there'll be Vanilla DF dwarves and Monstrous Manual Dwarves. The same also applying to Humans and Elves. The reason is thus: it lets me do a few changes I want to do to those races without breaking compatibility and also because I will be adding new weapons based on those available in D&D. This means that these civs will play a big role in disseminating those weapons in generated worlds.

Finally, more wild creatures for you to encounter and interact with are of course added, many fixes and tweaks were made and there's now not only a new metal, but two megabeasts and one semimegabeast in the pack.

Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Teneb on April 11, 2019, 02:51:55 pm
Alright, it took far longer than I'd like, but a new version is out. It contains... a lot of stuff, including a ton of entities (mostly traders unless you are playing as a thief, snatcher, or both) for the regular version.

The highlight of this version is the Tanar'ri entity, a late-game sieger with very powerful castes. If you are playing on the No Civs version, don't worry because all demons also appear as independent creatures or, in some cases, megabeasts. Not even neutral regions are safe, for the demons can (very rarely) appear there too!

Speaking of, the mod now has megabeasts! Specifically 2 megabeasts (the Demilich and the Balor), and 2 semimegabeasts (the Goristro and the Marilith).

Spoiler: Full changelog (click to show/hide)
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: LordBalkan on April 12, 2019, 09:33:52 am
PTPlay!!!
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: dethb0y on April 28, 2019, 10:08:12 am
I must say i quite like your throwing weapons system - its the most elegant i've seen yet.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Teneb on April 28, 2019, 07:38:45 pm
I must say i quite like your throwing weapons system - its the most elegant i've seen yet.
Thanks. It's nothing special, just a ranged weapon that uses the Throwing skill flavoured as a "throwing glove" with horrible melee stats plus varied ammo that can work pretty great in melee. Too bad the ammo will probably only be used as actual weapons by adventuring players.


EDIT: Might as well take the opportunity to say that I'm going to be tweaking the various entities (read: civs) the mod adds to make them a bit more unique and ensure they don't immediately die out or whatever.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: exdeath on April 29, 2019, 07:24:31 am

Be warned that while I did my best to balance all content.

What this means? Does this means the monsters/races aren't exactly like they are at the d&d rpg?
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Teneb on April 29, 2019, 11:27:59 am

Be warned that while I did my best to balance all content.

What this means? Does this means the monsters/races aren't exactly like they are at the d&d rpg?
D&D is balanced, supposedly, by its own systems. In the translation to DF certain things don't carry over exactly. Stats and how important size is, for example, or the absence of hit points. I tried to make sure that nothing that isn't supposed to be absurdly strong isn't absurdly strong. And even then fun needs to be kept in mind. It's okay for a demilich to be nightmarish. It's not okay for it to be an instant game over.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Asin on May 19, 2019, 12:16:54 pm
Question: What D&D races are civs in this mod?
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Teneb on May 19, 2019, 07:41:41 pm
Question: What D&D races are civs in this mod?
There's more details in a folder in the mod, but...:

Regular Entities (not thief or snatcher): Aarakocra, Azer, Hill Dwarf, Mountain Dwarf, High Elf, Wood Elf, Lightfoot Halfling, Stout Halfling, Human, Dragonborn, Forest Gnome, Rock Gnome, Half-Elf, Half-Orc, Tiefling

Thief Entities: Bugbear, Bullywug, Half-Orc, Tiefling

Snatcher Entities: Drow

Snatcher + Thief Entities: Tanar'ri (Demons)


Next version will see them joined by Centaurs (regular, their 'wild' version will be removed), Bugbears (layer-linked, one above remains), Cyclopes (thief, will still appear in the wild), Baatezu (snatcher + thief), Doppelgangers (thief), Drider (layer-linked), Duergar (snatcher).
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Teneb on May 27, 2019, 03:31:17 pm
Added a poll because I'm thinking of making an optional addition to the mod (with its own download page) that would add a bunch of variant civs in addition to the generic ones each race has. Stuff like the good Elistraee-worshipping drow of Forgotten Realms, or the druidic orcs of Eberron.

So let me know what you think.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Teneb on June 17, 2019, 12:47:04 pm
As something of a progress update, I decided to cut some of the content in the incoming update to focus on polishing the content that will be included.

So... what will be included? All the devils in 5e's standard Monster Manual, which will appear both in the wild and as a civilization (late-game invader). And since we're speaking of fiends: all fiends will now also spawn in the Underworld, the map's bottom-most layer. While that might end up making the map's depths less dangerous, it will add some nice variety.

Furthermore, I have gone through all the various entities (civilizations) in the mod and tweaked their ethics, positions, biomes and resources. The biggest changes were to the thieving civilizations. Cyclopes and Centaurs were also granted civilizations, the first as part of the Thief group and the second as part of the Civilized group. Centaurs will no longer be found roaming about in the wild, but Cyclopes still can be found in their "wild" form. You'll also see some variety in the caverns because bugbears will spawn as a layer-linked civilization, much like DF's animalmen tribes. Finally, because I sometimes don't know when to stop, there'll be even more weapons in the mod for the many civilizations.

There's also going to be some minor bugfixes and some future-proofing compatibility stuff related to some projects I am working on.


Expect this new version Soon.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: TheRedwolf on June 18, 2019, 10:42:06 pm
You have tieflings in it twice. I guess there are tieflings, and thieflings.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Teneb on June 19, 2019, 11:50:50 am
You have tieflings in it twice. I guess there are tieflings, and thieflings.
Some creatures can appear in multiple instances, yeah. One is a friendly version of the tieflings, one is a hostile one. Or, as you said: tieflings and thieflings.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: IndigoSnake on June 19, 2019, 12:16:26 pm
PTW
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V3
Post by: Teneb on June 23, 2019, 12:28:14 pm
New version released!

Spoiler: Changelog (click to show/hide)


EDIT: I forgot to type this when I first posted, but there is more to come of course. I'll be skipping the actual historical dinosaurs, since there are mod packs that already do them better, but the next version should have more creatures than this one. I dunno when I'll start making the setting-specific versions of the various races, so the poll stays up for now.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V4
Post by: PlumpHelmetMan on June 29, 2019, 08:52:51 pm
Thanks for making this mod, just discovered it. I've been looking for a decent standalone D&D monsters mod for some time (while being too chronically lazy to make one myself). :D
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V4
Post by: Splint on July 17, 2019, 03:13:48 pm
Been using the mod, and I have a few gripes to point out, just from the limited use I've had so far concerning the cyclops.

1. They either need to be made properly hostile and have thier ability to speak removed.

2. If not the above, then building destroyer needs to be removed, otherwise cyclops visitors will show up and smash everything in your fort (because apparently they find the concept of tables and bookshelves offensive)

3. While I understand giving them armor to improve thier general survivablity, it makes something already hard to kill because of their size even harder to fight, as sheer size alone means even winning leaves you with badly degraded weaponry (and we're talking iron and steel against iron and copper.) They're simply too beefy to fight effectively if they have metal armor. I'd suggest maybe some natural fighter and dodger skills to compensate for having such taken away.

Granted, I'm operating under the following assumptions: Fort mode, and cyclopses not meant to be friends/visitors, based on thier utterances and building destroyer tags. I personally couldn't care what other people do in adventure mode.

Hope I don't sound like a dick with the post, since I did get into an argument with someone over these buggers; I don't care if they're playable, but they strike me as being intended to be an enemy over that.

EDIT: Also they have both [Intelligent] and [can_speak] and [can_learn] I doubt it's an issue, but it's a little odd to have both in them.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V4
Post by: Teneb on July 17, 2019, 04:31:44 pm
Been using the mod, and I have a few gripes to point out, just from the limited use I've had so far concerning the cyclops.

1. They either need to be made properly hostile and have thier ability to speak removed.

2. If not the above, then building destroyer needs to be removed, otherwise cyclops visitors will show up and smash everything in your fort (because apparently they find the concept of tables and bookshelves offensive)

3. While I understand giving them armor to improve thier general survivablity, it makes something already hard to kill because of their size even harder to fight, as sheer size alone means even winning leaves you with badly degraded weaponry (and we're talking iron and steel against iron and copper.) They're simply too beefy to fight effectively if they have metal armor. I'd suggest maybe some natural fighter and dodger skills to compensate for having such taken away.

Granted, I'm operating under the following assumptions: Fort mode, and cyclopses not meant to be friends/visitors, based on thier utterances and building destroyer tags. I personally couldn't care what other people do in adventure mode.

Hope I don't sound like a dick with the post, since I did get into an argument with someone over these buggers; I don't care if they're playable, but they strike me as being intended to be an enemy over that.

EDIT: Also they have both [Intelligent] and [can_speak] and [can_learn] I doubt it's an issue, but it's a little odd to have both in them.
The feedback is fine, so don't worry about being a dick.

so I'll respond point by point:

1. I'll consider doing this, actually.

2. If I can't figure out a way to prevent cyclops visitors, I'll try to trestric them. I though the building destroyer issue only affected diplomats, but I guess not.

3. I'll nerf them, either on stats or on equipment.

The Cyclopes are supposed to be hostile to all non-thieves, so friendly ones are a bit odd. Do you know if they were civilized cyclopes or "wild" one? It seems to me they were from a civ, but might as well ask. Balancing cyclopes will also help when I add the true giants, so this kind of input is good.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V4
Post by: Splint on July 17, 2019, 05:47:55 pm
They were civ dwelling cyclops; their fellows came by later on with some beak dogs and other stuff and while not terribly great fighters, thier sheer size and the bulk of thier armor left some of my men with X  level wear on thier iron weapons and it took forever to kill them - even copper was withstanding hits delivered by elite swordsmen with no wear inflicted. Granted, this is probably more to do with them being so damn big compared to my human militia.

I think the visitors has to do with them being able to speak. Kobolds lack it and consequently you never see them as visitors.

EDIT: Bugbears work great though. Can confirm, and the slingers hit hard enough to break human-sized targets' knees with torsion damage. Byeshk seems to be a bit over-represented though in terms of materials. Lots of arms and armor made from it, so it may be better to restrict access via reaction to the civs that used it, but that's more of an opinion than a balance thing on my part since I have no idea how good it is compared to other materials.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V4
Post by: Teneb on July 17, 2019, 07:04:03 pm
They were civ dwelling cyclops; their fellows came by later on with some beak dogs and other stuff and while not terribly great fighters, thier sheer size and the bulk of thier armor left some of my men with X  level wear on thier iron weapons and it took forever to kill them - even copper was withstanding hits delivered by elite swordsmen with no wear inflicted. Granted, this is probably more to do with them being so damn big compared to my human militia.

I think the visitors has to do with them being able to speak. Kobolds lack it and consequently you never see them as visitors.

EDIT: Bugbears work great though. Can confirm, and the slingers hit hard enough to break human-sized targets' knees with torsion damage. Byeshk seems to be a bit over-represented though in terms of materials. Lots of arms and armor made from it, so it may be better to restrict access via reaction to the civs that used it, but that's more of an opinion than a balance thing on my part since I have no idea how good it is compared to other materials.
I'll lower the frequency of Byeshk and maybe restrict to just weapons since it might be too good for armour despite its weight. I added it, together with cold iron, as a way to counter the innate resistance of most aberrations to damage.

I was going to make a big update next, but I think I'll just do a balance pass and release a new version without any actual additions so this kind of stuff doesn't hang around forever.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V4
Post by: Teneb on July 17, 2019, 07:18:05 pm
Alright, I went and made a new version for balancing purposes. It makes changes only to Cyclopes and Byeshk, and includes no new content.

Spoiler: Changelog (click to show/hide)

Byeshk actually had a frequency of 100, which is why it was everywhere. I reduced to to 30.

Cyclopes are much smaller as a way to balance them out especially due to them being, as mentioned previously, a test run on giant civs. Considering they are on the short end of the giant size spectrum, this change is pretty damn important. Them losing the capacity to speak (which in itself was an oversight) will reinforce their status as a "loner" type of creature, even as a civ.

EDIT: Finally, the next update will be a big one. A really big one. The biggest one, you might say.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V5
Post by: Splint on July 17, 2019, 07:45:47 pm
Well that certainly explains why it seemed like everyone had byeshk weapons or armor of some sort. Ranged weapons, shields, and helmets were especially popular for whatever reason. Suppose I should stick this on a fresh install to see how it plays now, since cyclops came relatively early on the mess I put it on.

Also yay I helped!
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V5
Post by: Splint on July 19, 2019, 03:15:21 pm
Double post just for a heads up.

While I dunno if it was intentional or not, there's a serious over-saturation of friendly civs, enough so that while I know there's other playables in the mod, they crowded out vanilla civs almost completely. While this probably (that is, almost certainly,) isn't an issue for adventure mode, it sort of strangles access to bad guys when using this mod by itself for civs in fort mode. presumably they also crowded out some of the hostile civs as well, as few were present on the one world I managed to generate. Half-elves in particular seemed to be damn near everywhere.

(https://i.imgur.com/EMtmnu9.png)

The only places with more than one enemy, if they had any at all, were severely isolated either by mountains or surrounding savage biomes. Note, that I usually use medium worlds for decent variety without everything being too spread out, with the standard civ count only raised by 10.

Once I removed the friendly civs (because I prefer to do my enemy tests "in the wild" rather than arena,) I started getting constant rejections - enough that it's made world gen almost impossible to complete, the example above was one of only two successes, and it was the only success with just this mod - over some civ or another apparently trying to be placed where there's no crops available. I'm not certain which it is besides maybe the two permahostile ones since they're the only ones who could feasibly be placed somewhere that desolate.

But yeah, there's serious crowding issues it seems, and a massive overabundance of friendly entities, and there's some difficulty with placing civs.

I tried adding NOT_FREEZING for the permahostile entity biomes however, and I managed to actually generate a world, so I think it may have been them throwing that rejection type.

I hope this is somewhat helpful, since I dunno if the problems were on my end or not, but now I can actually jump in to test the cyclopes and others to see how they fare against similar opponents (I stripped them of their metal armor in the other game, and even their clothes were putting serious wear on weapons, so hopefully the recent rebalance update will make them much more manageable to fight.)
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V5
Post by: Teneb on July 19, 2019, 04:28:19 pm
Double post just for a heads up.

While I dunno if it was intentional or not, there's a serious over-saturation of friendly civs, enough so that while I know there's other playables in the mod, they crowded out vanilla civs almost completely. While this probably (that is, almost certainly,) isn't an issue for adventure mode, it sort of strangles access to bad guys when using this mod by itself for civs in fort mode. presumably they also crowded out some of the hostile civs as well, as few were present on the one world I managed to generate. Half-elves in particular seemed to be damn near everywhere.

(https://i.imgur.com/EMtmnu9.png)

The only places with more than one enemy, if they had any at all, were severely isolated either by mountains or surrounding savage biomes. Note, that I usually use medium worlds for decent variety without everything being too spread out, with the standard civ count only raised by 10.

Once I removed the friendly civs (because I prefer to do my enemy tests "in the wild" rather than arena,) I started getting constant rejections - enough that it's made world gen almost impossible to complete, the example above was one of only two successes, and it was the only success with just this mod - over some civ or another apparently trying to be placed where there's no crops available. I'm not certain which it is besides maybe the two permahostile ones since they're the only ones who could feasibly be placed somewhere that desolate.

But yeah, there's serious crowding issues it seems, and a massive overabundance of friendly entities, and there's some difficulty with placing civs.

I tried adding NOT_FREEZING for the permahostile entity biomes however, and I managed to actually generate a world, so I think it may have been them throwing that rejection type.

I hope this is somewhat helpful, since I dunno if the problems were on my end or not, but now I can actually jump in to test the cyclopes and others to see how they fare against similar opponents (I stripped them of their metal armor in the other game, and even their clothes were putting serious wear on weapons, so hopefully the recent rebalance update will make them much more manageable to fight.)
It will sort itself out once I add more "bad guy" civs. It's really that currently there's just more friendly civs in the mod than unfriendly ones.

I'll investigate the permahostile ones.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V5
Post by: Teneb on July 31, 2019, 12:40:18 pm
Alright, I did some thinking and I think I'll be adding in the next version, whenever that is done, a submod that will make ALL CIVS who are not dwarven permanently hostile to them.

It will be somewhat for the lulz, but will also provide a challenge for those who want that sort of thing. The name will probably be something witty.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V5
Post by: pikachu17 on July 31, 2019, 01:54:59 pm
Dwarves and Dangers?
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V5
Post by: Teneb on July 31, 2019, 04:16:53 pm
Dwarves and Dangers?
I was thinking Urist Has No Friends. But now I am undecided.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V6
Post by: Teneb on October 26, 2019, 08:20:26 pm
Finally got around to updating the mod. The update is much smaller, including only the Displacer Beast, Doppelganger and Dracolich (in 11 varieties though) because of a bug that was causing worlds to be rejected due to a mistake I made in two civilizations.

So... enjoy.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V7
Post by: Teneb on October 31, 2019, 09:54:53 am
Version 7 is out. It adds the Shadow Dragons, the five base Chromatic Dragons, the five base Metallic Dragons, the Drider as both a creature and as a layer-linked civilization, the Dryad and the Duergar civilization (which is playable!).
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V7
Post by: Splint on November 05, 2019, 07:49:53 pm
Apparently there's some minor bug with a couple creatures. Figured I'd let you know.

Code: [Select]
*** Error(s) finalizing the creature TB_DND_DISPLACER_BEAST_EVIL
TB_DND_DISPLACER_BEAST_EVIL:FEMALE:right claw, layer 1: Tissue NAIL was not found, using first tissue instead
TB_DND_DISPLACER_BEAST_EVIL:FEMALE:left claw, layer 1: Tissue NAIL was not found, using first tissue instead
TB_DND_DISPLACER_BEAST_EVIL:MALE:right claw, layer 1: Tissue NAIL was not found, using first tissue instead
TB_DND_DISPLACER_BEAST_EVIL:MALE:left claw, layer 1: Tissue NAIL was not found, using first tissue instead
*** Error(s) finalizing the creature TB_DND_DOPPELGANGER
TB_DND_DOPPELGANGER:MALE:head, layer 1: Tissue SIDEBURNS was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:head, layer 2: Tissue SIDEBURNS was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:head, layer 3: Tissue CHIN_WHISKERS was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:head, layer 4: Tissue MOUSTACHE was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:left cheek, layer 1: Tissue CHEEK_WHISKERS was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:right cheek, layer 1: Tissue CHEEK_WHISKERS was not found, using first tissue instead
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V7
Post by: Teneb on November 05, 2019, 08:00:07 pm
Apparently there's some minor bug with a couple creatures. Figured I'd let you know.

Code: [Select]
*** Error(s) finalizing the creature TB_DND_DISPLACER_BEAST_EVIL
TB_DND_DISPLACER_BEAST_EVIL:FEMALE:right claw, layer 1: Tissue NAIL was not found, using first tissue instead
TB_DND_DISPLACER_BEAST_EVIL:FEMALE:left claw, layer 1: Tissue NAIL was not found, using first tissue instead
TB_DND_DISPLACER_BEAST_EVIL:MALE:right claw, layer 1: Tissue NAIL was not found, using first tissue instead
TB_DND_DISPLACER_BEAST_EVIL:MALE:left claw, layer 1: Tissue NAIL was not found, using first tissue instead
*** Error(s) finalizing the creature TB_DND_DOPPELGANGER
TB_DND_DOPPELGANGER:MALE:head, layer 1: Tissue SIDEBURNS was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:head, layer 2: Tissue SIDEBURNS was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:head, layer 3: Tissue CHIN_WHISKERS was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:head, layer 4: Tissue MOUSTACHE was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:left cheek, layer 1: Tissue CHEEK_WHISKERS was not found, using first tissue instead
TB_DND_DOPPELGANGER:MALE:right cheek, layer 1: Tissue CHEEK_WHISKERS was not found, using first tissue instead
Yeah, already fixed that for next version. Shouldn't affect anything other than maybe having the Displacer Beast's claw attacks not be as effective as it ought to.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8
Post by: Teneb on November 11, 2019, 12:38:07 pm
Released a very small new version that fixes the doppelganger and displacer beast bugs and tweaks fiend spawning rules: in short, instead of being able to appear infrequently in non-evil surface areas, they can now appear infrequently in savage areas.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8
Post by: ZayZe on November 11, 2019, 08:30:30 pm
Like your work :)

Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8
Post by: Enemy post on November 13, 2019, 11:05:02 pm
I was thinking about the dinosaurs you mentioned a while ago, back here. (http://www.bay12forums.com/smf/index.php?topic=173304.msg7986753#msg7986753) Somebody could install a different dinosaur mod and Monstrous Manual simultaneously, but it seems unlikely that people would do that. More to the point, D&D typically treats dinosaurs as rare and exotic creatures in the Lost World  (https://tvtropes.org/pmwiki/pmwiki.php/Main/LostWorld)mold. I'd like to suggest including the handful of historical dinosaurs from the Monster Manual, but keeping them rare and probably restricted to Savage jungles.

If it helps, feel free to take the necessary dinosaurs from my own mod and modify them a bit for yours. (http://www.bay12forums.com/smf/index.php?topic=172869.0)
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8
Post by: Teneb on November 14, 2019, 07:28:36 am
I was thinking about the dinosaurs you mentioned a while ago, back here. (http://www.bay12forums.com/smf/index.php?topic=173304.msg7986753#msg7986753) Somebody could install a different dinosaur mod and Monstrous Manual simultaneously, but it seems unlikely that people would do that. More to the point, D&D typically treats dinosaurs as rare and exotic creatures in the Lost World  (https://tvtropes.org/pmwiki/pmwiki.php/Main/LostWorld)mold. I'd like to suggest including the handful of historical dinosaurs from the Monster Manual, but keeping them rare and probably restricted to Savage jungles.

If it helps, feel free to take the necessary dinosaurs from my own mod and modify them a bit for yours. (http://www.bay12forums.com/smf/index.php?topic=172869.0)
Hey, thanks. I think I will do that and point to your mod if people want more dinos.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8
Post by: Enemy post on November 14, 2019, 10:47:27 am
No problem!
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8 NOW WITH WIP VERSION!
Post by: Teneb on January 21, 2020, 09:07:51 pm
Because it's been a long, long while since I last updated this, I've decided to create a github repository so that those interested can grab a work-in-progress version of the mod at the risk of bugs and incomplete features. That is all.


Link, also in the OP (https://github.com/Tenebrate/Monstrous-Manual)
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8 NOW WITH WIP VERSION!
Post by: Enemy post on January 22, 2020, 11:30:37 am
I was just thinking about this mod the other day. I was going to request that the fleshraker dinosaurs from 3rd edition be added. That way we can know which of our dwarves are minmaxing.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8 NOW WITH WIP VERSION!
Post by: SkeletonBones on January 31, 2020, 06:09:48 am
Do you have a full list of all the monsters
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V8 NOW WITH WIP VERSION!
Post by: Ryusho on February 05, 2020, 12:21:31 am
Was just browsing over this because I had the idea in my head to make a semi-mod that just changes the cannon kobold into the D&D Kobold, or make a separate fort-able race that is the D&D Version of scaly little dragon kobold things.
Title: Re: [44.xx] Monstrous Manual: modular D&D mod - V9 (HIATUS OVER)
Post by: Teneb on March 30, 2020, 04:37:01 pm
Finally, finally updated Monstrous Manual. Amazing, I know.

In the future I'll do smaller updates themed around specific things instead of just trawling through the books in order.

Spoiler: Changelog (click to show/hide)
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V9 (HIATUS OVER)
Post by: siinacutie on March 31, 2020, 11:29:02 am
Thank you for your work! This is pretty amazing.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V9 (HIATUS OVER)
Post by: Teneb on April 03, 2020, 03:35:00 pm
Version 10 is progressing well. It's not going to feature much for the No Civs download though, because most of the work in this one is for civilization.

This is because I believe I have found a much better way of handling "half-breed" races such as half-elves, half-orcs and such. The way being: as castes for other civilizations. And to also reduce the overload of friendly civilizations making siegeing enemies rarer, the various Player Races have been merged. What does that mean in practice?
Half-Elves, Half-Orcs and friendly Tieflings are now castes of the Human creature and civilization.
Half-Elves are also a caste of the Elf creature/civ, which also includes both High and Wood elves as castes.
Dwarves, Gnomes and Halflings have also been consolidated into only three civilizations (one for each) with the subraces reduced to castes.

There are also a few new civilizations included:
-A new "Goblinoid" civilization that has Goblins, Hobgoblins and Bugbears as castes (and thus Bugbears as independent entities no longer exist)
-An Orc civilization (that also has a Half-Orc caste)
-A Gnoll civilization

New non-civilization creatures are limited to the Troll and Worg.

Other changes include:
-A new subrace for humans (thus, a new caste): the Half-Dragons. They are rare, but include variants for all base chromatic and metallic dragons.
-Hostile Tieflings still exist, but are now snatcher instead of thieves.
-Tieflings and Cambions can also appear as minions for fiendish civilizations, much like vanilla trolls and goblins.
-Cyclopes are no longer a civilization.
-Humans are playable in fort mode. They have no non-vanilla mechanics outside of their castes.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V9 (HIATUS OVER)
Post by: Inarius on April 03, 2020, 05:26:12 pm
PTW ! I like this idea.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V9 (HIATUS OVER)
Post by: Splint on April 05, 2020, 10:53:30 pm
I for one am in favor of not having to fight giant armored dudes anymore, and the condensing of civilizations.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V9 (HIATUS OVER)
Post by: Teneb on April 05, 2020, 11:11:35 pm
I for one am in favor of not having to fight giant armored dudes anymore, and the condensing of civilizations.
Giant armoured dudes might return in the future in the form of giants (though I may make their sizes not that giant to compensate). But yeah.

Not a lot left to be done for this update, just two creatures and bugfixing. Procrastination is the real roadblock.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Teneb on April 06, 2020, 01:12:32 pm
Version 10 is out. Now with no crashes at all!

Spoiler: Changelog (click to show/hide)
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Enemy post on April 06, 2020, 01:44:03 pm
Hey, thanks for including my dinosaurs! I like the consolidated civs in this update. By the way, are Aasimars in the mod?
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Teneb on April 06, 2020, 01:44:54 pm
Hey, thanks for including my dinosaurs! I like the consolidated civs in this update. By the way, are Aasimars in the mod?
Not yet. They're not in the base Player's book or Monster Manual for 5e, instead being on other books. So whenever I reach those is when they get included, likely as human castes.


Decided to theme next update on Outsiders, so it'll be somewhat bigger than v10.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Enemy post on April 06, 2020, 01:52:52 pm
Thanks for the answer. Isn't it possible now to tie the appearance of a civ to worldgen dug-too-deep disasters? That could be useful for demons.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: pikachu17 on April 07, 2020, 06:49:41 pm
Thanks for the answer. Isn't it possible now to tie the appearance of a civ to worldgen dug-too-deep disasters? That could be useful for demons.
I believe it's any civ that has the EVIL tag can appear in worldgen dug-too-deeps.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: AnarchCassius on April 16, 2020, 03:42:23 pm
This mod is awesome there's a lot of cool content here. I really like that some of the dinosaurs made it in.

I've been tweaking it a bit myself because there's almost too much content. I've basically taken it a step further from the No Civ version and removed anything that seems like it conflicts with Dwarf Fortress cosmology or existing races.

In the process I noticed a lot of creatures lack the definitions for things like FREQUENCY to actually spawn. I've been adjusting them so they all spawn at rates equivalent to similar vanilla creatures but I cannot get the plant based monsters to spawn at all. The dryad and blights just won't appear, it may be something about their odd structure but I tried using a couple others with no effect. They seem to work in the testing arena (though they snap like twigs) but I have yet to see any appear on population lists.

Has anyone had any luck seeing these get placed in worldgen?
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Enemy post on April 16, 2020, 03:46:05 pm
Things don't actually need FREQUENCY tags to spawn, it defaults to 50.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: AnarchCassius on April 16, 2020, 04:06:04 pm
Ah, I may have assumed that based on the flumphs, which lacked frequency but actually don't appear every time even now that I have them calibrated. Mostly I've been reducing numbers so things like basilisks and elementals don't overwhelm the world.

And still doesn't explain dryads and blights. They just don't spawn and they've always had defined worldgen data. Doppelgangers also don't spawn, I just never noticed as they are outsider playable, so it may be how their intelligence is defined. Every other intelligent species seems to work fine though. Just these 3 that I can tell.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Teneb on April 16, 2020, 05:27:12 pm
I'll investigate those three and make the blights a bit tougher.

But yeah, like Enemy post said Frequency (and some other tags) have defaults that will be auto-applied if they are not defined in a creature.


While I don't get why you want to stick to a 'DF Cosmology' that barely even exists, you do you.


EDIT: Checked those 3 creatures. There's nothing that should stop them from spawning. Could be simply bad luck. Did take a few criticisms into account and lower population numbers across the board (except for creatures that show up in the underworld: those still have ludicrously high numbers to ensure a good supply of them). That said, population numbers in the mod will still be bigger than vanilla DF's, which I think are just too low - you can drive a creature extinct in a region by killing a single one in some cases!
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: AnarchCassius on April 16, 2020, 06:17:29 pm
Awesome, let me know if you find anything.

I mostly just think some things sort of clash, like the D&D outer planes creatures alongside the DF generated ones. Or the D&D elves alongside the DF ones. Just a pet peeve of mine when content overlaps too much.

I did catch a couple things that do feel like more than a matter of preference: Beholders have a  typo on TB_DND_DISINTEGRATERAY that prevents them from using it. And earth elementals are labeled "air elementals".
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Teneb on April 16, 2020, 06:46:50 pm
I had already caught the earth elemental bug, but thanks for pointing out the beholder one.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Splint on April 18, 2020, 01:25:56 am
Might want to double-check the dretch gas cloud and any similar interactions/abilities. Instead of nausea and mild necrosis, my adventurer suffered from a sudden case of being cooked alive in his armor (that is, he melted.)
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V10
Post by: Teneb on April 18, 2020, 10:51:23 am
Might want to double-check the dretch gas cloud and any similar interactions/abilities. Instead of nausea and mild necrosis, my adventurer suffered from a sudden case of being cooked alive in his armor (that is, he melted.)
Probably related to material temperature. I'll check.

EDIT: This bug is kind of serious enough that I'll be releasing a new, smaller-than-planned, version as soon as it is fixed. I am rather certain it has to do with the boiling temperature of the CREATURE_EXTRACT_TEMPLATE and how DF spawns material emissions at the temperature required for it to be in the desired state (solid/liquid/gas).

EDIT 2: Did some digging and... well, I overestimated how low the fixed temperature I set for dretch farts was and... they were releasing gas that was below absolute zero in temperature. Whoops.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on April 18, 2020, 01:24:08 pm
New version is out!

Spoiler: Obligatory changelog (click to show/hide)
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Splint on April 18, 2020, 02:31:40 pm
Glad I was able to provide a useful bug report. I'd never run into the issue before cause they tended to blow their emission load before making contact. Hadn't questioned the red gas until it liquefied someone.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: AnarchCassius on April 19, 2020, 09:23:10 pm
Awesome. I love the new creatures.

I also finally figured out the issue with the dryads, etc. After noticing the Galeb Duhr were the only new monster spawning, apparently it's LARGE_ROAMING. Despite the counter intuitive name, without it creatures don't spawn as wildlife.

Also caught a couple issues:
There is an extra good Djinn and the Efreet phantasm is outsider controlable.
Spiritual metal has spiritual as an adjective so it appears as "spiritual spiritual metal hammer", it also has no cost and can be taken as free equipment in Adventurer mode
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on April 20, 2020, 12:54:27 pm
Awesome. I love the new creatures.

I also finally figured out the issue with the dryads, etc. After noticing the Galeb Duhr were the only new monster spawning, apparently it's LARGE_ROAMING. Despite the counter intuitive name, without it creatures don't spawn as wildlife.

Also caught a couple issues:
There is an extra good Djinn and the Efreet phantasm is outsider controlable.
Spiritual metal has spiritual as an adjective so it appears as "spiritual spiritual metal hammer", it also has no cost and can be taken as free equipment in Adventurer mode
Thanks for reporting these. I'll need to figure out a way to prevent the spiritual metal from being picked by adventurers.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on April 22, 2020, 11:35:02 am
I uploaded a fixed version with fixes to the above issues. No version number increase because it's only those few fixes.

EDIT: Next update is going to be just going through the Manual in alphabetical order because why not.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Inarius on April 23, 2020, 01:41:49 am
I haven't tested it yet. But can you meet devils as a civilisation ?
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on April 23, 2020, 01:00:06 pm
I haven't tested it yet. But can you meet devils as a civilisation ?
I'm not sure exactly what you are asking, but: there is a demon and a devil civilization. Both hostile.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Inarius on April 24, 2020, 04:42:07 am
Ok thanks ! As I said, i havent tried your mod yet, so i didn't know.
I don't know if demons are a real civilisation, however (CE, not very organized)

And within a devil civ, what is the distribution between the different kinds of devils ? How many imps for a balrog ? And have you added prince devils or just regular ?

Thanks !
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Enemy post on May 10, 2020, 02:43:36 pm
Hey, I just wanted to report that the TB_DND_DJINNI_GOOD creature is duped.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on May 10, 2020, 03:15:10 pm
Hey, I just wanted to report that the TB_DND_DJINNI_GOOD creature is duped.
Well, damn it.

I'll fix it when I can.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: eightball8776 on May 11, 2020, 06:33:41 pm
Hey, I can't seem to get this mod to work. I followed the download instructions but the game instantly crashes whenever I try to create a world. Any idea what I did wrong?
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: canius on May 21, 2020, 10:41:32 pm
Hey, I can't seem to get this mod to work. I followed the download instructions but the game instantly crashes whenever I try to create a world. Any idea what I did wrong?

Having the same issue. World Gen goes along well until year 5 then it crashes. No logs that I can see.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: valerian on May 27, 2020, 05:46:59 pm
Hey, I can't seem to get this mod to work. I followed the download instructions but the game instantly crashes whenever I try to create a world. Any idea what I did wrong?

Having the same issue. World Gen goes along well until year 5 then it crashes. No logs that I can see.

Same issue here
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Enemy post on May 27, 2020, 07:24:51 pm
I’m pretty sure these crashes are just the raw duping I reported.

Until it’s fixed, the problems can probably be fixed by deleting one of the two duped genies.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: StupidElves on May 28, 2020, 08:21:52 pm
I deleted the extra djnni and now it gets to year 10 and crashes in world gen.

EDIT

I did some testing, IE running world gen one file at a time until I found the guilty file, and it has something to do with entity_tb_dnd_regular, hope that helps
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Enemy post on June 10, 2020, 10:23:59 pm
Azers are in that file, and they have [NO_EAT]. Could that be it?
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: ArKFallen on July 29, 2020, 03:27:16 pm
in creature_tb_dnd_civ_regular
Code: [Select]
[CASTE:HILL_F]
[CASTE:HILL_M]
[SELECT_ADDITIONAL_CASTE:HIELF_F]
should probably be changed to
Code: [Select]
[CASTE:HILL_F]
[CASTE:HILL_M]
[SELECT_ADDITIONAL_CASTE:HILL_F]


I look forward to playing this mod some more Teneb, thank you!
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Splint on August 31, 2020, 02:15:18 pm
in creature_tb_dnd_civ_regular
Code: [Select]
[CASTE:HILL_F]
[CASTE:HILL_M]
[SELECT_ADDITIONAL_CASTE:HIELF_F]
should probably be changed to
Code: [Select]
[CASTE:HILL_F]
[CASTE:HILL_M]
[SELECT_ADDITIONAL_CASTE:HILL_F]

I look forward to playing this mod some more Teneb, thank you!

Can confirm the error. Just boosting this to help out some. Only noticed when I tried to spawn a mountain dwarf in arena mode.


There's also a missing [SELECT_CASTE:ALL] above the [BODY:HUMANOID_NECK line.

I have no idea how this didn't throw an error in the error log, but apparently this would cause some serious issues.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: chipathingy on October 25, 2020, 02:47:49 am
in creature_tb_dnd_civ_regular
Code: [Select]
[CASTE:HILL_F]
[CASTE:HILL_M]
[SELECT_ADDITIONAL_CASTE:HIELF_F]
should probably be changed to
Code: [Select]
[CASTE:HILL_F]
[CASTE:HILL_M]
[SELECT_ADDITIONAL_CASTE:HILL_F]

I look forward to playing this mod some more Teneb, thank you!

Can confirm the error. Just boosting this to help out some. Only noticed when I tried to spawn a mountain dwarf in arena mode.


There's also a missing [SELECT_CASTE:ALL] above the [BODY:HUMANOID_NECK line.

I have no idea how this didn't throw an error in the error log, but apparently this would cause some serious issues.

I got everything working once I added the [SELECT_CASTE:ALL] in the same spot Splint noticed. No more world gen crashes! I kinda wish I saw it before I spent ages error hunting, but oh well.
I did all the other changes on this page as well
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on October 26, 2020, 08:49:05 am
Might start updating this again. No promises though.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Enemy post on October 26, 2020, 05:02:42 pm
Hey, welcome back! I'll look forward to seeing this mod active again, if you decide to do it.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on October 26, 2020, 05:08:52 pm
Hey, welcome back! I'll look forward to seeing this mod active again, if you decide to do it.
I already did a bugfixing pass. Will add some more content and do a release.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: chipathingy on November 06, 2020, 04:37:30 pm
Found a bug. I got ambushed by the Aarakocras and they summoned a bunch of air elementals, but they started fighting the Aarakocras, which i assume shouldn't happen. I eventually got a bunch of notifications saying "the stray air elemental has been missing for a week".. Pretty sure they were loyal to me.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on November 06, 2020, 07:34:09 pm
Found a bug. I got ambushed by the Aarakocras and they summoned a bunch of air elementals, but they started fighting the Aarakocras, which i assume shouldn't happen. I eventually got a bunch of notifications saying "the stray air elemental has been missing for a week".. Pretty sure they were loyal to me.
Weird. Will look into it.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Splint on November 07, 2020, 05:02:53 am
Found a bug. I got ambushed by the Aarakocras and they summoned a bunch of air elementals, but they started fighting the Aarakocras, which i assume shouldn't happen. I eventually got a bunch of notifications saying "the stray air elemental has been missing for a week".. Pretty sure they were loyal to me.
Weird. Will look into it.

It's some jankiness to do with how summons work. In the base game I think all summons are generally hostile to other living things (as generally the only summoners you're likely to encounter are necromancers by default.) If the summon and summoner aren't opposed to life/berserk, they tend to take the fort/player's side (since non opposed to life summons are usually things given to the play by way of divination if I'm not mistaken.)

A number of mods have issues with that, and it goes back to 34.11 MW with warlocks being attacked by their own mephits if they attacked a player's fort.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on November 07, 2020, 10:17:24 am
Found a bug. I got ambushed by the Aarakocras and they summoned a bunch of air elementals, but they started fighting the Aarakocras, which i assume shouldn't happen. I eventually got a bunch of notifications saying "the stray air elemental has been missing for a week".. Pretty sure they were loyal to me.
Weird. Will look into it.

It's some jankiness to do with how summons work. In the base game I think all summons are generally hostile to other living things (as generally the only summoners you're likely to encounter are necromancers by default.) If the summon and summoner aren't opposed to life/berserk, they tend to take the fort/player's side (since non opposed to life summons are usually things given to the play by way of divination if I'm not mistaken.)

A number of mods have issues with that, and it goes back to 34.11 MW with warlocks being attacked by their own mephits if they attacked a player's fort.
Yeah, it's the only possible explanation. Sucks, though.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Eric Blank on November 07, 2020, 06:55:20 pm
I've had reasonable success using the make pet if possible flag, which theoretically aligns the summoned creature with the target of the summon interaction. It does nothing about the issue with megabeasts, night creatures or crazed or opposed to life instances though.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on November 12, 2020, 01:12:03 pm
I've had reasonable success using the make pet if possible flag, which theoretically aligns the summoned creature with the target of the summon interaction. It does nothing about the issue with megabeasts, night creatures or crazed or opposed to life instances though.
I guess I'll need to experiment with it, but I'm disabling for the next version. Speaking of, the plan is to add a little bit more content, test and release today. How much more content will depend basically on how fast I manage to work, but still people will finally have a crash-free version (wow!).
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Splint on November 12, 2020, 01:19:58 pm
I guess I'll need to experiment with it, but I'm disabling for the next version. Speaking of, the plan is to add a little bit more content, test and release today. How much more content will depend basically on how fast I manage to work, but still people will finally have a crash-free version (wow!).

Just as a double check, there was something about a duplicate Djinn in my error log off a fresh download of the mod. I can't remember if I thought to mention that or not or if anyone else did.

Code: [Select]
Duplicate Object: creature TB_DND_DJINNI_GOODWas specifically this.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Teneb on November 12, 2020, 01:23:42 pm
I guess I'll need to experiment with it, but I'm disabling for the next version. Speaking of, the plan is to add a little bit more content, test and release today. How much more content will depend basically on how fast I manage to work, but still people will finally have a crash-free version (wow!).

Just as a double check, there was something about a duplicate Djinn in my error log off a fresh download of the mod. I can't remember if I thought to mention that or not or if anyone else did.

Code: [Select]
Duplicate Object: creature TB_DND_DJINNI_GOODWas specifically this.
Yeah I fixed that, plus a dwarf caste mishap and other minor bugs that I can no longer remember.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V11 - Dretch Nuclear War
Post by: Splint on November 12, 2020, 01:27:19 pm
I guess I'll need to experiment with it, but I'm disabling for the next version. Speaking of, the plan is to add a little bit more content, test and release today. How much more content will depend basically on how fast I manage to work, but still people will finally have a crash-free version (wow!).

Just as a double check, there was something about a duplicate Djinn in my error log off a fresh download of the mod. I can't remember if I thought to mention that or not or if anyone else did.

Code: [Select]
Duplicate Object: creature TB_DND_DJINNI_GOODWas specifically this.
Yeah I fixed that, plus a dwarf caste mishap and other minor bugs that I can no longer remember.

Yay, looking forward to it for a project then. :D
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V12 - Crash-B-Gone
Post by: Teneb on November 13, 2020, 09:49:25 am
Update out, crashes fixed.

Spoiler: Changelog (click to show/hide)


The plan now is to work on a separate mod titled "Teneb's Mod Compendium" that will basically be a repository for minor stuff that I make.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V12 - Crash-B-Gone
Post by: ArcadeMischief on November 22, 2020, 02:07:12 am
Hello! I've been looking for a mod like this, simulating DnD :D.

But i have a problem with one of the new enemies recently added, the Ghoul, it's giving me an errorlog saying: *** Error(s) found in the file "raw/objects/creature_tb_dnd_undead.txt"
TB_DND_GHOUL:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added

Aside from that, Empyrean Fire Storm and Bolt doesn't seem to work, it does nothing.

The rest is working fine.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V12 - Crash-B-Gone
Post by: NTJedi on October 14, 2022, 10:27:28 pm

This is a mod whose purpose is to convert to DF the many, many monsters present in, and made famous by, Dungeons & Dragons.
The links for your mod are not working.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V12 - Crash-B-Gone
Post by: Ziusudra on October 14, 2022, 10:50:06 pm
The links for your mod are not working.
It has nothing to do with this mod, most mods are hosted on the DF File Depot, which seems to be down for the moment. Try again later.
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V12 - Crash-B-Gone
Post by: BarlowJack on February 21, 2024, 12:01:28 am
Very interested in this mod.. is it generally considered stable at this point for DF 0.47.05?
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V12 - Crash-B-Gone
Post by: Inarius on March 06, 2024, 02:53:30 am
I suppose you lack images for most of the creatures, with the "graphical" version now ?
Title: Re: [47.xx] Monstrous Manual: modular D&D mod - V12 - Crash-B-Gone
Post by: Splint on March 21, 2024, 03:04:29 pm
Very interested in this mod.. is it generally considered stable at this point for DF 0.47.05?

Late response, but speaking from experience it was more or less stable outside of freak occurrences that were fixed.

I suppose you lack images for most of the creatures, with the "graphical" version now ?

No graphics to be had, and there's so much stuff in the mod that it would take a very long time to do everything so I wouldn't expect Teneb to bother.