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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 646510 times)

Tubercular Ox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3210 on: May 24, 2018, 07:56:01 am »

Is there any way to manipulate what nobles will show up in Hillocks?  In particular, can I make a noble that always shows up, like the mayor, (but not actually another mayor), or can I compel a land_holder not to show up?
« Last Edit: May 24, 2018, 08:27:47 am by Tubercular Ox »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3211 on: May 24, 2018, 04:13:06 pm »

Any noble that is on a per-site basis and can be appointed by the expedition leader/mayor in charge will show up there in general. If you dont want one showing up until a landholder has been appointed then ensure only landholders of that rank and up can appoint that position. Land holders show up if the site becomes elligible, i have no idea what the prerequisites are for that in worldgen compared to fort mode play, but i guess you can increase the population and trading necessary to become elligible for becoming a barony, and they should be less frequent or only in larger sites
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3212 on: May 24, 2018, 04:20:17 pm »

Is there any way to manipulate what nobles will show up in Hillocks?  In particular, can I make a noble that always shows up, like the mayor, (but not actually another mayor), or can I compel a land_holder not to show up?
[SITE] tag should ensure the position appears at all sites (including hillocks). [REQUIRES_MARKET] will ensure it doesn't appear in hillocks. It'll only appear at major sites (fortresses for dwarves). Doesn't actually require a market.
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Tubercular Ox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3213 on: May 24, 2018, 04:37:22 pm »

Thank you both, a stray REQUIRES_MARKET was my mistake.  Letting a land holder appoint a noble that does not require a market does what I want.
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Eктωρ

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3214 on: May 27, 2018, 04:05:49 pm »

Since this is a creature thing I'll ask it here.

I'm trying to make a mod humanoid race where the males have horns but the females don't have them. I've tried adding a second body plan, attack, tissue material, etc... under [CASTE:MALE] but that only made my game crash when starting. I saw the minotaur and troll raws and their horns get defined under the [BODY:] tag, but I just don't know how make it restricted to a single caste.

I also tried to have the hors have variable LENGTH and THICKNESS but again, since it crashed I don't know what was the issue. It continued crashing after I removed it so it mustn't be the case. But I'd like to know how to make horns of variable length and style, I heard you can make descriptors.
« Last Edit: May 27, 2018, 04:10:48 pm by Eктωρ »
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3215 on: May 27, 2018, 04:33:04 pm »

There's a few things that can throw a spanner into the works about this, first of all id look inside the error log (in the main DF file not raws) for any illegitimate tags or syntax mistakes that might cancel the creature out entirely before jumping at the body modification at hand.

Using male sheep = rams ([creature_domestic.txt]) as a reference

Code: [Select]
[CASTE:FEMALE]

[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE]
[CASTE:MALE]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:[b]2HEAD_HORN[/b]]
[SELECT_CASTE:ALL]
//&//

[SELECT_CASTE:MALE]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
         [SELECT_CASTE:ALL]

As you can see, the code is inserted abstract to the actual castes by typical means though [SELECT_CASTE], because you've stated that it is a male sheep, and then not male sheep then the code is returned to normal with [SELECT_CASTE:ALL]

The male sheep's body plan has "2 head horn" and then the specialist horn attacks written up for it.

My conclusion its a unrelated problem, possibly by not switching back the caste with [SELECT_CASTE:ALL]
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Eктωρ

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3216 on: May 27, 2018, 04:54:13 pm »

I think I get it. I was putting everything under [CASTE] and not using [SELECT_CASTE].


So... I managed to give the horns all the descriptors I wanted, I used the nose one for hooked/upturned and then length and thickness. So I have two questions:

How do I go about changing horn colour? I've tried changing it using those tags with TL like the ones used in hair, eyes and skin but it simply doesn't show up on the creatures afterwards.

Can I make a custom descriptor? For example, I want to add a range where a low range would mean a "straight" horn and a high range would mean a "spiralled" horn. Can I even do this without using workarounds like making a colour descriptor?
« Last Edit: May 28, 2018, 08:28:35 am by Eктωρ »
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3217 on: May 28, 2018, 05:07:24 pm »

What does your Errorlog say?

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:HORN:HORN] <- Bodypart Category, and then TISSUE. You can use ALL:HORN but that'd change it for all bodyparts that have HORN tissues
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
        ^^^ Colors as per usual make sure you it goes COLOR:FREQ (RED:1) if you accidently go 1:RED that's an error, there is no color ID'd as '1'
[TLCM_NOUN:horns:PLURAL] <- how it's described in the creature text

Edit and sorry, no BP modifier for Spiraled, only these options
CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS,THICKNESS,BROADNESS, LENGTH, UPTURNED, CONVEX,SPLAYED_OUT, HANGING_LOBES, HEIGHT,GAPS, HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN,DEEP_VOICE, RASPY_VOICE
« Last Edit: May 28, 2018, 05:09:21 pm by Hugo_The_Dwarf »
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Untrustedlife

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3218 on: May 28, 2018, 06:27:07 pm »

SO i want to make a creature very fat, do I have to just use broadness? Or is there something specific i can change to make something extra fat?
(making trolls from overlord)
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3219 on: May 30, 2018, 08:04:46 am »

SO I want to make a creature very fat, do I have to just use broadness? Or is there something specific i can change to make something extra fat?
thicker skin, thicker fat layer.
   [SELECT_TISSUE:FAT][RELATIVE_THICKNESS:3]
   [SELECT_TISSUE:SKIN][RELATIVE_THICKNESS:2]
do not boost muscle:
   [SELECT_TISSUE:MUSCLE][RELATIVE_THICKNESS:3]
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3220 on: May 30, 2018, 10:50:31 am »

Is there a way to make an entity settle in savage areas?

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3221 on: May 30, 2018, 05:08:01 pm »

SO I want to make a creature very fat, do I have to just use broadness? Or is there something specific i can change to make something extra fat?
thicker skin, thicker fat layer.
   [SELECT_TISSUE:FAT][RELATIVE_THICKNESS:3]
   [SELECT_TISSUE:SKIN][RELATIVE_THICKNESS:2]
do not boost muscle:
   [SELECT_TISSUE:MUSCLE][RELATIVE_THICKNESS:3]

Due to how BDPs work, they can override Relative Thickness of tissues. So unless he wants to TISSUE_LAYER every part, he'd need to make his own "FAT" BDP where the fat layer is larger
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pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3222 on: May 31, 2018, 03:06:16 pm »

Is there a way to make an entity settle in savage areas?
I don't think it works with [SAVAGE], but try adding it to the creature of the entity, like with GOOD and EVIL.
« Last Edit: June 01, 2018, 01:01:43 pm by pikachu17 »
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3223 on: June 01, 2018, 10:21:56 am »

Does [SAVAGE] effect cave animals? need to know for my giant/animal man extension mod

EDIT: Also, will removing that body replacement on bat men break it if I use the rest for bugbats?
EDIT2: So, apperently [CV_REMOVE_TAG:ARENA_RESTRICTED] only works on giant variations, and not on animal men variations, and I don't know why....

Tubercular Ox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3224 on: June 11, 2018, 11:41:16 am »

What triggers a demon at the heart of a civilization?  The DARK_FORTRESSes?  Is it possible to make a more neutral civ with a similar start, or is the demon always going to throw things off?
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