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Author Topic: Modding in werewolves?  (Read 1965 times)

UBCS Recruit Muffin

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Modding in werewolves?
« on: September 30, 2013, 09:52:02 pm »

Is it possible to mod your adventurer to immediately become a werewolf or vampire upon game start? Speaking of such, is it possible to make them a different race than the three default ones?
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Kolnukbyne

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Re: Modding in werewolves?
« Reply #1 on: September 30, 2013, 10:13:03 pm »

It's definitely possible to add playable races, all you need to do is add an entity for them and give it the [ADVENTURE_TIER:X] token, where 'X' is a number one above the previous adventure tier (so the first you add would be 4).

As for werewolves I have no idea. It might be best to ask the modding forum.

acetech09

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Re: Modding in werewolves?
« Reply #2 on: October 01, 2013, 04:49:40 pm »

I'm pretty sure it's possible to mod in a reaction that creates a material with a werewolf interaction. But the details require quite a bit of figuring out. When I get off work later I might look into it if nobody else has already.
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UBCS Recruit Muffin

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Re: Modding in werewolves?
« Reply #3 on: October 01, 2013, 05:17:21 pm »

It's definitely possible to add playable races, all you need to do is add an entity for them and give it the [ADVENTURE_TIER:X] token, where 'X' is a number one above the previous adventure tier (so the first you add would be 4).

As for werewolves I have no idea. It might be best to ask the modding forum.

Interesting, where would I add the line of code, as I tried adding it into the middle, but it probably broke that creature.
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Kolnukbyne

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Re: Modding in werewolves?
« Reply #4 on: October 01, 2013, 11:26:14 pm »

It's definitely possible to add playable races, all you need to do is add an entity for them and give it the [ADVENTURE_TIER:X] token, where 'X' is a number one above the previous adventure tier (so the first you add would be 4).

As for werewolves I have no idea. It might be best to ask the modding forum.

Interesting, where would I add the line of code, as I tried adding it into the middle, but it probably broke that creature.

As long as it's within the entity's section of the raw it should work, attention isn't payed to the order tokens are in unless one is part of another. With this you can just add it to the end of the entity, so if you wanted to make goblins playable you would open the entity_default.txt, find [ENTITY:EVIL] and then scroll to the end of that and place it in. Generate a new world and bam, you can adventure as a goblin!
I think acetech09's solution of modding a reaction to create a material with a werewolf syndrome on it would be best for your werewolf problem.

Eric Blank

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Re: Modding in werewolves?
« Reply #5 on: October 02, 2013, 01:54:38 am »

It's entirely possible to mod the game to allow you to choose to be a werewolf or have whatever other interaction upon game start: you make new creature castes in a creature definition and give them an interaction that allows them to transform into a werewolf.

For instance, you take the human creature raws, and copy the castes: in vanilla there are only FEMALE and MALE. Make the duplicates of these castes something like FEMALE_[some-name-here] and a likewise ID change for males. Then just add an interaction to the new castes that allows them to transform into a werebeast, either at-will or on lunar cycles (although I use at will). You're going to need to know how to modify creatures and interactions to do that, but done successfully you should be able to choose to play as someone who can innately transform into a werewolf at will.

I did exactly this for my Spellcrafts mod, which you can download here if you don't want to edit the raws yourself. If you don't want the other castes and interactions it adds like the casters you can go into creature_standard.txt and delete everything but the vanilla MALE and FEMALE castes and the male and female werewolf castes, then delete interaction_spellcrafts_secrets.txt. Then you probably won't encounter or have to deal with any sort of casters: just the new werebeast castes you can choose from in addition to "are you a boy or girl" when creating your adventurer. By default the werewolf you transform into isn't [CRAZED] like werebeasts generated by the game, because it gets pretty crazy when people randomly transform and then go berserk. Or everyone decides to hate you all of a sudden.

Oh, and if you download it and it doesn't work out of the box, let me know. Because that's important to me.
« Last Edit: October 02, 2013, 01:58:07 am by Eric Blank »
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