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Poll

What kind of material-based creatures should be a priority to add?

Wooden golems (just made of wood)
- 2 (2%)
Tree creatures (supernaturally living, replacing hair and such with leaves)
- 32 (31.7%)
Other plant creatures
- 6 (5.9%)
Metallic golems (allowing all metals)
- 16 (15.8%)
Stone golems
- 8 (7.9%)
Glass golems
- 2 (2%)
Flesh/organ golems
- 15 (14.9%)
Blood/alcohol golems
- 11 (10.9%)
Magma creatures
- 9 (8.9%)

Total Members Voted: 101


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Author Topic: [0.47.0X] [Python 2.7+] Random Raw Scripts - The stay frosty update  (Read 94041 times)

Knight Otu

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #105 on: May 31, 2015, 12:54:17 pm »

Generated entities, clarifying fort names or both?

Generated entites. I'm not sure what you mean with fort names, actually.
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Knight Otu

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #106 on: June 14, 2015, 05:25:15 am »

Quote
   Ameli imp
      Size: 18000
      A quite small winged and swift sapient humanoid people, with an aspect reminiscent of seasons. Its skin is adorned with a pattern of stripes of slate gray and burnt umber. These evil creatures have hair adorned with a pattern of stripes of slate gray and burnt umber. They can open locked doors. They can see very well in the dark. They are unaging. Most of them dwell in dark towers, brought into the world by their dark masters. They worship a variety of deities, especially gods of nature, seasons, and rumors. They can be found traveling as scouts, wanderers, kidnappers, and mercenaries. Culturally, they place cunning, tradition, and independence as the highest ideals, greatly value nature, value family, tranquility, merriment, martial prowess, and perseverance, hold some dislike for law, and completely disdain fairness.

   Apugide
      Size: 71000
      A sapient humanoid people, with an aspect reminiscent of cudgels. Its skin is colored chestnut. These creatures have chestnut hair. They can live up to 85 years. They typically dwell deep in their mountain homes. They worship a variety of deities, especially gods of crafts and mountains. They can be found traveling as scouts, beast hunters, and wanderers. Culturally, they place skill as the highest ideal, value artwork, craftsmanship, hard work, and competition, and hold some dislike for cunning, eloquence, tradition, romance, and peace.

   Brutal elf
      Size: 68000
      A swift sapient humanoid people, with an aspect of brutal character. Its skin is colored dark peach. These creatures have dark peach hair. They are unaging. They make their homes mostly in whatever caves they find. They worship a variety of deities, especially gods of fortresses. They can be found traveling as scouts, beast hunters, wanderers, and mercenaries. Culturally, they place independence, martial prowess, and nature as the highest ideals, greatly value competition, value cunning, artwork, and skill, rather disdain tranquility and peace, and completely disdain eloquence, decorum, stoicism, self control, and romance.

   Cavèreblin
      Size: 54000
      A short sapient humanoid people, with an aspect of knighting character. Its skin is colored cerulean. These evil creatures have cerulean hair. They can see quite well in the dark. They are unaging. Most of them dwell in dark towers, brought into the world by their dark masters. They worship a variety of deities, especially gods of duty, valor, victory, and wisdom. They can be found traveling as scouts, beast hunters, mercenaries, and kidnappers. Culturally, they place power and cunning as the highest ideals, greatly value introspection, value truth, decorum, tranquility, perseverance, and nature, and hold some dislike for martial prowess and sacrifice.

   Cursar
      Size: 71000
      A sapient humanoid people, with an aspect reminiscent of curses. Its skin is colored ivory. These evil creatures have ivory hair. They can live up to 255 years. Most of them dwell in dark towers, brought into the world by their dark masters. They worship a variety of deities, especially gods of depravity and fate. They can be found traveling as scouts, beast hunters, and kidnappers. Culturally, they place power and self control as the highest ideals, value law, truth, decorum, cooperation, stoicism, tranquility, craftsmanship, and skill, rather disdain merriment, and completely disdain sacrifice.

   Header
      Size: 79000
      A tall sapient humanoid people, with an aspect reminiscent of heads. Its skin is adorned with a pattern of stripes of purple taupe and dark chestnut. These creatures have hair adorned with a pattern of stripes of purple taupe and dark chestnut. They can live up to 105 years. They mostly build villages and large cities. They worship a variety of deities, especially gods of victory. They can be found traveling as scouts, beast hunters, and mercenaries. Culturally, they place martial prowess as the highest ideal, greatly value skill and perseverance, value law, loyalty, and power, and hold some dislike for decorum, cooperation, harmony, and leisure time.

   Kastar gnome
      Size: 15000
      A quite small sapient humanoid people, with an aspect reminiscent of blocks. Its skin is adorned with a pattern of spots of puce and taupe. These creatures have hair adorned with a pattern of spots of puce and taupe. They are unaging. They typically dwell deep in their mountain homes. They worship a variety of deities, especially gods of death. They can be found traveling as scouts, mercenaries, and wanderers. Culturally, they place craftsmanship as the highest ideal, greatly value eloquence and tranquility, value cunning and stoicism, hold some dislike for family, fairness, decorum, competition, romance, and peace, rather disdain leisure time, and completely disdain sacrifice.

   Lureborn
      Size: 67000
      A sapient humanoid people, with an aspect of luring character. Its skin is colored clear. These creatures have clear hair. They can live up to 100 years. They mostly build villages and large cities. They worship a variety of deities, especially gods of games. They can be found traveling as scouts. Culturally, they place law as the highest ideal, value loyalty and fairness, and hold some dislike for self control and martial prowess.

   Rénunataur
      Size: 170000
      A big and swift sapient, tauric people with four legs, with an aspect reminiscent of panthers. Its skin is adorned with a pattern of spots of rosy and pink. These creatures have hair adorned with a pattern of spots of rosy and pink. They can live up to 87 years. They usually live in magically-shaped tree settlements. They worship a variety of deities, especially gods of animals, nature, oceans, and water. They can be found traveling as scouts and wanderers. Culturally, they place nature as the highest ideal, greatly value cunning, value introspection, and hold some dislike for fairness and independence.

   Snuggle kin
      Size: 68000
      A sapient humanoid people, with an aspect of snuggling character. Its skin is colored dark indigo. These creatures have dark indigo hair. They can live up to 178 years. They mostly build villages and large cities. They worship a variety of deities, especially gods of love. They can be found traveling as scouts and wanderers. Culturally, they place family, tradition, and harmony as the highest ideals, greatly value leisure time, value law, fairness, competition, perseverance, and romance, and hold some dislike for self control and commerce.

   Stood person
      Size: 75000
      A sapient humanoid people, with an aspect of standing character. Its skin is colored sepia. These creatures have sepia hair. They can live up to 93 years. They mostly build villages and large cities. They worship a variety of deities, especially gods of victory. They can be found traveling as scouts, beast hunters, mercenaries, and wanderers. Culturally, they place power and martial prowess as the highest ideals, greatly value perseverance, value family and craftsmanship, and hold some dislike for commerce.
A set of sample creatures from the script. I'd like to keep the number of entity creatures low - my original plan was five to seven, one for each site type, one with patterned skin, and one flier (just imps for now, because of the flying trader bug, otherwise I'd add sprites, and allow winged animal-folk to fly), but right now I'm generating 9 to 11 (minimum of two dark tower and mountain hall civs, and minimum of three city civs). There's still more to do on the creature side (I'm planning for variance in creature colors), but even more on the entity side - especially determining "technology level" which includes items... which leads to the new poll.

The creatures generated by the script vary in size a lot. Weapon use at least depend on creature size, so not all weapons are easily accessible to all creatures. To solve this problem, I could create a bunch of new, fixed weapons... or I could generate semi-random weapons that get their names in relation to the entity, along with some small shifts between their attack forms. If I do that, I could also go for randomly-named clothing and armor (which has fewer variables I can tinker with) and maybe even further.
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Knight Otu

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Re: [0.40.24] Random Raw Scripts - Random item poll!
« Reply #107 on: July 16, 2015, 02:44:16 pm »

I've added some simple government systems for the generated civs (civ-wide - site governments are next). They're positions as you know them from the vanilla game, with some variations in flavor (and occasionally in mechanics). Beyond the site governments, I still want to add variable eye colors before I move on to random items. I think I know how to use the poll results as they stand, by providing a few options in the GUI.

   Cloak dweller
      Size: 71000
      A sapient humanoid people, with an aspect reminiscent of cloaks. Their skin is of bright colors. These creatures have head hair of reddish-brown colors. They can open locked doors. They can see quite well in the dark. They can live up to 190 years. They mostly build villages and large cities. They are governed in a tribal fashion, with the most important members being the mystics, with the high chiefs holding less importance. They worship a variety of deities, especially gods of rumors. They can be found traveling as scouts, mercenaries, and wanderers. Culturally, they greatly value nature, value cunning, decorum, cooperation, introspection, self control, and commerce, and hold some dislike for hard work. In war, they tend to lay siege upon their enemies.

   Craterian
      Size: 69000
      A sapient humanoid people, with an aspect of craterous character. Their skin is of brownish-yellow colors. These creatures have head hair of brownish-yellow colors. They can live up to 96 years. They typically dwell deep in their mountain homes. Their typical form of government in a monarchy, ruled by walled princes. They worship a variety of deities, especially gods of mountains. They can be found traveling as scouts. Culturally, they greatly value nature, value cunning and independence, and hold some dislike for law and craftsmanship. In war, they tend to lay siege upon their enemies.

   Elicabold
      Size: 17000
      A quite small sapient humanoid people, with an aspect of virginal character. Their skin is of greenish colors. These creatures have head hair of turquoise colors. They can see perfectly in the dark. They can live up to 161 years. Most of them dwell in dark towers, brought into the world by their dark masters. They worship a variety of deities, especially gods of festivals. They can be found traveling as scouts, kidnappers, and wanderers. Culturally, they greatly value merriment and leisure time, value friendship, power, independence, commerce, and romance, hold some dislike for fairness, artwork, and stoicism, and rather disdain sacrifice. They have no compunctions about displaying the bodies of their fallen enemies in gruesome ways.

   Ethefablin
      Size: 77000
      A tall sapient humanoid people, with an aspect of wading character. Their skin is of brownish-yellow colors. These evil creatures have head hair of dark colors. They can see quite well in the dark. They are unaging. Most of them dwell in dark towers, brought into the world by their dark masters. Their typical form of government in a monarchy, ruled by kings. They hold no particular religious beliefs.  They can be found traveling as scouts, kidnappers, beast hunters, and wanderers. Culturally, they greatly value eloquence, value power, self control, harmony, martial prowess, skill, and peace, hold some dislike for law, fairness, and artwork, and completely disdain family. They have no compunctions about displaying the bodies of their fallen enemies in gruesome ways.

   Eyó elf
      Size: 48000
      A small and swift sapient humanoid people, with an aspect of baiting character. Their skin is adorned with a pattern of stripes of bright colors and bronze. These creatures have head hair of dark colors. They are unaging. They mostly build villages and large cities. They are governed in a tribal fashion, with the most important members being the animists, with the high chiefs holding less importance. They worship a variety of deities, especially gods of fishing and festivals. They can be found traveling as scouts and wanderers. Culturally, they place merriment, competition, leisure time, commerce, and nature as the highest ideals, value loyalty, artwork, self control, tranquility, craftsmanship, martial prowess, sacrifice, and romance, hold some dislike for stoicism and perseverance, rather disdain decorum and skill, and completely disdain power. In war, they tend to lay siege upon their enemies.

   Mothec imp
      Size: 16000
      A quite small winged and swift sapient humanoid people, with an aspect of hermitic character. Their skin is of bright colors. They are creatures of evil. They can open locked doors. They can see very well in the dark. They are unaging. Most of them dwell in dark towers, brought into the world by their dark masters. Their rulers are tyrants calling themselves high puzzles. They worship a variety of deities, especially gods of rumors. They can be found traveling as scouts, kidnappers, mercenaries, and wanderers. Culturally, they place power, cunning, eloquence, and independence as the highest ideals, value decorum, tradition, self control, merriment, martial prowess, and skill, hold some dislike for sacrifice, and rather disdain family. In war, they tend to ambush their foes. They have no compunctions about displaying the bodies of their fallen enemies in gruesome ways.

   Pantsborn
      Size: 69000
      A sapient humanoid people, with an aspect reminiscent of pants. Their skin is adorned with a mottled pattern of reddish-brown colors and orange. These creatures have head hair of turquoise colors. They can live up to 92 years. They mostly build villages and large cities. They are governed in a tribal fashion, with the most important members being the druids, with the high chiefs holding less importance. They worship deities of various nature.  They can be found traveling as scouts and wanderers. Culturally, they place commerce as the highest ideal, greatly value law and craftsmanship, and value family, self control, and hard work. In war, they tend to lay siege upon their enemies.

   Saviorin
      Size: 78000
      A tall sapient humanoid people, with an aspect reminiscent of saviors. Their skin is of bright colors. These creatures of good have head hair of reddish-brown colors. They can live up to 90 years. They typically dwell deep in their mountain homes. Their typical form of government is a theocracy, ruled by reverence imperators. They worship a variety of deities, especially gods of victory and wealth. They can be found traveling as scouts, beast hunters, mercenaries, and wanderers. Culturally, they place harmony, craftsmanship, and commerce as the highest ideals, greatly value artwork, merriment, and hard work, and value power, cooperation, independence, stoicism, skill, perseverance, and peace. In war, they tend to lay siege upon their enemies. They try to keep hostilities focused on their actual enemies in battle, keeping neutral parties out of the fight.

   Sea dweller
      Size: 69000
      A sapient humanoid people, with an aspect reminiscent of seas. Their skin is of turquoise colors. These creatures of good have head hair of greenish colors. They are equally at home in the water as they are on the land. They are at peace with many sorts of wildlife. They can live up to 100 years. They usually live in magically-shaped tree settlements. They are governed in a tribal fashion, with the most important members being the high chiefs, with the druids holding less importance. They worship a variety of deities, especially gods of nature, oceans, water, and peace. They can be found traveling as scouts, wanderers, and beast hunters. Culturally, they place tranquility, nature, and peace as the highest ideals, greatly value harmony, value law, hard work, sacrifice, and leisure time, hold some dislike for eloquence, artwork, introspection, and martial prowess, and rather disdain power. They try to keep hostilities focused on their actual enemies in battle, keeping neutral parties out of the fight. Their diplomats try to get others to see the lives of trees as just as important - if not moreso - as their own.

   Zaror
      Size: 69000
      A sapient humanoid people, with an aspect of outrageous character. Their skin is of bluish colors. These creatures have head hair of brownish-yellow colors. They can live up to 97 years. They make their homes mostly in whatever caves they find. They worship a variety of deities, especially gods of mountains. They can be found traveling as scouts, beast hunters, and wanderers. Culturally, they greatly value power, value competition and leisure time, hold some dislike for law, decorum, self control, tranquility, and romance, and completely disdain stoicism and peace. They have no compunctions about displaying the bodies of their fallen enemies in gruesome ways.
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HappyBivouac

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Re: [0.40.24] Random Raw Scripts - Random item poll!
« Reply #108 on: October 27, 2015, 01:27:57 am »

Hey, sorry for the bump, but is this still happening? I would absolutely love having random civs in my world.
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Knight Otu

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Re: [0.40.24] Random Raw Scripts - Random item poll!
« Reply #109 on: October 27, 2015, 05:25:22 pm »

Eventually, yes. I've been kind of distracted by other things, so development has paused a bit, and I wasn't quite sure how to progress on the random item front yet.
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Knight Otu

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Re: [0.40.24] Random Raw Scripts - Random entities
« Reply #110 on: March 27, 2016, 02:03:16 pm »

It's been far too long in the works, but I've released a new version of the random raw scripts. The main new portion is the random entity script, which generates between 9 and 11 civilized creatures, their entities, and if desired, their items. By default, only small races will be given new items, and only weapons and shields, and the item names won't include translated words. You can choose to generate items for no one, small races, large and small races, or everyone; to generate weapons, weapons and shields, or weapons, shields, and armor/clothing; and to not allow translated names, only allow translated adjectives, or to allow either translated adjectives or translated item types.

Here's the changelog for Beasts of Myth:

# v1.4
# Changed up color translation
# Changed pattern generation so that the pattern color can't be of the same color translation grouping (that is, a 6:0:1 main color can't get a 6:0:x pattern color.)
# Made demons uneating and less frequent
# Increased tortoise (man) max ages
# Moved reading creature names away from Sphalerite's data reading function, with some minor name generation changes
# Added PERSONALITY and ATTRIBUTE generation for sapient creatures.
# Made giraffes untrainable, rhinos war-trainable only, restricted training to mammalian carnivores, birds of prey, special trainable creatures, and VIOLENT adjectives.
# Added carnivorous oddity for grazer creatures.
# Added subterranean oddity for surface creatures.
# Added a randomly-chosen eye color for certain creatures.
# Trade animals made intelligent lose trade animal status (they weren't getting the tag anyway, but their giant versions could, and the description was off, too).
# Giants get to have head hair now.
# Added underpythons as subterranean snake types
# Grand feature selection should no longer be able to crash the script (Rare cases).

and here the short changelog for Random Vermin:
# 0.76 Changelong
# Added carnivorous oddity for non-carnivore creatures.
# Added subterranean oddity for surface creatures.
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King_of_Baboons

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #111 on: March 28, 2016, 06:24:49 pm »

Is this like that one program RandyCreatures(Or I guess it was called that) in the sense it that generates creatures made of anything,like booze people?If not,can I configure it to do so?
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Knight Otu

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #112 on: March 29, 2016, 02:09:16 pm »

No, the range of materials that beasts and vermin can be made of is currently relatively limited - certain types of stone, metal, gems, and ice. It is extendable if you know python, but it's a matter of making the script recognize what materials exist, and associating them to adjectives or other traits. But that makes a good topic for a poll, actually...
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Starmantis

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #113 on: April 01, 2016, 07:10:38 pm »

This is pretty great, any chance of ever having some kind of secret generation?

Also any way to have options to have the civilized races be less likely to have such wild colours?
« Last Edit: April 01, 2016, 07:49:19 pm by Starmantis »
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Knight Otu

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #114 on: April 02, 2016, 05:10:26 am »

This is pretty great, any chance of ever having some kind of secret generation?
I've considered random secrets a few times, yes. They were (along with mummy types) kind of one of my backup plans if the vampire script turned out too thin for a single script. I'm not quite sure when it might happen, though. I might wait and see what the first few myth generator releases make possible.

Also any way to have options to have the civilized races be less likely to have such wild colours?
You mean fewer greens, blues, and purples, and more brights, darks, reds and browns? It should be possible to make that an option, though the colors will still remain kind of wild as they are randomly selected from within their group (and the color grouping isn't perfect).
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Meph

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #115 on: May 05, 2016, 06:39:39 pm »

Hey, I'd like to use your scripts to make a huge number of random creatures, entities, etc, and add them as an optional feature to MasterworkDF. In the past I had a utility by Talvieno for that, but he never updated it.

Would that be ok? Does everything still work on 42.06? 
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Knight Otu

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #116 on: May 06, 2016, 02:53:10 pm »

Sure, you can use the scripts that way if you want (and give credit of course, which I know you do). Yes, the scripts are up-to-date for 0.42.06 (it's in the thread title). There's a small text bug in the current version though where certain creatures have their child names overwritten, and a mostly-inconsequential bug as the descriptions for ranged weapons aren't added to the pedia file correctly. I can upload a fix soonishly, though I was hoping to do a bit more before doing so
I'll also caution that I haven't run a test with Masterwork - things shouldn't go horribly wrong, but you may want to give the resulting entities at least a look.
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Knight Otu

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #117 on: May 07, 2016, 08:53:52 am »

Bugfix version uploaded - The changes to Beasts of Myth are simply the child-name fix, and making the default child name for creatures "immature [creature]" (same in the vermin script). In the Entity script, ranged weapon descriptions will now be added to the pedia files correctly, and a new description sentence will tell if a creature has any extreme attribute ranges.
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Meph

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #118 on: May 07, 2016, 09:13:32 am »

Haha, in between me trying out the scripts and coming back, you upload a new version. :D

The entity script has issues with mod content, it crashes while generating. Error message is about the custom weapon, battle pick. When I remove it, same thing happens about custom weapon, hatchet. I guess it just doesnt like non-vanilla DF items.

When I generated through the GUI (awesome btw, very nicely done), it did not create a body_*.txt, causing a massive error log. I ran the creature_myth python script manually, this time I got a body_*.txt file. No problems.

I have a tiny, 1kg errorlog left with 3 lobsters complaining about missing shell materials, which is a result of my mod, which uses TANNED_SHELL, a custom material that allows shells to be made into armor materials.

Overall I'm very impressed. The creatures are really good and the names and descriptions are a lot more precise than in Talvienos creature creator. I'll send you a preview soon, of how it would look/work with my mod, and you can let me know how you like it. :)

Edit: Done. Looks like this:

Spoiler (click to show/hide)

I moved the FLIERS to their own file, and made every major group of creatures selectable on their own. In total I generated 1320 creatures with your scripts and put them in there. I would do the same sort of selection for vanilla creatures (harder, since they are all jumbled up in their files) and with mod creatures.

Your name and link to this thread are right below it. :)
« Last Edit: May 07, 2016, 12:52:16 pm by Meph »
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Knight Otu

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Re: [0.42.06] Random Raw Scripts - Random entities
« Reply #119 on: May 07, 2016, 03:17:22 pm »

Thanks, that looks good, and I'm glad you like the results. :)

I'll have to take a closer look at those two issues later though, mostly the body file thing. The weapons crash is bad (it's supposed to handle modded weapons, and I have no problems with Direforged's weapons), but I can think of two potential points of failure. The GUI not generating a body file though is puzzling. As far as I can tell, there should be no way for the script to fail writing that file, but then succeed at writing all those other files, so that's concerting.
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