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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 107764 times)

Foamybeard

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #180 on: May 02, 2013, 12:12:40 pm »

Does anyone have a greyscale heightmap of Morrowind, perchance?
Well this is interesting. Do you want Vvardenfall... or Tamriel?

what can you do with a heightmap, I'm wondering?
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Dwarf Fortress Immortality: Cask of Amontillado-ing all your dwarves.
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #181 on: May 02, 2013, 02:47:54 pm »

You c an make DF maps with perfect world.

Foamybeard

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #182 on: May 02, 2013, 06:53:59 pm »

Nice! Do you need to be able to read the map, or...?
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Dwarf Fortress Immortality: Cask of Amontillado-ing all your dwarves.
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #183 on: May 02, 2013, 07:00:59 pm »

« Last Edit: May 02, 2013, 07:52:26 pm by Putnam »
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PTTG??

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #184 on: May 04, 2013, 06:35:28 pm »

I love it when a plan comes together.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #185 on: June 09, 2013, 03:21:59 pm »

Begining to really implement daedric shrines (who were just sitting around in building_tes) into the mod. Mehrunes Dagon should be first, I think.

Also will include Putnam's Tamriel worldgen in the mod. And some small bugfixes (Male chaurus reapers not having gender, Slaughterfish with no names, etc)
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #186 on: June 09, 2013, 04:30:10 pm »

And 1.9.01 is out. Reactions in the Shrine of Destruction (Mehrunes Dagon's Shrine) are limited right now. No manual yet. All I can guarantee is that the eventual 2.0 will have one.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #187 on: June 28, 2013, 11:45:31 pm »

Code: [Select]
function wabbajack(target,length)
    if target==nil then
        qerror("Not a valid target")
    end
local defaultRace = target.enemy.normal_race
local defaultCaste = target.enemy.normal_caste
target.enemy.normal_race = math.random(0,#df.global.world.raws.creatures.all-1)
    target.enemy.normal_caste = math.random(0,#df.global.world.raws.creatures.all[target.enemy.normal_race].caste-1)
dfhack.timeout(math.floor(math.random(length-(length/2)),length*2),'ticks',function() target.enemy.normal_race = defaultRace target.enemy.normal_caste = defaultCaste end)
end

local args = {...}
wabbajack(tonumber(args[1]),tonumber(args[2]))

I wrote a wabbajack code!

You can use it for literal wabbajack if you want :V projectileExpansion has built-in support for DFHack, so you can use itemsyndrome to make the Wabbajack staff and projectileExpansion to make its projectile turn enemies into random creatures with the "wabbajack" script here, like so:

[INORGANIC:WABBAJACK_PROJ]
...material stuff here (can be anything, doesn't really matter)...
[REACTION_CLASS:\COMMAND]
[REACTION_CLASS:wabbajack]
[REACTION_CLASS:\UNIT_HIT_ID]
[REACTION_CLASS:put a number in here for duration]
[REACTION_CLASS:\ENDCOMMAND]
« Last Edit: June 29, 2013, 02:24:49 pm by Putnam »
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Thuellai

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #188 on: June 29, 2013, 04:01:31 am »

No, I could actually set it up myself pretty quickly.

Stick the contents of this file into your world_gen.txt folder, under the same folder as init.txt.

I'm not even using this mod and this is awesome in and of itself.  Between this and Middle Earth I've got two of the most famous fantasy worlds in my worldgen now.  I need to learn how to PerfectWorld, or else just find more maps to give you, Putnam (Eberron?  Hyborea?  I can't decide)

Oh, and while I'm not currently using it, do enjoy the mod.  I've read through some of the raws - the Sphere Centurions helped me understand some of the more unusual body types and creature tricks, which was cool.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #189 on: June 29, 2013, 10:29:55 am »

Code: [Select]
function wabbajack(target,length)
    if target==nil then
        qerror("Not a valid target")
    end
local defaultRace = target.enemy.normal_race
local defaultCaste = target.enemy.normal_caste
target.enemy.normal_race = math.random(0,#df.global.world.raws.creatures.all-1)
    target.enemy.normal_caste = math.random(0,#df.global.world.raws.creatures.all[target.enemy.normal_race].caste-1)
dfhack.timeout(math.floor(math.random(length-(length/2)),length*2),'ticks',function() target.enemy.normal_race = defaultRace target.enemy.normal_caste = defaultCaste end)
end

local args = {...}
wabbajack(tonumber(args[1]),tonumber(args[2]))

I wrote a wabbajack code!

You can use it for literal wabbajack if you want :V projectileExpansion has built-in support for DFHack, so you can use itemsyndrome to make the Wabbajack staff and projectileExpansion to make its projectile turn enemies into random creatures with the "wabbajack" script here, like so:

[INORGANIC:WABBAJACK_PROJ]
...material stuff here (can be anything, doesn't really matter)...
[REACTION_CLASS:\COMMAND]
[REACTION_CLASS:wabbajack]
[REACTION_CLASS:\UNIT_HIT_ID]
[REACTION_CLASS:put a number in here for duration]

If you didn't have all my respect already, you'd have it now.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

LoSboccacc

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #190 on: July 07, 2013, 07:16:12 am »

And 1.9.01 is out. Reactions in the Shrine of Destruction (Mehrunes Dagon's Shrine) are limited right now. No manual yet. All I can guarantee is that the eventual 2.0 will have one.

to me it crashes on worldgen both using the standard preset and the tamariel advanced preset

tried both directly from the exe and after merging the data folder (I guess the installation instructions are outdated?) to no avail :(

any file I can send to you to help?

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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.8.1
« Reply #191 on: July 07, 2013, 07:57:03 pm »

And 1.9.01 is out. Reactions in the Shrine of Destruction (Mehrunes Dagon's Shrine) are limited right now. No manual yet. All I can guarantee is that the eventual 2.0 will have one.

to me it crashes on worldgen both using the standard preset and the tamariel advanced preset

tried both directly from the exe and after merging the data folder (I guess the installation instructions are outdated?) to no avail :(

any file I can send to you to help?
Looking into it.

Can you tell me when it crashes? I am genning some worlds right now and am having no problems.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

LoSboccacc

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #192 on: July 08, 2013, 01:25:01 am »

at placing civilizations when playing on tamariel preset, at year 9 or so when playing with default world parameters, so far I tried five times and happened always.

Didn't touch the configuration, and the normal df plays happily.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #193 on: July 08, 2013, 09:43:26 am »

And 1.9.01 is out. Reactions in the Shrine of Destruction (Mehrunes Dagon's Shrine) are limited right now. No manual yet. All I can guarantee is that the eventual 2.0 will have one.

to me it crashes on worldgen both using the standard preset and the tamariel advanced preset

tried both directly from the exe and after merging the data folder (I guess the installation instructions are outdated?) to no avail :(

any file I can send to you to help?
What do you mean by "merging the data folder" here? 1.9.01 is already prepackaged, so all you'd need is to extract it and play. I'll donwload the current version to check for any errors I may have made when uploading.

EDIT: Managed to cause the crash. I'm trying to find out what is behind it.

EDIT 2: Only worldgens that do not crash right now are those with small size or below, using create world now. I suggest using those until I fix the problem.
« Last Edit: July 08, 2013, 09:51:53 am by Deathsword »
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

LoSboccacc

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #194 on: July 08, 2013, 10:21:45 am »

Grand thanks

Will play on small for now, with a short history just to be sure.
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