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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 684827 times)

aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5490 on: May 19, 2024, 04:56:23 pm »


I would assume its the fact those positions are directly [APPOINTED_BY:MONARCH], and the fact the monarch is the de-facto civ-level law maker.
But the diplomat doesn't arrive with the monarch despite being appointed by them.
« Last Edit: May 19, 2024, 05:15:29 pm by aSpatula66 »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5491 on: May 19, 2024, 06:50:47 pm »

Do they not? I could have sworn I got diplomats frequently. Although they do have a habit of leaving...
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aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5492 on: May 20, 2024, 10:52:12 am »

Diplomats only arrive as visitors, whereas the general and outpost liaison arrive as citizens.
Also the diplomat and liaison are identical save for responsibilities and the diplomat having a precedence of 70 instead of 80.
« Last Edit: May 20, 2024, 10:57:08 am by aSpatula66 »
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Magmacube_tr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5493 on: May 20, 2024, 04:26:44 pm »

So... [NO_EMOTION] creatures are still subject to being distracted... With no solution for it. Will ramping focus sky high fix this?
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aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5494 on: May 20, 2024, 04:36:46 pm »

Anyone with extensive creature knowledge could you please answer this question if it is at all possible to even accomplish this goal mega beasts don't usually have equipment since they are the rok, dragon,bronze Colossus and so on

I made a custom megabeast it attacks all the time but it's a humanoid and it's always naked and it never has a weapon or anything

 is it possible to make mega beasts equip items somehow or is this just hard coded not possible???

I already tried adding the equips token and it did not do anything creature still arrives naked...

I noticed that some semi mega beasts have equips and they do do equipment so that makes me believe that it's a hard coded thing that mega beasts just don't equip but if someone could tell me otherwise I'd love to know how to get this thing with equipment

aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5495 on: May 20, 2024, 04:43:00 pm »

The only equipment (semi)megabeasts have are artifacts that they pick up in worldgen. I think the need to be sentient to do that. There is HABIT:USE_ANY_MELEE_WEAPON:(probability here) but I'm not sure that actually works. You can also give them an ability that summons a set of armor though I'm not sure if that will automatically equip it.
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5496 on: May 20, 2024, 05:09:33 pm »

^that will give them weapons. Can't give them armor unfortunately.

Any creature that isn't part of a civ won't have clothing or armor to draw from, megabeasts included. And, apparently, performance troupes are also included in that.
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aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5497 on: May 20, 2024, 05:21:17 pm »

I meant I_EFFECT:CREATE_ITEM can create armor.
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aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5498 on: May 20, 2024, 06:38:46 pm »

^that will give them weapons. Can't give them armor unfortunately.

Any creature that isn't part of a civ won't have clothing or armor to draw from, megabeasts included. And, apparently, performance troupes are also included in that.

Hmm that's what I thought and I thought I was going to be tricky and make a mega beast that was also a playable entity and get around that but apparently it doesn't work that's sad, spawning weapons and armor sounds tricky and crapshoot at best 😵‍💫

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5499 on: May 20, 2024, 08:12:06 pm »

I meant I_EFFECT:CREATE_ITEM can create armor.

Yeah, but it will just be plopped on the ground and ignored unfortunately.



One possible solution is to get them to join a civ. Give them the POWER token and some SPHEREs and they'll attempt to impersonate a deity and join a civ that way.

They will immediately attack people they see when you go visit them in adventure mode, last I checked. And human sized ones have a tendency to die early in world gen. Anything more than a hundred years and they'll be almost all gone.
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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.

aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5500 on: May 22, 2024, 04:05:56 pm »

I don't know 100% about all this I've had young and old world alike produce these monsters in spades until I either quit or make a new world, and yes in world generation they're dying left and right it's hilarious.

And everything you said even if that workaround did work that's not even in the closest ballpark to what I wanted to happen I just wanted a mega beast to attack and have equipment that's it

In the end ultimately whether it has equipment or not is not even important it's so deadly hand-to-hand it doesn't really even need equipment I just wanted it to not be naked it was really bugging me

Yodi Oddigan

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5501 on: June 20, 2024, 04:32:50 am »

How can I override vanilla creature variations? All I'm trying to do is remove the meanderer token from animal people without directly editing the vanilla raws. That last little detail has turned this incredibly simple 1 minute task into a seemingly eternal war that has kept me awake far into the night.

No matter how I try to format a would-be successor to c_variation_default.txt, it gets struck down. I thought to copy every file from vanilla_creatures into the sanctuary of my mod's objects folder, seeking to replace vanilla_creatures in the mod list entirely so that it would have no choice but to load my creature variations. Instead, every creature vanished from my nīr mothram dallith. Nought but nightmares and bogeymen remained in the object testing arena. I went on a long and treacherous hike, ascending far up atop the tallest gopher mound in my back yard to be closer to Armok, then shouted at the starry heavens. Desperately was I hoping for some divine revelation, but there was only silence amidst the sounds of concerned neighbors dialing 911.

Whomever answers this has my eternal gratitude, to be passed down through generations. (Eternal gratitude expires 6/20/2026. Refrigerate after opening)
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aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5502 on: June 20, 2024, 07:09:06 am »

Currently, the only way would be make your mod incompatible with vanilla_creatures and copy all of it's contents into your mod. Then you could make alterations to c_variation_default inside your mod.
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aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5503 on: June 20, 2024, 07:18:14 am »

How can I override vanilla creature variations? All I'm trying to do is remove the meanderer token from animal people without directly editing the vanilla raws. That last little detail has turned this incredibly simple 1 minute task into a seemingly eternal war that has kept me awake far into the night.

No matter how I try to format a would-be successor to c_variation_default.txt, it gets struck down. I thought to copy every file from vanilla_creatures into the sanctuary of my mod's objects folder, seeking to replace vanilla_creatures in the mod list entirely so that it would have no choice but to load my creature variations. Instead, every creature vanished from my nīr mothram dallith. Nought but nightmares and bogeymen remained in the object testing arena. I went on a long and treacherous hike, ascending far up atop the tallest gopher mound in my back yard to be closer to Armok, then shouted at the starry heavens. Desperately was I hoping for some divine revelation, but there was only silence amidst the sounds of concerned neighbors dialing 911.

Whomever answers this has my eternal gratitude, to be passed down through generations. (Eternal gratitude expires 6/20/2026. Refrigerate after opening)
Check the wiki for spelling

Make a creaturefile inside it, use select creature then use CV:removetag
Then apply the creature variation if you need a more fleshed out answer let me know.

And I believe what you're asking is going to be very time-consuming depending on how many creatures you're going to want a creature vary if you plan on creature varying every single animal creature in the game it is not a simple task at all

Yodi Oddigan

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5504 on: June 20, 2024, 04:12:02 pm »

Currently, the only way would be make your mod incompatible with vanilla_creatures and copy all of it's contents into your mod. Then you could make alterations to c_variation_default inside your mod.

Ah, I see now. So my issue was taking the original vanilla_creatures out of the mod list after putting the copied version in. It seems there's some hardcoded shenannigans that require the original one. Nevermind. I had modified the original raws by mistake. Furthermore, I received confirmation from Putnam that what I'm trying to do is flat out impossible.

Thank you both for the replies.
« Last Edit: June 21, 2024, 05:20:42 pm by Yodi Oddigan »
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