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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 80549 times)

Eric Blank

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #255 on: April 06, 2012, 02:35:59 am »

What? How could you extrapolate the removal of a body detail plan tag that controls facial hair tissue layers into a game-breaking crash?

You, sir, are talented :P

Mind posting whatever raws you're using now?
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DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #256 on: April 06, 2012, 08:20:17 am »

..Huh.
All I did was move [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS] into the male castes. :s They work fine for me!
Spoiler (click to show/hide)
I'm fairly certain the Agudner womenbeards are mad because they are now out of a job, and are trying to stop the change from happening by crashing the game.
Did you get an error in your errorlog, Darklord? Because all I have is errors for the gizzard not having a material definition because of the standardized leather mod, hm.
« Last Edit: April 06, 2012, 08:23:20 am by DarthBoogalo »
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Eric Blank

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #257 on: April 07, 2012, 07:02:32 pm »

darklord; is it only that the male or female castes of agudner are crashing the game, or the species in general?
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I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darklord92

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #258 on: April 07, 2012, 08:38:33 pm »

hold on i'll run the new raws and post the new log if it doesn't work this time.



edit: the errors are too big to post. I'll give a basic snippit though



 *** Error(s) found in the file "raw/objects/creature_agunder_pack.txt"
AGUDNER:Body detail plan not found:COMMON_ANIMAL_MATERIALS
AGUDNER:Body detail plan not found:COMMON_ANIMAL_TISSUES
*** Error(s) finalizing the creature AGUDNER
AGUDNER:ONEHORNM:upper body, layer 1: Tissue SKIN was not found, using first tissue instead
AGUDNER:ONEHORNM:upper body, layer 2: Tissue FAT was not found, using first tissue instead
AGUDNER:ONEHORNM:upper body, layer 3: Tissue MUSCLE was not found, using first tissue instead
AGUDNER:ONEHORNM:lower body, layer 1: Tissue HAIR was not found, using first tissue instead
AGUDNER:ONEHORNM:lower body, layer 2: Tissue SKIN was not found, using first tissue instead
AGUDNER:ONEHORNM:lower body, layer 3: Tissue FAT was not found, using first tissue instead
AGUDNER:ONEHORNM:lower body, layer 4: Tissue MUSCLE was not found, using first tissue instead
AGUDNER:ONEHORNM:head, layer 3: Tissue HAIR was not found, using first tissue instead
AGUDNER:ONEHORNM:head, layer 4: Tissue HAIR was not found, using first tissue instead
AGUDNER:ONEHORNM:head, layer 5: Tissue SKIN was not found, using first tissue instead
AGUDNER:ONEHORNM:head, layer 6: Tissue FAT was not found, using first tissue instead
AGUDNER:ONEHORNM:head, layer 7: Tissue MUSCLE was not found, using first tissue instead
AGUDNER:ONEHORNM:right upper arm, layer 1: Tissue SKIN was not found, using first tissue instead
AGUDNER:ONEHORNM:right upper arm, layer 2: Tissue FAT was not found, using first tissue instead
AGUDNER:ONEHORNM:right upper arm, layer 3: Tissue MUSCLE was not found, using first tissue instead
AGUDNER:ONEHORNM:right upper arm, layer 4: Tissue BONE was not found, using first tissue instead
« Last Edit: April 07, 2012, 08:42:02 pm by darklord92 »
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #259 on: April 07, 2012, 11:34:36 pm »

Oh good lord what.
I didn't even touch anything but the facial hair oh god, something has to be wrong on your end if it's working fine for me, eh?
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darklord92

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Re: The Vilous Mod V2.1 No more feeling nakid! 34.06 ready!
« Reply #260 on: April 08, 2012, 02:21:31 pm »

I read over your raws and looked at what you did and followed it. the idea worked, i mixed it with how they did the dwarf beards and it's fixed now. also Enoca is done but only for adventure mode. they refuse to move in fortress with the amphibious and under swim tags for some reason. They work fine in adventure however. I'll update the files now.


2.2 updated
« Last Edit: April 08, 2012, 02:26:05 pm by darklord92 »
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V2.2 (34.07) no more bearded woman!
« Reply #261 on: April 08, 2012, 09:06:57 pm »

Huzzah!
I think I'm going to work on a project relating to this, it may or may not end up crashing into the ground in a horrible fire killing thousands.
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Eric Blank

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Re: The Vilous Mod V2.2 (34.07) no more bearded woman!
« Reply #262 on: April 09, 2012, 01:12:20 am »

Huzzah!
I think I'm going to work on a project relating to this, it may or may not end up crashing into the ground in a horrible fire killing thousands.

Isn't that exactly what any project is intended to do at some point? :P

I haven't played with this mod since version 1.7, since I was trying to figure out what the hell was murdering my world-gen capacity.
I've ALWAYS been able to generate large world with ~200 year history with great reliability, then despite all the processor and other system upgrades I'd done and using a Large Address Aware .exe, I couldn't even generate a medium world for 50 without crashing, or a small world for more than ~120.

I figured out a cure: using as close to vanilla raws as I possibly can until after generation, then implementing those things that I could afford to leave out. I've not yet isolated the exact cause of the problem, though. And yeah, my modifications include some special additions to every single creature in the game, including editing your mod to fit in once possible. Some of my testing might not be reliable as a result, but I most certainly attempt to replicate it with the raws from before my additions before posting about sometihng I may have screwed up on my own. :P

So, I'ma download this in the morning and see what's going on.
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I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darklord92

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Re: The Vilous Mod V2.2 (34.07) no more bearded woman!
« Reply #263 on: April 09, 2012, 12:07:54 pm »

I believe the crash bug has to due with something stupid i messed up with the interactions.
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V2.2 (34.07) no more bearded woman!
« Reply #264 on: April 12, 2012, 11:21:29 am »

OH GOD KILL IT.
Spoiler (click to show/hide)
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DarthBoogalo

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Re: The Vilous Mod V2.2 (34.07) no more bearded woman!
« Reply #265 on: April 12, 2012, 11:23:18 am »

And my horrible raws, if anyone wants to make it workable.
Spoiler (click to show/hide)
Used this as reference, Putnam's dwarven race equality download, specifically, I was trying to make a 'beastman' civ using the mod's races and castes, turned out well, I'd say. :P
« Last Edit: April 12, 2012, 11:30:20 am by DarthBoogalo »
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darklord92

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Re: The Vilous Mod V2.2 (34.07) no more bearded woman!
« Reply #266 on: April 12, 2012, 11:37:24 am »

was that my raws O.o
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darklord92

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Re: The Vilous Mod V2.3 (34.07) less crashes!
« Reply #267 on: April 12, 2012, 12:04:28 pm »

update 2.3

disabled interactions for now. there crashing df.
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DarthBoogalo

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Re: The Vilous Mod V2.3 (34.07) less crashes!
« Reply #268 on: April 12, 2012, 03:24:19 pm »

I actually think I know what I did wrong.
Will attempt again later.Hahahaha nevermind I don't feel like mucking about with this right now.
« Last Edit: April 12, 2012, 03:56:07 pm by DarthBoogalo »
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Eric Blank

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Re: The Vilous Mod V2.3 (34.07) less crashes!
« Reply #269 on: April 12, 2012, 08:30:53 pm »

Yeah, combining species together into a caste framework is more time-consuming and confusing than doing trigonometry to file your taxes. :P

I did it once. Combined all my civilized semi-megabeast races from ym mod into one species and used it in the civ. Attacks aren't caste-specific unfortunately so it still spams errors about the castes that don't have horns or tusks.

I may attempt to combine the vilous races, but that's a massive undertaking.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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