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Author Topic: New to mods, how do you impliment these things? Etc.  (Read 1849 times)

highmax28

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New to mods, how do you impliment these things? Etc.
« on: September 03, 2012, 07:29:09 pm »

I decided I'm gonig to look into the "wonderful" world of modding. I got a few questions first:
1) How do I mod?
2) How do I use other people's mods?
3) Is there a DF mod for norse or LOTR? Or even both? :o (either one is fine by me)
4) How can a mod benefit my fortress?
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

GreatWyrmGold

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Re: New to mods, how do you impliment these things? Etc.
« Reply #1 on: September 03, 2012, 08:04:50 pm »

1. Fiddle with the text files in the raw/objects folder, mostly.
2. Replace your raw folder with the one they provide, usually.
3. Probably.
4. It depends on the mod.
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Sig
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Deon

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Re: New to mods, how do you impliment these things? Etc.
« Reply #2 on: September 03, 2012, 08:11:49 pm »

3) There was a really old one by me. I may remake it eventually, but for now I prefer to make unique mods.
What do you mean by "norse"? I have nords in Genesis 4 and 3, if you ask about that.

New version (4) which is in development: http://www.bay12forums.com/smf/index.php?topic=109846.0
Old version (3), more content but not a lot of new DF mechanics in comparison to 4: http://www.bay12forums.com/smf/index.php?topic=52988.0
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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smirk

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Re: New to mods, how do you impliment these things? Etc.
« Reply #3 on: September 03, 2012, 08:15:42 pm »

Questions 1, 2, and 4 are covered on the wiki here, in case you haven't looked through it yet. Haven't used it myself, but it appears to be a pretty good starting point for new modders.
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highmax28

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Re: New to mods, how do you impliment these things? Etc.
« Reply #4 on: September 03, 2012, 08:21:22 pm »

3) There was a really old one by me. I may remake it eventually, but for now I prefer to make unique mods.
What do you mean by "norse"? I have nords in Genesis 4 and 3, if you ask about that.

New version (4) which is in development: http://www.bay12forums.com/smf/index.php?topic=109846.0
Old version (3), more content but not a lot of new DF mechanics in comparison to 4: http://www.bay12forums.com/smf/index.php?topic=52988.0
Norse as in it has like nifel giants, muspell giants, vanir, aesir, dwarves (obviously), stuff like that. And I've been meaning to ask: what IS genesis mod?
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

GreatWyrmGold

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Re: New to mods, how do you impliment these things? Etc.
« Reply #5 on: September 03, 2012, 08:23:36 pm »

A mod Deon made.

It changes everything.
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Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

highmax28

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Re: New to mods, how do you impliment these things? Etc.
« Reply #6 on: September 03, 2012, 08:32:51 pm »

Can I get specifics...?
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Deon

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Re: New to mods, how do you impliment these things? Etc.
« Reply #7 on: September 03, 2012, 08:35:02 pm »

Yeah, read the threads I linked, they have pretty detailed descriptions and there's a manual in downloadable archives too.
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Joben

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Re: New to mods, how do you impliment these things? Etc.
« Reply #8 on: September 03, 2012, 08:46:54 pm »

1. If you want specific help the community here is very good. But I think if you want an overview of what modding for DF is like you should read, or at least skim this page. http://dwarffortresswiki.org/index.php/Modding

Also you can open up the moddable sections of the game youself and poke around. weapons and armor might be a good place to look. They're some of hte simpler stuff.

The main copy of the files in \\Dwarf Fortress 0.34.11\raw

When you generate a world a copy of those files is made and kept with the save data. You'll find those here: \Dwarf Fortress 0.34.11\data\save
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Broken Arrow - A small stats tweak to fix unrealistically overpowered arrows and bolts.

My RTD games: Roll To Raptor (On hold), Dino Arena

Putnam

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Re: New to mods, how do you impliment these things? Etc.
« Reply #9 on: September 03, 2012, 08:51:17 pm »

3) There was a really old one by me. I may remake it eventually, but for now I prefer to make unique mods.

Eh, I made an "Enemy" race for it, but the OP of the mod is long gone. BRB.