Can the .36 upgrade be loaded to a current save?
Sorry tahujdt, the latest version is not save compatible. You could probably trick it by keeping certain old files (like the resource plant .txt) that have stuff that was cut.
Version .36c is up with a fix for a pesky CTD that popped some a couple versions ago. I pinned it down to the Wizard caravan bringing certain products it shouldn't that caused the game a panic attack, but I got the last Tower a half year past the previous caravan with no issues so far. Happy to report the mod is stable once again. Wizard caravans are 'elf' style now - they come in with pack animals instead of wagons, without guards. They're also unarmed, and so likely to use blast attacks if assaulted.
Update: .36d now, the Crematory ash fix didn't make it into the .36c zip file for some reason.
To those who downloaded last night's .36c and have a different changelog, it's pretty much the same version, just without the updated paperwork I was too tired to finish.
Version 0.36c (Not Save Compatible)
- Fixed gypsum-calcium reaction
- Fixed diamond lens magma reaction
- Edited entity and creature files to prevent crash on caravan arrival
- Map descriptor tokens added to golem and homunculi body materials
- Fixed doubled nymph grass trample tokens, added [AMPHIBIOUS] (thanks swampwater!)
- Fixed doubled social awareness token for wizards and sorcereres (thanks Black_Legion!)
- Removed the fire plant definition, blank file left for overwrites
Version 0.36b
- Some changes to Centaur and Grave Cat tags (I suspect their involvement in some crashing)
hey, just downloaded your mod for the first time and was checking out your creature raws- i'm not even sure if this would cause problems in game or not but the nymph has [GRASSTRAMPLE:0] twice... i've discovered the fun of duplicate raws myself so i thought i would let you know... thanks for your work!
Duplicate raws aren't duplicate tags, just duplicate objects. Duplicate tags do pretty much nothing.
If there were two [CREATURE:NYMPH] entries, that would be a problem, but two [GRASSTRAMPLE:0] tags shouldn't be a problem at all.
So having two:
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:100:400:700:900:1100:1500] --
tags won't affect anything?
-- This was found in the 'creature_wizard.txt' under witches, if this has the potential to be damaging it may need to be changed.
Here's where it's located:
[SELECT_CASTE:FEMALE]
[SELECT_ADDITIONAL_CASTE:MALE]
[DESCRIPTION:A wizened humanoid with mysterious powers.]
[BABY:1]
[CHILD:16]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[CASTE_GLOWTILE:'@']
[CASTE_GLOWCOLOR:6:0:1]
[TRANCES]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1200:1400:1500:1600:1800:2500] ++
[MENT_ATT_RANGE:INTUITION:1200:1400:1500:1600:1800:2500] ++
[MENT_ATT_RANGE:WILLPOWER:1200:1400:1600:1700:1900:2300:3500] +++
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:100:400:700:900:1100:1500] --
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:3800:4400:4500:4600:4800:5000] +++++
[MENT_ATT_RANGE:SOCIAL_AWARENESS:0:100:400:700:900:1100:1500] --
[MENT_ATT_RANGE:MEMORY:3250:3500:3750:3900:4500:5000:5000] ++++
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:100:300:400:500:600:750:800] ---
[PHYS_ATT_RANGE:RECUPERATION:1250:1500:2000:3500:4000:4500:5000] ++++
[PERSONALITY:ASSERTIVENESS:20:60:100] . . .
I've had fun playing around with the mod though, especially with the social interaction and locked doors
Nope, it shouldn't make any difference.
Thanks fellows - even if the dupes wouldn't affect anything, knowing about them made them bothersome enough to take out.
My appreciation goes out to everyone who has played and/or given feedback to the mod, thank you!