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Author Topic: Werewolves not showing up on embark screen  (Read 740 times)

Byakugan01

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Werewolves not showing up on embark screen
« on: May 07, 2009, 03:10:25 pm »

So I added werewoves as an embark option for two reasons:1), they will make the perfect replacement for dogs in the community fortress I'm going to start soon, and 2) I plan to have some fun with orks. I have given them the pet, trainable, and common, domestic tags. However, I cannot select them on embark. Any idea why?
Spoiler (click to show/hide)
So do I need to regen for the changes to take effect?
« Last Edit: May 07, 2009, 03:12:13 pm by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

sunshaker

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Re: Werewolves and embark.
« Reply #1 on: May 07, 2009, 03:13:54 pm »

Because of the [EVIL] token, your dwarves can not use evil animals. Either romve that token or give the dwarves [USE_EVIL_ANIMALS]
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Byakugan01

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Re: Werewolves not showing up on embark screen
« Reply #2 on: May 07, 2009, 03:17:45 pm »

Ah, thanks. Was wondering what went wrong...does the evil tag have any effect other than letting/forbidding the dwarves from using them?
Edit: They STILL refuse to show up on the screen...
« Last Edit: May 07, 2009, 03:22:19 pm by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Zaranthan

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Re: Werewolves not showing up on embark screen
« Reply #3 on: May 07, 2009, 03:23:35 pm »

Requires a regen.
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Rysith

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Re: Werewolves not showing up on embark screen
« Reply #4 on: May 07, 2009, 03:46:15 pm »

Ah, thanks. Was wondering what went wrong...does the evil tag have any effect other than letting/forbidding the dwarves from using them?
Edit: They STILL refuse to show up on the screen...

Requires a regen, yes. They also need to be living in a biome near a dwarven fortress, which because they are [EVIL] would have to be an evil biome. Increase the evil in the world or remove the [EVIL] tag for testing, since dwarves won't normally settle in evil areas.
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Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

Byakugan01

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Re: Werewolves not showing up on embark screen
« Reply #5 on: May 07, 2009, 04:38:19 pm »

Ah thanks. In the middle of my fiftieth regen now...looking specifically for "fun" with orcs, magma, and a dead freezing biome. This should get fun with werewolves in the mix...minor derailment, butany idea how to edit the skeletal creature's tags? Don't see them in the raws.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Taritus

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Re: Werewolves not showing up on embark screen
« Reply #6 on: May 07, 2009, 04:57:28 pm »

Skeletal creatures are created by the game based off the raws of regular creatures.
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Byakugan01

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Re: Werewolves not showing up on embark screen
« Reply #7 on: May 07, 2009, 07:12:35 pm »

I see. BTW, even without the evil tag the werewolves still don't show as an embark option. Do I Need to place them in the Common domestic folder?
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

sunshaker

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Re: Werewolves not showing up on embark screen
« Reply #8 on: May 07, 2009, 07:42:06 pm »

Ok you have been changing the \raw\objects files, have you deleted the data\objects (might not be correct not at my computer so can't look at a copy of DF) files? Sometimes you need to clear those out as they will contain old versions of the item/objects/creatures and cause problems with modding.
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Byakugan01

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Re: Werewolves not showing up on embark screen
« Reply #9 on: May 07, 2009, 07:46:20 pm »

No, I've just been modding the files directly then saving them. Interestingly enough though, I seem to be able to purchase any of the draft animals, but not werewolves. Any connection?
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Blakmane

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Re: Werewolves not showing up on embark screen
« Reply #10 on: May 07, 2009, 08:47:05 pm »

There seems to be a lot of misinformation circling these modding forums to do with common domestic. Please people, before you propose an answer, actually *test* to see if your answer works.

Common domestic overrides all biome functions, so you don't need to have the listed biomes near your fortresses (most common domestic creatures have no biome tokens at all).

You will have to remove [EVIL], as this blocks your dwarves from gaining access to them without the use evil animals entity token.

You will also have to remove [FANCIFUL] as this also blocks pet access.

Removal of these two tags was sufficient for me to get werewolves on embark after a regen.
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Shoku

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Re: Werewolves not showing up on embark screen
« Reply #11 on: May 07, 2009, 08:56:07 pm »

If you STILL don't get them afer that a good debugging option would be to remove some tag from the regular pets to see if you get rid of them. It would take care of at least the one question without you having to delete any files.
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Blakmane

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Re: Werewolves not showing up on embark screen
« Reply #12 on: May 08, 2009, 03:44:26 am »

after many regens, deleting the contents of your data/objects folder can fix some issues as well.
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Byakugan01

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Re: Werewolves not showing up on embark screen
« Reply #13 on: May 08, 2009, 09:58:05 am »

Thanks-all that I needed to do was remove the [FANCIFUL] and [EVIL] tags and the next gen worked like a charm. Now I'm off to test them in a desert/savana map against the orcs...time for some *fun*!
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.