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Author Topic: Getting your squads to equip Leather High Boots  (Read 3110 times)

SedrynTyros

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Re: Getting your squads to equip Leather High Boots
« Reply #15 on: April 08, 2019, 12:27:37 am »

Well, you could mod shoes and/or boots to not conflict, or add [shaped] tokens to both so that Toady's fix for helmets should also apply to boots.
I added the shaped token to high and low boots, and gauntlets before starting a new fort. Armor was produced, and this uniform was built and then assigned. All 9 dwarfs immediately (within 60 seconds) wore their entire uniform properly, replacing shoes, mittens, and caps.
Spoiler (click to show/hide)

Very cool!  I'm going to try this as soon as I get a chance.  Will this only work if you make the change before starting your fort?  I'm wondering what would happen if I go ahead and edit the raws now with my current fort.
« Last Edit: April 08, 2019, 12:34:29 am by SedrynTyros »
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Addendum to PeridexisErrant’s DF Walkthrough, based on v40.24:
https://drive.google.com/file/d/1ObFaFWdTBm8sUDbSyLwJhByJ8UTAlw3K

PeridexisErrant's Starter Pack 0.44.12-r05 with additional, separate options for TWBT versions of graphics packs:
https://drive.google.com/file/d/1Q1DNngwQZzYD2pZg2RuubEYytEo_8rp4

anewaname

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Re: Getting your squads to equip Leather High Boots
« Reply #16 on: April 08, 2019, 12:11:01 pm »

...  Will this only work if you make the change before starting your fort?  I'm wondering what would happen if I go ahead and edit the raws now with my current fort.
I am not sure. I rarely change the raws. Hopefully someone will answer.

When I can play the fort some more, I also plan to test if the value of the high boots matters compared to the value of the shoes. All the boots the dwarfs wore this time were more valuable and that might be a factor in the dwarf putting on the high boots.
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SedrynTyros

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Re: Getting your squads to equip Leather High Boots
« Reply #17 on: April 08, 2019, 11:28:41 pm »

...  Will this only work if you make the change before starting your fort?  I'm wondering what would happen if I go ahead and edit the raws now with my current fort.
I am not sure. I rarely change the raws. Hopefully someone will answer.

When I can play the fort some more, I also plan to test if the value of the high boots matters compared to the value of the shoes. All the boots the dwarfs wore this time were more valuable and that might be a factor in the dwarf putting on the high boots.

Okay so that seemed to work but it's important to note that I had to add Shaped to both High Boots and Shoes before it would work.  So in "item_shoes.txt":

item_shoes

[OBJECT:ITEM]

[ITEM_SHOES:ITEM_SHOES_SHOES]
[NAME:shoe:shoes]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:20]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[SHAPED]

[ITEM_SHOES:ITEM_SHOES_BOOTS]
[NAME:high boot:high boots]
[ARMORLEVEL:1]
[UPSTEP:1]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:2]
[METAL]
[LEATHER]
[HARD]
[SHAPED]

[ITEM_SHOES:ITEM_SHOES_BOOTS_LOW]
[NAME:low boot:low boots]
[ARMORLEVEL:1]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[METAL]
[LEATHER]
[HARD]
[SHAPED]

[ITEM_SHOES:ITEM_SHOES_SANDAL]
[NAME:sandal:sandals]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_SHOES:ITEM_SHOES_CHAUSSE]
[NAME:chausse:chausses]
[UPSTEP:MAX]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:3]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

[ITEM_SHOES:ITEM_SHOES_SOCKS]
[NAME:sock:socks]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
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Addendum to PeridexisErrant’s DF Walkthrough, based on v40.24:
https://drive.google.com/file/d/1ObFaFWdTBm8sUDbSyLwJhByJ8UTAlw3K

PeridexisErrant's Starter Pack 0.44.12-r05 with additional, separate options for TWBT versions of graphics packs:
https://drive.google.com/file/d/1Q1DNngwQZzYD2pZg2RuubEYytEo_8rp4

SedrynTyros

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Re: Getting your squads to equip Leather High Boots
« Reply #18 on: April 09, 2019, 12:34:56 am »

Well, you could mod shoes and/or boots to not conflict, or add [shaped] tokens to both so that Toady's fix for helmets should also apply to boots.

I think these values should work, but I haven't tested them:

shoes: size:15 permit:10
boots: size:30 permit:25

Thanks!  Adding [Shaped] to both did the trick.   :)
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Addendum to PeridexisErrant’s DF Walkthrough, based on v40.24:
https://drive.google.com/file/d/1ObFaFWdTBm8sUDbSyLwJhByJ8UTAlw3K

PeridexisErrant's Starter Pack 0.44.12-r05 with additional, separate options for TWBT versions of graphics packs:
https://drive.google.com/file/d/1Q1DNngwQZzYD2pZg2RuubEYytEo_8rp4
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