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Author Topic: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1  (Read 20527 times)

squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #30 on: July 09, 2018, 06:43:32 pm »

I dunno if this was on purpose, but when playing Adventure Mode, Giant adventurers are blind! I can provide a picture if you'd like.

That is absolutely not supposed to happen, I'll fix that in the next update. Until then, add the [EXTRAVISION] tag to the giant creature file and the issue should be fixed.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
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panstas

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #31 on: July 11, 2018, 05:09:52 am »


The mod is pretty comfy. It's a shame that humans don't have an access to axes, though.
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squamous

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Re: [44.11] Dwarf Souls: A Dark Souls Overhaul Mod 2.2
« Reply #32 on: July 11, 2018, 12:29:54 pm »


The mod is pretty comfy. It's a shame that humans don't have an access to axes, though.

Oh geeze, that's another mistake on my end, I'll fix it.
EDIT: Are you sure about that actually? They should definitely be able to make axes, I can see them in the entity file.
« Last Edit: July 11, 2018, 12:32:36 pm by squamous »
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
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Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

squamous

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.0
« Reply #33 on: July 14, 2018, 05:39:29 pm »

Bumping because after much faffing about I have finally hit 3.0, meaning the majority of content from all three games has been added to the mod. There are still probably a few tweaks, additions, and enhancements to be done but I'd place this at a solid "more or less complete" status. As always, feedback and bug reporting is super appreciated.
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Kraiger

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.0
« Reply #34 on: July 15, 2018, 11:03:11 pm »

Oooooo, will let you know if things act up.
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This is a masterful image of Machunguroho, Torchsilver, the alicorn, a dark iron bastard sword, a volcanic aurum battle axe, a felsteel heater shield, and an emerald golem. The golem has been struck down. Torchsilver is making a triumphant pose.

SirQuinnalot

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #35 on: August 19, 2018, 09:29:09 pm »

Dunno if this is an error or not, but I had merchants show up at my fort and spent too long unpacking before they left. So I couldn't trade with em.
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squamous

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #36 on: August 19, 2018, 11:27:27 pm »

Dunno if this is an error or not, but I had merchants show up at my fort and spent too long unpacking before they left. So I couldn't trade with em.

Its definitely an error but I don't know if that was from the game or from my mod. Could you give more details?
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

SirQuinnalot

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #37 on: August 20, 2018, 02:54:11 am »

Dunno if this is an error or not, but I had merchants show up at my fort and spent too long unpacking before they left. So I couldn't trade with em.

Its definitely an error but I don't know if that was from the game or from my mod. Could you give more details?

After finishing hauling nothing but stone to the trading post, I sent my broker to talk to the merchants and got the message. That they're still unpacking and will be done soon. I sent my broker twice and tried trading twice and got the same message, until I got the alert that the merchants were going to leave soon. So I tested again without a broke but just a random and could not trade. As they then took off. 
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squamous

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #38 on: August 20, 2018, 03:54:24 am »

Dunno if this is an error or not, but I had merchants show up at my fort and spent too long unpacking before they left. So I couldn't trade with em.

Its definitely an error but I don't know if that was from the game or from my mod. Could you give more details?

After finishing hauling nothing but stone to the trading post, I sent my broker to talk to the merchants and got the message. That they're still unpacking and will be done soon. I sent my broker twice and tried trading twice and got the same message, until I got the alert that the merchants were going to leave soon. So I tested again without a broke but just a random and could not trade. As they then took off.

Which race were they? If it was an invader-only race then maybe that was it? I remember this being a bug in vanilla dwarf fortress though so you might have simply gotten unlucky. Has this happened with other caravans?
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https://www.patreon.com/themodsmith
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SirQuinnalot

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #39 on: August 20, 2018, 05:34:06 am »

Playing as Dragon-kin and the merchants were fellow dragon-kin. My fort kinda fell to some random hollows that came, so I retired it. Will have to test again in a new fort.



Also after playing Ad mode, going to said retired fortress I toppled statues in temples dedicated to gods. Are there no curses in this mod?
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squamous

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #40 on: August 20, 2018, 02:12:07 pm »

Playing as Dragon-kin and the merchants were fellow dragon-kin. My fort kinda fell to some random hollows that came, so I retired it. Will have to test again in a new fort.



Also after playing Ad mode, going to said retired fortress I toppled statues in temples dedicated to gods. Are there no curses in this mod?

Not really, I couldn't find any curses that fit the lore, but I might be missing something so I'll go look around again and add them if I need to.
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SirQuinnalot

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #41 on: August 20, 2018, 06:24:17 pm »

Sorry for further questioning but are Spires broken or something?
Following this guide: http://dwarffortresswiki.org/images/5/5b/Dark_Fortress_guide.png

I'm at the stairway to the circus, but there isn't a purple entrance anywhere or anything. Just a long room full with statues at the end.
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Kraiger

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #42 on: June 03, 2019, 05:18:19 pm »

A thought occurred to me that you could potentially make a bonfire in game by making the interaction adventure mode only. If it's possible the feature itself could be an autosave/load spot.

Not too sure how to go about doing it though.
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This is a masterful image of Machunguroho, Torchsilver, the alicorn, a dark iron bastard sword, a volcanic aurum battle axe, a felsteel heater shield, and an emerald golem. The golem has been struck down. Torchsilver is making a triumphant pose.

squamous

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #43 on: June 03, 2019, 11:42:27 pm »

Sorry for further questioning but are Spires broken or something?
Following this guide: http://dwarffortresswiki.org/images/5/5b/Dark_Fortress_guide.png

I'm at the stairway to the circus, but there isn't a purple entrance anywhere or anything. Just a long room full with statues at the end.

Not sure. I'll look into it though.

A thought occurred to me that you could potentially make a bonfire in game by making the interaction adventure mode only. If it's possible the feature itself could be an autosave/load spot.

Not too sure how to go about doing it though.

That sounds like it would take some intense DFhack skills that I don't have
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I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Warhammerguy

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Re: [44.12] Dwarf Souls: A Dark Souls Overhaul Mod 3.1
« Reply #44 on: July 18, 2019, 02:52:44 pm »

Hey Squamous! Love the mod and have had tons of fun messing around with the races you've added to fortress mode. I've noticed a slight issue however when you play as skeletons and have feral skeletons such as pinwheels, feral skeletons swordsmen, etc. When you create a militia with your normal skeletons, the ferals become hostile towards anyone in the militia. It causes almost a mini loyalty cascade which doesn't end until either the militia is wiped out or the ferals are destroyed. You can't control the ferals either as they don't show up as an animal like the skeleton beasts do so they can't be penned off to one area. I've never noticed them asking to join the fortress either like bards, mercenaries or scholars do if you create a tavern. I'm not sure if this is just an oversight or if the ferals are intended to replace the militia, but they may need to be reworked slightly.
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