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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 108865 times)

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #195 on: July 08, 2013, 03:22:36 pm »

Deathsword why do you have the entire hack folder duped outside the hack folder in the download?

EDIT: Okay, ignoring all the other stuff in the errorlog (almost 100% typos and mistaken tokens, like ITEM_CORPSE instead of ITEMCORPSE or FIGHTING instead of MELEE_COMBAT), there's one thing that could be a really, really bad issue:

Code: [Select]
FIREMAGE: Could not locate material template STONE_VAPOR_TEMPLATE
MAGICKFAIL: Could not locate material template STONE_VAPOR_TEMPLATE
MYTHICDAWN: Could not locate material template STONE_VAPOR_TEMPLATE
Unrecognized CE_DISPLAY_NAME token: mythic dawn cultist
Unrecognized CE_CAN_DO_INTERACTION token: MATERIAL_EMISSION
DAEDRASPAWN_DAEDROTH: Could not locate material template STONE_VAPOR_TEMPLATE

Not having a material template for some materials is bad.

EDIT: Oh man. You also forgot this ever-important line before your scale colors:

Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
Here's a fixed Tsaesci entry:

Code: [Select]
creature_tes_akavir
[OBJECT:CREATURE]

[CREATURE:TSAESCI]
[DESCRIPTION:A snake-like being with a humanoid torso that slithers it's way across the ground. It is ruthless in it's pursuit to eliminate all dragons.] Described in many ways. From human with snake head to this one. (Disaster at Ionith mentions Tsaesci cavalry, still keeping them legless anyway.)
[NAME:tsaesci:tsaescii:tsaesci]
[CASTE_NAME:tsaesci:tsaescii:tsaesci]
[CREATURE_TILE:'A'] All Akaviri will have this tile
[COLOR:7:0:0]
[INTELLIGENT]
[CANOPENDOORS]
[CAN_LEARN]
[CARNIVORE]
[SAVAGE]
[BLOODSUCKER]
[EVIL]
[NATURAL_SKILL:SNEAK:5]
[NATURAL_SKILL:MELEE_COMBAT:3]
[NATURAL_SKILL:DODGING:3]
[PREFSTRING:golden scales]
[PERSONALITY:ANGER:0:25:50]
[PERSONALITY:IMMODERATION:0:10:30]
[PERSONALITY:EXCITEMENT_SEEKING:20:60:100]
[PERSONALITY:CHEERFULNESS:0:40:90]
[PERSONALITY:ALTRUISM:0:25:50]
[PERSONALITY:MODESTY:0:50:100]
[PERSONALITY:SYMPATHY:0:25:75]
[PROFESSION_NAME:CRAFTSMAN:craftssnake:craftssnakes]
[PROFESSION_NAME:FISHERMAN:fishersnake:fishersnakes]
[PROFESSION_NAME:HAMMERMAN:hammersnake:hammersnakes]
[PROFESSION_NAME:SPEARMAN:spearsnake:spearsnakes]
[PROFESSION_NAME:CROSSBOWMAN:markssnake:markssnakes]
[PROFESSION_NAME:AXEMAN:axesnake:axesnakes]
[PROFESSION_NAME:SWORDSMAN:swordssnake:swordssnakes]
[PROFESSION_NAME:MACEMAN:macesnake:macesnakes]
[PROFESSION_NAME:PIKEMAN:pikesnake:pikesnakes]
[PROFESSION_NAME:BOWMAN:bowsnake:bowsnakes]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:elite markssnake:elite markssnakes]
[PROFESSION_NAME:MASTER_BOWMAN:elite bowsnake:elite bowsnakes]
[BODY:TSAESCI:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4FINGERS:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[REMOVE_TISSUE:SKIN]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[PHYS_ATT_RANGE:STRENGTH:700:1200:1400:1500:1600:1800:2500]
[PHYS_ATT_RANGE:ENDURANCE:450:950:1150:1250:1350:1550:2250]
[PHYS_ATT_RANGE:AGILITY:700:1200:1400:1500:1600:1800:2500]
[MENT_ATT_RANGE:INTUITION:150:600:800:900:1000:1100:1500]
[MENT_ATT_RANGE:EMPATHY:0:100:200:300:400:450:500]
[MENT_ATT_RANGE:SOCIAL_AWARENESS:150:600:800:900:1000:1100:1500]
[MENT_ATT_RANGE:KINESTHETIC_SENSE:450:950:1150:1250:1350:1550:2250]
[BODY_SIZE:0:0:60]
[BODY_SIZE:1:168:20000]
[BODY_SIZE:12:0:75000]
[SPOUSE_CONVERSION_TARGET]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:170]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:150]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[GENERAL_BABY_NAME:tsaesci hatchling:tsaesci hatchlings]
[CHILD:12]
[GENERAL_CHILD_NAME:tsaesci child:tsaesci children]
[EQUIPS]
[ALL_ACTIVE]
[SWIMS_LEARNED]
[SWIM_SPEED:2500]
[HOMEOTHERM:10067]
[CASTE:MALE]
[MALE]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:100]
[CLUTCH_SIZE:1:3]
[SELECT_CASTE:ALL]
[NOCTURNAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GOLDENROD:1:AMBER:1:SAFFRON:1:GOLD:1:GOLDEN_YELLOW:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]

This didn't fix the crashing (which I am also experiencing), so I'm guessing it's an interaction issue, which you also have in the errorlog.
« Last Edit: July 09, 2013, 12:26:37 am by Putnam »
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #196 on: July 09, 2013, 12:43:09 am »

More errorlog woes!

There was stuff here, but I fixed it myself.

I have a fixed version here. Also, it contains a thing that I started and didn't finish, so sorry about that. Just don't use birthsign.lua. It's not really broken, it assigns birthsigns somewhat, it just doesn't do anything with them, nor does it show them to you. Sorry 'bout that, hehe.

Unfortunately, the fixes still don't prevent crashing. I would remove secrets curses civilizations one-at-a-time first thing to see which one it is.

EDIT: Well, I think I found it. Instead of adding CRYSTAL_TES, you added another ASH_TES, which caused the double whammy of duped raws and missing creature material.

EDIT 2: That wasn't causing the crashing either. Almost a guarantee to be a civ.
« Last Edit: July 09, 2013, 01:24:07 am by Putnam »
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KingofstarrySkies

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Re: Nchardahrk - a TES mod|||pre-release thread
« Reply #197 on: July 15, 2013, 11:01:15 am »

Go ahead :). The sooner we get a TES mod, the more TE
Code: [Select]
S-loving people will have joy :).
\I am feelings the joy!

I still want a damn halo mod....Grumble grumble grumble
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #198 on: July 26, 2013, 06:46:36 pm »



Code: [Select]
[CREATURE:SHEOGORATH]
[DOES_NOT_EXIST] Recommended for not crashing.
[MALE] Gender will show up correctly.
[NAME:jovial man:Daedra:madness] will appear as "madness god" in legends
[CASTE_NAME:Sheogorath:Sheogorath:Sheogorath] The third one will be the name of the god
[DESCRIPTION:The Daedra of madness.] Doesn't show up, but it's nice.
[CREATURE_CLASS:DFHACK_GOD] Required for god to be recognized.
[SPHERE:MUSIC] Spheres will be applied to the god.
[SPHERE:ART]
[SPHERE:CHAOS]

Code: [Select]
-- Creates player-defined gods

--[[Here's an example of how to make a god:

[CREATURE:SHEOGORATH]
[DOES_NOT_EXIST]
[MALE]
[NAME:jovial man:Daedra:madness]
[CASTE_NAME:Sheogorath:Sheogorath:Sheogorath]
[DESCRIPTION:The Daedra of madness.]
[CREATURE_CLASS:DFHACK_GOD]
[SPHERE:MUSIC]
[SPHERE:ART]
[SPHERE:CHAOS]

]]


function findTemplateGodFig()
for k,fig in ipairs(df.global.world.history.figures) do
if fig.flags.deity then return fig end
end
end

function getCreatureClasses(creatureRaw)
local creatureClasses = {}
for _,caste in ipairs(creatureRaw.caste) do
for k,class in ipairs(caste.creature_class) do
table.insert(creatureClasses,class.value)
end
end
return creatureClasses
end

function deityIsOfSpecialCreature(creatureRaw)
for k,class in ipairs(getCreatureClasses(creatureRaw)) do
if class=="DFHACK_GOD" then return true end
end
return false
end

function scriptAlreadyRunOnThisWorld()
local figures = df.global.world.history.figures
for i=#figures-1,0,-1 do --goes through the table backwards because the particular hist figs involved are probably going to be the last
local figure = figures[i]
if not df.isnull(figure.flags) and figure.flags.deity and deityIsOfSpecialCreature(df.global.world.raws.creatures.all[figure.race]) then return true end
end
return false
end

function findAGod()
for k,fig in ipairs(df.global.world.history.figures) do
if fig.flags.deity then return fig end
end
return nil
end

function putListOfAllSpecialCreatureGodsTogether()
local specialCreatures = {}
for k,creatureRaw in ipairs(df.global.world.raws.creatures.all) do
if deityIsOfSpecialCreature(creatureRaw) then table.insert(specialCreatures,{creatureRaw,k}) end
end
return specialCreatures
end

local function stringStarts(String,Start)
   return string.sub(String,1,string.len(Start))==Start
end

function getRacesOfGod(god)
local civList={}
for k,class in ipairs(getCreatureClasses(god)) do
if stringStarts(class,"WORSHIP_ENTITY_") then table.insert(civList,string.sub(class,15)) end
end
return civList
end

function entityIsInGodsDomain(entity,entityRacesTable)
for k,v in ipairs(entityRacesTable) do
if v==entity.entity_raw.code then return true end
end
return false
end

function setUpTemplate(godFig,templateGod)
godFig.appeared_year=-1
godFig.born_year=-1
godFig.born_seconds=-1
godFig.curse_year=-1
godFig.curse_seconds=-1
godFig.old_year=-1
godFig.old_seconds=-1
godFig.died_year=-1
godFig.died_seconds=-1
godFig.name.has_name=true
godFig.breed_id=-1
godFig.flags:assign(templateGod.flags)
godFig.id = df.global.hist_figure_next_id
godFig.info = df.historical_figure_info:new()
godFig.info.spheres={new=true}
godFig.info.secret=df.historical_figure_info.T_secret:new()
end

function setUpGod(god,godID,templateGod)
local godFig = df.historical_figure:new()
setUpTemplate(godFig,templateGod)
godFig.sex=god.caste[0].gender
godFig.race=godID
godFig.name.first_name=god.caste[0].caste_name[2] --the adjectival form of the caste_name is used for the god's name, E.G, [CASTE_NAME:god:god:armok]
for k,v in ipairs(god.sphere) do --assigning spheres
godFig.info.spheres:insert('#',v)
end
df.global.world.history.figures:insert('#',godFig)
df.global.hist_figure_next_id=df.global.hist_figure_next_id+1
return godFig
end

--[[this function isn't really working right now so it's dummied out
function setGodAsOfficialDeityOfItsParticularEntity(god,godFig)
local entityRaces=getRacesOfGod(god)
for k,entity in ipairs(df.global.world.entities.all) do
if entityIsInGodsDomain(entity,entityRaces) then
entity.unknown1b.worship:insert('#',godFig.id)
end
end
end
]]
function moddableGods()
if scriptAlreadyRunOnThisWorld() then print("Already run on world...") return false end
local gods = putListOfAllSpecialCreatureGodsTogether()
local templateGod=findAGod()
for k,v in ipairs(gods) do --creature raws first
local god = v[1]
local godID = v[2]
local godFig = setUpGod(god,godID,templateGod)
--setGodAsOfficialDeityOfItsParticularEntity(god,godFig)
end
end


dfhack.onStateChange.letThereBeModdableGods = function(state)
if state == SC_WORLD_LOADED and df.global.gamemode~=3 then --make sure that the gods show up only after the rest of the histfigs do
moddableGods()
end
end

dfhack.onStateChange.letThereBeModdableGods()

I'm also planning to allow the creation of god-specific artifacts, books included, for this purpose, and giving them secrets they can give out.
« Last Edit: July 26, 2013, 08:15:38 pm by Putnam »
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MrCat

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #199 on: July 29, 2013, 05:39:15 pm »

Mod looks great, posting to watch and I'll give it a try tonight.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #200 on: August 11, 2013, 07:31:33 pm »

Many thanks to Putnam for fixing my horrible mistakes (once more), and I'll be picking this up once more. Maybe I'll finally get releases out on a constant basis, and not drop this for extended periods of time with no warning.

Anyway, I'm scrapping the whole daedric shrines (and of other dieties as well) idea, since there would be a lot of buildings with only a couple of reactions to them. Instead they'll be grouped by phanteon. All daedra will be interacted with using a single building.

Also hunting down the cause of the worldgen crash. As Putnam said, it's almost certainly a civ, so it'll involve removing one civ at a time to see what is causing it.

EDIT: Almost certain it's the dwemer themselves. While removing all civs except the dwemer removes the crashes, it instead keeps rejecting all worlds during civ-placement. No error message saying why, and errorlog is clean. Is there anywhere I can see why a world is rejected?
« Last Edit: August 11, 2013, 08:05:46 pm by Deathsword »
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Monstrous Manual: D&D in DF
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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 #201 on: August 11, 2013, 11:41:22 pm »

There's a setting in the inits that makes world gen leave a rejection log.

Foamybeard

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #202 on: August 11, 2013, 11:45:43 pm »

Oooh, nice, I can't wait until I have time to play this again.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #203 on: August 12, 2013, 10:26:28 am »

So the error is that dwemer are not being placed in large (anything bigger than a pocket world) for some reason. Now to figure out why.
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RoguelikesESP

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #204 on: August 20, 2013, 02:20:22 pm »

My brain just exploded when i eared the words "Elder Scroll's".
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #205 on: August 22, 2013, 02:30:39 pm »

Still no idea why worldgen fails to place Dwemer in all but the smallest ones. I'll keep attempting to find out the cause.

New-features-wise: thanks to Putnam's DFHACK_GOD script, all TES gods (except a couple from Arena, or ones that are redundant (no Auri-El, since Akatosh is already there)) have been added.
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Foamybeard

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #206 on: August 31, 2013, 06:16:43 pm »

OOh, nice. I'd like to See Ebonarm.


And I can tell you why the Dwemer are gone! They became one with Numidium's skin. *Nod* That is why that they aren't spawning.


But seriously, I hope you can get that glitch fixed soon.
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Seluin

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #207 on: September 13, 2013, 10:01:26 pm »

IMPORTANT: Worldgen may reset quite a few times due to the high number of civs. There isn't much I can do about it.

It's not just resetting for me, it's crashing entirely as soon as it hits History building. It'll get the civs placed finally, after a lot of resets, then it'll crash at about year 3 of history.

I'm trying a from-scratch download of the .rar in case something got corrupted, but I didn't touch a thing inside the extracted folder so I don't know what else might be going on.  ???
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #208 on: September 14, 2013, 11:37:07 am »

IMPORTANT: Worldgen may reset quite a few times due to the high number of civs. There isn't much I can do about it.

It's not just resetting for me, it's crashing entirely as soon as it hits History building. It'll get the civs placed finally, after a lot of resets, then it'll crash at about year 3 of history.

I'm trying a from-scratch download of the .rar in case something got corrupted, but I didn't touch a thing inside the extracted folder so I don't know what else might be going on.  ???

Read the last couple of posts. There is a bug which I am still attempting to fix that causes the game to crash while genning large worlds. Small ones appear to work just fine. I'll update the OP with this information.
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Monstrous Manual: D&D in DF
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.01
« Reply #209 on: September 16, 2013, 07:24:34 pm »

Finally found the cause of these crashes. The minotaur. Actually, it was the semimegabeast token on the minotaur. Removing that fixed everything. I'll fix some bugs I introduce in my quest to fix this and some unfinished content.

Also thanks to Putnam for figuring out it wasn't a civilized creature.

A new version shall appear when I am done.

It has been uploaded. All is well.
« Last Edit: September 16, 2013, 08:32:08 pm by Deathsword »
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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?
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