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Author Topic: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant  (Read 26975 times)

Captain Mayday

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=VBASE=

Welcome to the VBASE modding standard.

What is this?
This is, in effect, a mod for modders. It provides a number of creature variations that can be used to quickly construct a creature in an easy and logical manner.

So what happens if I install this then?
Nothing, probably. VBASE will only overwrite the body_default.txt file in order to prevent duplicate body parts from being created. It retains all old items for backwards compatibility.

I'm making a mod, but why should I use VBASE?
VBASE makes heavy use of creature variations. By learning how to manipulate the variations within a creature, you will find it much more versatile to use than the normal body templates, and much easier to assign tissues and attacks which have meaningful names.
It should still be noted that while VBASE is extremely useful when creating flesh and blood creatures, elemental creatures will still require a very similar amount of modding knowledge as the vanilla entries.

What's affected in this mod?
As already stated, all vanilla items are left alone, and only the body_default.txt is overwritten. Largely, it adds a large number of variations focusing on simplifying the assignment of body parts, tissues, and attacks to creatures that you yourself may create.

How will you handle updates in future?
I have reached a point in modding VBASE where there is nothing I can take away, or modify, any further.
So, while items will be added, none will be removed, thus ensuring no problems caused by integrating future versions.
When it comes to Dwarf Fortress updates, the Creature variations should, more or less, hold their own.
The only items I have concern for are the body parts themselves, and the attacks. These, however, are easily updated, and the effects will propagate throughout all creatures employing them.


File location
Link to VBASE on DFFD

Project Status
Currently in Maintenance stage. I am still willing to take suggestions on any variations to add, but for the most part I'll just be updating along with new tokens that are released.

Mods using VBASE
Legendary Lands

*if you employ VBASE for your mod, please message me and I will update this.
« Last Edit: March 12, 2011, 05:24:27 am by Captain Mayday »
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Deon

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Re: VBASE - Modding standard
« Reply #1 on: July 26, 2010, 03:29:36 pm »

Okay, I remember you mentioning it in the LL thread. This is awesome, can't wait to see the full version of yours.
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Captain Mayday

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Re: VBASE - Modding standard
« Reply #2 on: July 27, 2010, 03:52:31 am »

VBASE has now been released as beta.
I am completely available to answer questions regarding it here and on IRC.
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Tormy

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Re: VBASE - Modding standard
« Reply #3 on: July 27, 2010, 06:27:41 am »

This will be very helpful when I finally start to work on my own mod. Thanks Cpt!
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Acanthus117

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Re: VBASE - Modding standard
« Reply #4 on: July 27, 2010, 06:50:14 am »

Good lordy, this might make me want to get into serious modding!

Good on you, Captain!
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Captain Mayday

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Re: VBASE - Modding standard
« Reply #5 on: July 27, 2010, 07:54:49 am »

Few hours in and I've already found the first small problem.
The Attacks file has a list of references for pasting into various creatures as a standard set.

These have no impact, codewise. Just don't refer to them.
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Captain Mayday

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Re: VBASE - Modding standard
« Reply #6 on: July 28, 2010, 02:17:09 am »

Updated VBASE again.
Looks liked I'd done something retarded with the attacks, so they were using the wrong tissue. This only occurred for nail/talon/claw.
Also added some new stuff into quick bodies, and fixed some minor stuff and added stuff in quick tissues.
Mainly a bugfix release.

All tested correctly in Legendary Lands.

VBASE beta .2 now released.
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Captain Mayday

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Re: VBASE - Modding standard
« Reply #7 on: July 29, 2010, 07:33:00 am »

Beta 3 released, not much changed. Few minor tweaks and additions.
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soul4hdwn

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Re: VBASE - Modding standard
« Reply #8 on: July 29, 2010, 09:35:10 am »

if you are going to update this fast i'll need a change log to keep track in case i messed up *jokes*

actually i was going to make a non DF standard'ed humanoid (animal man). as in one that does speak have age and some proper identifiers instead of an animal in shape of a human. kinda keep getting distracted easily to finish...
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Captain Mayday

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Re: VBASE - Modding standard
« Reply #9 on: July 29, 2010, 10:11:30 am »

actually, I had to remove the old animal man variation, since it was breaking when combined with the new ones.
If someone were to come up with a way to make it work, I'd be grateful.
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soul4hdwn

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Re: VBASE - Modding standard
« Reply #10 on: July 29, 2010, 05:58:41 pm »

is the new one ok? i don't see anything "wrong" with the creature variation animal person. if you meant the body variation then i'm hopeless on bodies.
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Mephansteras

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Re: VBASE - Modding standard
« Reply #11 on: July 29, 2010, 06:09:37 pm »

Ah, good. Glad this is in a stable state at this point. I'll have to check it out now.
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Captain Mayday

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Re: VBASE - Modding standard
« Reply #12 on: July 30, 2010, 01:31:01 am »

is the new one ok? i don't see anything "wrong" with the creature variation animal person. if you meant the body variation then i'm hopeless on bodies.

The animal person variation just conflicts with the other variations. I was unable to figure out how to make tissues apply correctly in this manner.
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Captain Mayday

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Re: VBASE - Modding standard
« Reply #13 on: July 30, 2010, 06:08:01 am »

Upcoming version of VBASE has following fixes:
scaled creature tissue variables referenced skin instead of scale in component instances.
multihead and multineck reversed in name, caused problems when trying to add heads to necks that didn't exist yet.
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Captain Mayday

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Re: VBASE - Modding standard
« Reply #14 on: August 03, 2010, 08:32:23 am »

beta .4 now out. Lots of little corrections, also a heavily expanded quick attack set.
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