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Messages - Dunmeris

Pages: [1] 2 3 ... 13
1
DF Modding / Re: What's going on in your modding?
« on: May 03, 2023, 10:09:15 pm »
I'm almost done with a really big mod I've been working on since like 2019-2020 (embarrassing I know). Right now, I'm adding a civ of elephantmen (using the (heavily edited, granted) vanilla elephant men), because they seem like they'd fit in the world. Now I just need to implement musth.

It should be fairly easy. So I plan to add the rest of the Archons, maybe some more flora, maybe another civ, then update the mod to the current (classic, because I've got literal hundreds of added creatures and there's no way I'm even considering making sprite sheets for them) version (it's still in 47.05). Assuming everything works, and still works after the update, I plan to post the mod next week.

2
DF Modding / Re: Questions about dipscripts
« on: November 16, 2021, 08:08:59 pm »
That's pretty good. That will make things a lot easier.

3
DF Modding / Re: Questions about dipscripts
« on: November 16, 2021, 01:45:36 pm »
Thanks, that makes sense.

4
DF Modding / Questions about dipscripts
« on: November 16, 2021, 09:38:34 am »
What determines which dipscript is used by a custom race? Obviously, in the vanilla game, the dwarves use dwarf_liaison scrips, elves use the elves_firstcontact and elves_standard scripts, and humans use the human_standard and human_trade scripts. But in a mod with more than that, possibly without standard elves, and with several different types of humans, how do I control which gets used by who?

Is it determined by site type? Civ behavior? Because even after changing it I've still had humans of my civ talk about the Mountainhome, but that could've easily been a mistake on my part.

Is it at all possible to make completely custom dipscripts and get custom races to use them?

5
Can anyone think of a way to make a syndrome only affect those who already have a certain SYN_CLASS?

Basically I'm trying to make a reaction used to construct something, that requires the individual constructing it to have learned a certain in-universe ancient language (represented by a SYN_CLASS), but I'm drawing a blank on how to do that (assuming it's even possible).

There is very little direct interaction between reactions and syndromes.  You can, however, create a syndrome that teaches an interaction that lets you create an item.
Making syndromes that require a SYN_CLASS is tricky.  However, if your mod only includes one such secret, and you're okay with generated angels and demons knowing the ancient language, you can use the SUPERNATURAL tag.

Thanks! I'm actually using an interaction that creates an item for something else. Using the SUPERNATURAL tag for the language is a very cool idea, though, I think I'll do that.

6
DF Modding / Re: Unintended consequences of modding too hard, a thread
« on: November 06, 2021, 09:44:02 am »
That's hilarious, but very definitely a bug; You should make a report on Mantis, if you haven't already

Toady very rarely fixes things that are only relevant for modded games, unfortunately.  Citizens purging their bloodsuckers is intended; if that does weird stuff in a modded civ made up of bloodsuckers then that's generally considered the fault of the mod, not a bug.

Anyone else have any funny unintended side effects of modding too hard on the history of the world?

I made a civ of aggressive insectoids whose subgroups were constantly at war with each other.  I'm not 100% sure what causes it, but they had no civilization-wide ruler, and every site had its own "hive queen" who was in charge of all military responsibilities.  However it happened, their civilizations would immediately fragment into four or five groups, who would almost always become embroiled in territorial disputes with each other and go to war (unlike most conflicts which start due to different ethics, these would be listed as conflicts over territory, grazing rights, or water rights).  This was even better than I expected, so I decided to keep it.

What was their stance on killing entity members? Any value more accepting than JUSTIFIED_IF_EXTREME_REASON tends to result in factional warfare.

7
Can anyone think of a way to make a syndrome only affect those who already have a certain SYN_CLASS?

Basically I'm trying to make a reaction used to construct something, that requires the individual constructing it to have learned a certain in-universe ancient language (represented by a SYN_CLASS), but I'm drawing a blank on how to do that (assuming it's even possible).

8
So I'm working on boats and they're just not working. Can someone please tell me what I'm doing wrong?

Here are the raws for my simplest boat. It's literally just two body parts, but apparently the game just does not like this. I've made way more complicated things than this, error free. I've got vastly more complicated things in just this mod alone. But apparently the boats are just a bridge too far.

I'm guessing it's something obvious that I'm just not noticing/thinking about, but what could be causing this?

EDIT: Okay coracle's fixed. Problem is there needs to be a central body part that isn't attached to anything. Now to figure out what's wrong with the other ones, which don't have that problem.

Interesting concept, but on a surface level it does seem somewhat flawed. Since normally pack animals are lead along to the trade depot by the race who owns them, the route is decided by the owner based on where they can traverse (different rules when purely mounted, leading implies a trek on foot). But since you can't pre-optimize the owner race to have your sydrome even if it protects them in real-game time, its easier if they're just fish/frogmen with [AMPHIBIOUS]

I dont particularly have anything to comment on the design of it. It ought to work for sieges and personal adventurer usage if you wanted to go across the high seas or big lakes and the like, and you could get real fancy if you created some sea-sphere related boat-construction-manual secret for the race it's intended for.

Thanks, I actually haven't yet tested the ships in fortress mode enough to see how they'd work with merchants. I think I'll remove the pack animal part from the ships in that case. That'll probably make fishing ships work better anyway.

A sea-sphere related construction manual secret is a good idea, I hadn't thought of that. Maybe the secret of constructing some sort of fantastic antediluvian ships. That's a good idea and fits the mod setting perfectly.

9
So I'm working on boats and they're just not working. Can someone please tell me what I'm doing wrong?

Here are the raws for my simplest boat. It's literally just two body parts, but apparently the game just does not like this. I've made way more complicated things than this, error free. I've got vastly more complicated things in just this mod alone. But apparently the boats are just a bridge too far.

Here's the boat itself. Well, one of them, as I tried just removing all of them but my simplest boat to get at least a starting point of what's going on.
Spoiler (click to show/hide)

Here are the b_detail... details. Note that I originally had these defined in the creature raws before thinking doing this might fix it.
Spoiler (click to show/hide)

Here's the body that the game seems so utterly baffled by.
Spoiler (click to show/hide)

And here's the errorlog
Spoiler (click to show/hide)

I'm guessing it's something obvious that I'm just not noticing/thinking about, but what could be causing this?

EDIT: Okay coracle's fixed. Problem is there needs to be a central body part that isn't attached to anything. Now to figure out what's wrong with the other ones, which don't have that problem.

10
Mod Releases / Re: [44.12] Slaves to Raius: God of Nimeria 1.4.9.8
« on: March 17, 2021, 09:44:32 pm »
Would love to see this updated to the latest version.

Thanks, currently working on it.

11
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 17, 2021, 09:17:05 pm »
Is there any way, any way at all, that is known, to, if not restrict, than at least strongly associate certain clothing items with certain castes? That is, to make it so that the clothing someone generates/appears with is based on their caste? I will learn to use DFHack if that's what it takes.
Don't think there is a way. If there is a way, I want my two military castes to migration-arrive with chainmail and leather high boots.

One thing that one could attempt is, personality: really likes artwork,
and sewn-image-art attached to a shirt. https://dwarffortresswiki.org/index.php/DF2014:Personality_trait

DFhack plugins: no mention of clothes assigning. Autocloth-plugin queues shirt making jobs. https://docs.dfhack.org/en/stable/docs/Plugins.html#autoclothing

Ah I see, thanks. I thought that might be the case. Basically, what I'm wanting to do is A) sumptuary laws and B) gendered clothing (not that I'm the sort who cares about that sort of thing, but I'm trying to make a really (almost stupidly and pointlessly) detailed, roughly High Medieval Euro-Middle-Eastern Dark Fantasy mod and it would help to add a sense of authenticity).

I've tried making certain clothes really expensive so that naturally only nobles would wear them, but it doesn't seem like the game pays attention to [VALUE]. Conveying or at least implying sumptuary laws through giving noble castes really high [ART_INCLINED] could work though, I didn't think of that. Thanks, I'll try it and report results probably tomorrow.

12
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 17, 2021, 05:21:45 pm »
Is there any way, any way at all, that is known, to, if not restrict, than at least strongly associate certain clothing items with certain castes? That is, to make it so that the clothing someone generates/appears with is based on their caste? I will learn to use DFHack if that's what it takes.

13
Is it alright if I "borrow" (and mostly heavily change) some things from this mod? I'll have a doc in the mod providing full credits.

14
Sorry for having accidentally commented in the wrong thread earlier.

So, how will modding work in the new graphical version? As of current development, how reasonable would you say it will be to port over large mods? Because I've been working on a few total conversions for a while.

15
DF General Discussion / Re: Dwarf Fortress Talk #27 Feedback
« on: October 12, 2020, 09:32:22 pm »
EDIT: Nevermind, sorry.

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