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Poll

What should I focus on next?

More plants.
- 6 (10.5%)
The other races.
- 12 (21.1%)
New materials.
- 9 (15.8%)
The language file.
- 9 (15.8%)
New creatures.
- 21 (36.8%)

Total Members Voted: 57


Pages: 1 ... 14 15 [16]

Author Topic: Norse Fortress Mod  (Read 42519 times)

scourge728

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Re: Norse Fortress Mod
« Reply #225 on: November 09, 2018, 09:01:39 pm »

I can state that is also how I learned what meager modding skill I posses

thefriendlyhacker

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Re: Norse Fortress Mod
« Reply #226 on: November 09, 2018, 10:28:16 pm »

Ditto for me.  Mod in editor, wiki in browser, vanilla DF install on hand to examine how toady does things, and from there it is just muddling through.
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Fallout Equestria Redux - that's right, it's back

highmax28

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  • I think this is what they call a tantrum spiral...
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Re: Norse Fortress Mod
« Reply #227 on: November 10, 2018, 12:40:43 pm »

Given that I have four of you here then, what work is needed to update a mod to current versions? If anything, that should be the first order of business before I even think about adding stuff...
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

thefriendlyhacker

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Re: Norse Fortress Mod
« Reply #228 on: November 10, 2018, 06:10:42 pm »

For starters, download the mod, install it, open arena and then check errorlog - everything you see there is a problem you need to fix.  Also skim through file changes for things you need to care about.

Immediately, this is what I can see:
  • Body tokens have been shuffled around a bit, so you will need to update creatures with some new body tokens. In particular, a lot of things use a different head/neck configuration now, so a lot of neck body tokens need to be replace.
  • Creatures need to be moved to the "new" Gait system.
  • A few tokens (eg ADVENTURER_TIER) have been renamed, so find the name of the new token and replace it.
  • Pedestals and Display cases need to be added to entities
  • Mammal and Poisonous tokens need to be handed out
  • Visitor tokens need to be added to entities (Mercenary, Scout etc)
  • Music tokens need to be added to entities (generate musical forms and such)
Between that, the errorlog and file changes, that should keep you busy for a little while.
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Shonai_Dweller

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Re: Norse Fortress Mod
« Reply #229 on: November 10, 2018, 06:49:42 pm »

Dflang a great util for creating new languages.
You can use it for the "faux-Norse" language. It's fairly simple to use, feed in a list of common Norse words, set some parameters like maximum word length, etc and it outputs a language you can just slot into the game. Easier than creating one from scratch.

http://www.bay12forums.com/smf/index.php?topic=47332.0

File Changes.txt (base directory) lists all the raw changes between versions. But it mentions that the jump to 40.01 was too complex to list everything. That's the big hurdle with this mod.
« Last Edit: November 10, 2018, 10:07:13 pm by Shonai_Dweller »
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