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Optional addon packs (see page 12 for info) - yay or nay?

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Author Topic: [47.04] ZM5's Mod Depository - Shadowlands Update  (Read 88230 times)

ZM5

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Re: [47.04] ZM5's Mod Depository - Hero Update
« Reply #375 on: July 15, 2020, 09:41:23 am »

I've released a fix update for some broken body plan/detail plan issues, and removed a few extraneous files. There'll be a couple undocumented creatures for the time being in some evil and good biomes (stuff from Shadowlands) - will get to those once the 2.9.0 version of this is released with all the current Shadowlands creatures.

ZM5

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Re: [47.04] ZM5's Mod Depository - Shadowlands Update
« Reply #376 on: October 31, 2020, 07:28:07 am »

Released an update - I've removed the versions bundled with DF for the time being, as well as the separate raws-only versions - all the different stuff here is now separate within folders in the lite install.
The data folder and the Required Files ones are, well, required - once those are installed you can install the other parts of this pack, whether it only be the Warcraft one or Dragon's Dogma. Still new to this way of doing things, so let me know if there's any errors.

I've carried over some of the weapons from the Sin Factions addon from my assorted pack as well as the torturer's poker from the Kingdoms of Humanity addon into the main weapons file - I've updated the addons accordingly. Most of the pack is unchanged otherwise.

For the Warcraft side of things, I've added what Shadowlands stuff that's in the current beta - the Drust have some new castes, and there are quite a few new creatures for evil and good biomes, and 9 new civilied races - Aranakk, Attendants, Brokers, Kyrians, Venthyr, Necrolords, Sylvar, Forsworn and Mawsworn - there's multiple wild, playable creatures as well. Out of the 9, the Forsworn and Mawsworn are innately hostile - the others are friendly, however I included a folder in the Additional Stuff directory that contains hostile versions of the Necrolords, Venthyr and Aranakk.

Lastly, I moved the Tarkatans and Osh-tekk into the Additional Kombatants addon, so if you're gonna use that make sure to delete the old creature_civilized_other_zm5.txt file.

That should be it for now, hope you guys enjoy it.
« Last Edit: October 31, 2020, 07:58:23 am by ZM5 »
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Kyuuketsuki_23

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Re: [47.04] ZM5's Mod Depository - Shadowlands Update
« Reply #377 on: November 08, 2020, 05:16:25 pm »

Sorry if I am stupid, but how do I install this?
And is there a non-Lite download link so I don't have to go through the painful and unintuitive process of merging the mods with the vanilla game?
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Lidku

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Re: [47.04] ZM5's Mod Depository - Shadowlands Update
« Reply #378 on: November 08, 2020, 06:57:39 pm »

Installing mods (making them however is a different beast however) is extremely easy in DF. Its not by any means unintuitive. All you have to do is take the text files from the mod you've downloaded and place them inside the "raw" then "objects" folder. After that its installed. Gen a new world or test out the new entities in the arena.

Essentially:

Download mod -> take the text files from it -> put them in your baseline DF; which would be "raw" -> "objects"
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Evans

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Re: [47.04] ZM5's Mod Depository - Shadowlands Update
« Reply #379 on: November 14, 2020, 10:55:48 am »

ZM5,

I know everybody hates Meph's MDF by now, but is there a chance you could make a stand-alone ORC race pack?
I'm making my hybrid mdf version for 47.04 and can't get orc to work.
I don't even expect the rest of your stuff stuck in mdf can be saved without a lot of effort, but I would love to have orc as well :/
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

ZM5

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Re: [47.04] ZM5's Mod Depository - Shadowlands Update
« Reply #380 on: November 14, 2020, 12:56:04 pm »

Uhh, I wasn't the one who made the Orc Fort mod - I suppose I could make the Orcs from this pack playable, although I don't really know what unique stuff they'd have (aside from Arcanite making and them having the shaman and dire orc castes), especially without DFHack.

Evans

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Re: [47.04] ZM5's Mod Depository - Shadowlands Update
« Reply #381 on: November 14, 2020, 02:35:47 pm »

Uhh, I wasn't the one who made the Orc Fort mod - I suppose I could make the Orcs from this pack playable, although I don't really know what unique stuff they'd have (aside from Arcanite making and them having the shaman and dire orc castes), especially without DFHack.
Damn.

Well, it was worth a try :)
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()
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