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Author Topic: +Suggestion+ Make Bogeyman in the raws.  (Read 1366 times)

Teirdalin

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+Suggestion+ Make Bogeyman in the raws.
« on: March 13, 2016, 11:49:47 am »

Bogeyman as of late have been annoying me for the sheer fact they have no history or relevance in the world; especially when you're making specific mods for the game, such as in my Final Fantasy mod I've been working on, Bogeymen are just unable to be disabled or modified;  if I could at least replace them with ghosts, or skeletons, or actually interesting monsters that'd be amazing-  but short little fast strong things is just dumb and annoying.

Unless of course there IS a way to edit the bogeymen, in which case disregard this entire post,  I just can't seem to find out how.  Or to completely replace the bogeymen with new monsters.

Also in another example, I wanted to make bogeymen able to create camps so that they're not just weird things that appear at night and actually exist in the world.  Or make them the size of humans at least maybe even sometimes have giant versions which don't move as fast but are way stronger and durable.
« Last Edit: March 13, 2016, 11:55:23 am by Teirdalin »
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NullForceOmega

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Re: +Suggestion+ Make Bogeyman in the raws.
« Reply #1 on: March 13, 2016, 12:34:31 pm »

There is a way to disable bogeymen, but it also disables all night creatures, when generating a new world use the 'design new world with advanced parameters' option.  Under the advanced parameters there is a setting for 'number of night creatures', if set to zero, there will be no bogeymen or procedurally generated night creatures in the world.
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Bumber

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Re: +Suggestion+ Make Bogeyman in the raws.
« Reply #2 on: March 13, 2016, 01:12:32 pm »

There is a way to disable bogeymen, but it also disables all night creatures, when generating a new world use the 'design new world with advanced parameters' option.  Under the advanced parameters there is a setting for 'number of night creatures', if set to zero, there will be no bogeymen or procedurally generated night creatures in the world.
There's one specifically for bogeymen: http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Number_of_Bogeyman_Types
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NullForceOmega

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Re: +Suggestion+ Make Bogeyman in the raws.
« Reply #3 on: March 13, 2016, 01:58:51 pm »

Well, that's what I get for not paying close enough attention to the parameters, still, I think that covers what OP wants.
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vjmdhzgr

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Re: +Suggestion+ Make Bogeyman in the raws.
« Reply #4 on: March 13, 2016, 02:18:55 pm »

You can make custom bogeymen. Just put in the [NIGHT_CREATURE_BOGEYMAN] token to a creature. You can even make civilizations of them. Though entire towns will disappear in the morning if you decide to visit them in adventurer mode so I'd recommend against making them regularly occuring, but you could if you wanted that to happen. I'm not sure how creatures with this token interact with the generated night creature types setting though.
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Urlance Woolsbane

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Re: +Suggestion+ Make Bogeyman in the raws.
« Reply #5 on: March 13, 2016, 04:53:42 pm »

Yeah, you can set the number of bogeymen to zero. There is, however,  an even more convenient way of eliminating them.

Open the DF executable with a hex-editor. Search for "[PERSONALITY:HUMOR:100:100:100]"
Then, replace it with "[APPLY_CREATURE_VARIATION:BOGM]".
Then, go to the raws and make a creature variation named "BOGM". If you want a world to automatically lack bogeymen, add the tag "[CV_REMOVE_TAG:NIGHT_CREATURE_BOGEYMAN]"

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vjmdhzgr

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Re: +Suggestion+ Make Bogeyman in the raws.
« Reply #6 on: March 13, 2016, 05:01:30 pm »

Yeah, you can set the number of bogeymen to zero. There is, however,  an even more convenient way of eliminating them.

Open the DF executable with a hex-editor. Search for "[PERSONALITY:HUMOR:100:100:100]"
Then, replace it with "[APPLY_CREATURE_VARIATION:BOGM]".
Then, go to the raws and make a creature variation named "BOGM". If you want a world to automatically lack bogeymen, add the tag "[CV_REMOVE_TAG:NIGHT_CREATURE_BOGEYMAN]"
Do bogeymen have [PERSONALITY:HUMOR:100:100:100]? Huh. Interesting.
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Urlance Woolsbane

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Re: +Suggestion+ Make Bogeyman in the raws.
« Reply #7 on: March 13, 2016, 05:05:28 pm »

Yeah, you can set the number of bogeymen to zero. There is, however,  an even more convenient way of eliminating them.

Open the DF executable with a hex-editor. Search for "[PERSONALITY:HUMOR:100:100:100]"
Then, replace it with "[APPLY_CREATURE_VARIATION:BOGM]".
Then, go to the raws and make a creature variation named "BOGM". If you want a world to automatically lack bogeymen, add the tag "[CV_REMOVE_TAG:NIGHT_CREATURE_BOGEYMAN]"
Do bogeymen have [PERSONALITY:HUMOR:100:100:100]? Huh. Interesting.
Indeed. For some odd reason, they have rigidly defined personality traits:
Code: [Select]
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]
[PERSONALITY:BASHFUL:0:0:0]
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]
[PERSONALITY:FRIENDLINESS:0:0:0]
[PERSONALITY:ASSERTIVENESS:100:100:100]
[PERSONALITY:DISDAIN_ADVICE:100:100:100]
[PERSONALITY:CHEER_PROPENSITY:0:0:0]
[PERSONALITY:GRATITUDE:0:0:0]
[PERSONALITY:TRUST:0:0:0]
[PERSONALITY:ALTRUISM:0:0:0]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]
[PERSONALITY:CRUELTY:100:100:100]
[PERSONALITY:HUMOR:100:100:100]

The humor tag is the only one not shared with other random beasties.
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Teirdalin

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Re: +Suggestion+ Make Bogeyman in the raws.
« Reply #8 on: March 24, 2016, 03:00:44 am »

Yeah, you can set the number of bogeymen to zero. There is, however,  an even more convenient way of eliminating them.

Open the DF executable with a hex-editor. Search for "[PERSONALITY:HUMOR:100:100:100]"
Then, replace it with "[APPLY_CREATURE_VARIATION:BOGM]".
Then, go to the raws and make a creature variation named "BOGM". If you want a world to automatically lack bogeymen, add the tag "[CV_REMOVE_TAG:NIGHT_CREATURE_BOGEYMAN]"

Thanks a ton!  This is exactly what I was looking for!  :D
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