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Topics - AshTheTiefling

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DF Modding / Questions thread for modding basics and fundamentals.
« on: April 09, 2020, 06:52:01 am »
Hey, I thought i'd start a thread where people can ask about the basics of modding DF, Partly cause I'm kinda new to modding myself and have been having real trouble figuring out simple stuff sometimes.
So it might be cool to have somewhere where people can feel free to ask questions about stuff that doesn't come up in other threads.

Yet again, this might have the opposite affect as intended, and nobody will say anything cause they're scared they'll be judged... (I really hope this doesn't happen.)

2
DF Modding / First time modding in a civ, in need of help. (No DFhack.)
« on: October 12, 2019, 12:37:12 am »
So, I've been trying to mod in a race of night dragon people (because dragons), and the game doesn't generate their civilisations in worldgen. I've used elves as a template, but started from the dwarves for biomes. I've looked up multiple guides and can't seem to get it to work. help.

My Creature_Standard file.
https://drive.google.com/file/d/1QZt9x9OFKLdErTy5eKBgWePZv0GOFmOB/view

And Entity_Default
https://drive.google.com/file/d/15b2rhDytmGe0teLEqoWB8FcyewUOQtQC/view

3
So, I've played vampire adventurers before, and my favourite thing to do is to recruit necromancers.
This becomes interesting when you consider the upcoming villains update, in which necromancers are going to be playing a bigger role and are intended as well, villains.

So I'm wondering, what if in adventure mode you could take the evil side in plots? I know Toady will probably never see this, and there might be plans surrounding siding with necromancers already in the works, but I'd really like to see what anyone thinks about this idea, being able to lead the charge with an undead army and wreak havoc instead of stopping it in it's tracks.

4
DF Modding / How do appearance modifiers in the raw files work?
« on: July 15, 2019, 04:02:32 am »
I've recently started playing adventure mode and want to change some things about what vampires look like in their (for lack of a better name) night creature form. I know it's a stupid detail to fuss about, but i'd really like some advice on how to go about it.
I've found out where to add the modifiers, but I'm having trouble figuring out what to edit to get the desired effect.

This is the only real example I have to go off of. (it's in creature_standard.)

   [SET_BP_GROUP:BY_CATEGORY:TOOTH]
      [BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
         [APP_MOD_NOUN:teeth:PLURAL]
      [BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
         [APP_MOD_IMPORTANCE:1000]
         [APP_MOD_NOUN:teeth:PLURAL]
         [APP_MOD_DESC_RANGE:30:60:90:110:150:190]

I'd like to know how to change other things, such as skin, eyes, etc.
Help? (And yes, I've looked at the wiki.)

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