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Author Topic: Question About the Mod.  (Read 1761 times)

DwarfOfTheLand

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Question About the Mod.
« on: September 15, 2013, 06:31:15 am »

How would I change the settings to make the mod into vanilla DF with the FPS boost?

Other question: Meph, are you going to edit the Masterwork Mod for the new DF release?
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Varyag

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Re: Question About the Mod.
« Reply #1 on: September 15, 2013, 06:47:55 am »

A search would fix this for you quicker than waiting for someone to respond, also link is in content repository, which would be the first place to look for things like this. Check under mod downloads:

http://www.bay12forums.com/smf/index.php?topic=125638.0
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DwarfOfTheLand

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Re: Question About the Mod.
« Reply #2 on: September 15, 2013, 07:00:18 am »

Oh, I know, I meant what would be the combination of disabling in the settings GUI would make it as close to vanilla DF as possible.

Thanks for the reply though!  :D
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Niveras

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Re: Question About the Mod.
« Reply #3 on: September 15, 2013, 07:17:00 am »

Regredit: I was being snarky and arrogant without actually knowing what I was talking about. Decided to check for myself to see if my attitude was justified.

New post:
Quote
- AcceleratedDF V1.1: For people that like the FPS boost, but without other content.
 - Accelerated Modest Mod V1: For people that like the FPS boost and bugixes, but without other content.

The AcceleratedDF v1.1 doesn't really have any settings to modify. The settings program pretty much only modifies the init settings. About the only exception to this is graphics, which defaults to some tileset, which you may or may not want to set back to ASCII to get it the most DF-like. It appears to have some of the clutter-reduction, based on cutting down some trees (all trees produce only "wood" logs) and butchering an animal (food produced is just "animal [item]", though the various organ products still exist, fat and tallow is just "fat" and "tallow", skins are animal specific but they tan into just "leather"; other products, like bones and hooves, are still animal specific). Masterwork also reduces the repetitive types of stone and/or some of those stones don't produce boulders, but I don't know how much of this is in the accelerated (I can't tell at a glance whether all the vanilla types are there, but I doubt that Living Stone or Rubble is included).

AcceleratedDF v1.1 also launches DFHack. I wouldn't have expected this to be included in the non-bug fix version (some bugfixes are dependent on DFHack), but if you don't want to use it you can just ignore it. It's a minor annoyance when you run the game because the DFHack window may take focus, but you can alt-tab to DF and DFHack will close itself when you quit DF.
« Last Edit: September 15, 2013, 07:43:02 am by Niveras »
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Meph

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Re: Question About the Mod.
« Reply #4 on: September 15, 2013, 09:33:33 am »

I made a poll, 2/3 of the players wanted an included dfhack.
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Linkeron

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Re: Question About the Mod.
« Reply #5 on: September 16, 2013, 01:04:42 am »

And 95% of your players thank you for it.
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BoffoDorf

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Re: Question About the Mod.
« Reply #6 on: September 16, 2013, 01:16:16 am »

96%
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Blue_Dwarf

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Re: Question About the Mod.
« Reply #7 on: September 17, 2013, 03:01:27 am »

I made a poll, 2/3 of the players wanted an included dfhack.

Can the dfhack be safely removed from my game though? I think it's causing trouble with my antivirus/firewall.
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cainiao

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Re: Question About the Mod.
« Reply #8 on: September 17, 2013, 05:07:46 am »

Can the dfhack be safely removed from my game though? I think it's causing trouble with my antivirus/firewall.
I dont think so. Most, if not all, of features (liquid spawn, transform, embassy, magic) depends on dfhack runing.
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Niveras

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Re: Question About the Mod.
« Reply #9 on: September 17, 2013, 05:13:33 am »

This is AcceleratedDF and doesn't include masterwork content, so I don't know 100% how much DFhack needs to be

DFHack works by modifying the base .exe to call the dfhack library so it knows where everything is in memory in order to modify it. You may be able to remove DFhack by replacing the modified .exe with a default non-modified one. However, I don't know for sure if that can work.

It probably wouldn't for the bugfix version of Accelerated.
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Tierre

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Re: Question About the Mod.
« Reply #10 on: September 18, 2013, 09:11:52 am »

Why not just add DFhack into exceptions for antivirus and firewall and work without problems?
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AJC

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Re: Question About the Mod.
« Reply #11 on: September 18, 2013, 09:50:08 am »

Why not just add DFhack into exceptions for antivirus and firewall and work without problems?

depending on what AV software he's using he might not be able to do that or even worse depending on how overzealous it's detection mechanics work might ignore such a thing and still mess things up anyways.
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Meph

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Re: Question About the Mod.
« Reply #12 on: September 18, 2013, 09:54:35 am »

dfhack is needed in masterwork for a ton of stuff, and in accelerated for bugfixes.  you can play accelerated without it, if you dont want the fixes.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

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Re: Question About the Mod.
« Reply #13 on: September 18, 2013, 03:00:37 pm »

To remove it, just replace SDL.dll with SDL_real.dll.