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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 107708 times)

Thief

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.02 Worldgen bug fixed
« Reply #240 on: November 16, 2013, 04:11:09 am »

you could ask for help from someone
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thalassian Contagion
« Reply #241 on: November 16, 2013, 12:50:21 pm »

New version out. There might be bugs (and if they are, I bet it's related to stuff that uses DFHack).

Biggest change is related to a bunch of new reactions centered around a new workshop. Said workshop is kind of big and requires a specific item to build (which can be aquired in several ways, such as somewhat rarely from making soul gems).

Oh, and you better keep the Taskmaster satisified if sload are in the neighborhood.
« Last Edit: November 16, 2013, 03:54:52 pm by Deathsword »
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Thief

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thalassian Contagion
« Reply #242 on: November 16, 2013, 11:20:37 pm »

The sloads are generally peaceful to non mer races look at the sload in TES:Redguard.
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thalassian Contagion
« Reply #243 on: November 16, 2013, 11:26:03 pm »

Eh, the Thrassian Plague seems kinda aggressive. I think encroaching on their territory is definitely something they wouldn't appreciate in general.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #244 on: November 17, 2013, 08:23:44 am »

Eh, the Thrassian Plague seems kinda aggressive. I think encroaching on their territory is definitely something they wouldn't appreciate in general.

I did add a way to neutralize the plague though. All you need is a Peryite cultist around. Also noticed it's Thrassian and not Thalassian, to my great shame. I'll get an updated version out with the fixed name.
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Monstrous Manual: D&D in DF
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #245 on: November 17, 2013, 02:31:35 pm »

Nono, I mean lore-wise the Sload seem pretty damn aggressive.

Thief

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #246 on: November 18, 2013, 12:37:34 pm »

Im not a lore-Master....
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Deon

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #247 on: November 20, 2013, 11:26:33 pm »

Code: [Select]
[CREATURE_THIEF]
    [LOREMASTER]
    [FANCIFUL]
    [DOES_NOT_EXIST]

There, fixed.

Also great work on the mod, Deathsword :). And thanks to Putnam we are always up-to-date with news on TES lore, heh.
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #248 on: November 21, 2013, 12:22:38 am »

[CREATURE:THIEF]

There, fixed ;)

Also, this came out today:

http://c0da.es/

EDIT: You're going to need a dfhack.init

EDIT 2: Telvanni Dunmer can't open doors, maybe all Dunmer?

EDIT 3:

Code: [Select]
##############################
# Generic dwarfmode bindings #
##############################

# toggle the display of water level as 1-7 tiles
keybinding add Ctrl-W twaterlvl

# with cursor:

# designate the whole vein for digging
keybinding add Ctrl-V digv
keybinding add Ctrl-Shift-V "digv x"

# clean the selected tile of blood etc
keybinding add Ctrl-C spotclean

# destroy items designated for dump in the selected tile
keybinding add Ctrl-Shift-K autodump-destroy-here

# with an item selected:

# destroy the selected item
keybinding add Ctrl-K autodump-destroy-item

# scripts:

# quicksave, only in main dwarfmode screen and menu page
keybinding add Ctrl-Alt-S@dwarfmode/Default quicksave

# gui/rename script - rename units and buildings
keybinding add Ctrl-Shift-N gui/rename
keybinding add Ctrl-Shift-T "gui/rename unit-profession"

##############################
# Generic adv mode bindings  #
##############################

keybinding add Ctrl-B adv-bodyswap
keybinding add Ctrl-Shift-B "adv-bodyswap force"

#############################
# Context-specific bindings #
#############################

# q->stockpile; p - copy & paste stockpiles
keybinding add Alt-P copystock

# q->workshop - duplicate the selected job
keybinding add Ctrl-D job-duplicate

# materials: q->workshop; b->select items
keybinding add Shift-A "job-material ALUNITE"
keybinding add Shift-M "job-material MICROCLINE"
keybinding add Shift-D "job-material DACITE"
keybinding add Shift-R "job-material RHYOLITE"
keybinding add Shift-I "job-material CINNABAR"
keybinding add Shift-B "job-material COBALTITE"
keybinding add Shift-O "job-material OBSIDIAN"
keybinding add Shift-T "job-material ORTHOCLASE"
keybinding add Shift-G "job-material GLASS_GREEN"

# sort units and items in the on-screen list
keybinding add Alt-Shift-N "sort-units name" "sort-items description"
keybinding add Alt-Shift-R "sort-units arrival"
keybinding add Alt-Shift-T "sort-units profession" "sort-items type material"
keybinding add Alt-Shift-Q "sort-units squad_position" "sort-items quality"

# browse linked mechanisms
keybinding add Ctrl-M@dwarfmode/QueryBuilding/Some gui/mechanisms

# browse rooms of same owner
keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list

# interface for the liquids plugin - spawn water/magma/obsidian
keybinding add Alt-L@dwarfmode/LookAround gui/liquids

# machine power sensitive pressure plate construction
keybinding add Ctrl-Shift-M@dwarfmode/Build/Position/Trap gui/power-meter

# siege engine control
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine

# military weapon auto-select
keybinding add Ctrl-W@layer_military/Equip/Customize/View gui/choose-weapons

# minecart Guide path
keybinding add Alt-P@dwarfmode/Hauling/DefineStop/Cond/Guide gui/guide-path

# workshop job details
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workshop-job

# workflow front-end
keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
keybinding add Alt-W@overallstatus "gui/workflow status"

# assign weapon racks to squads so that they can be used
keybinding add P@dwarfmode/QueryBuilding/Some/Weaponrack gui/assign-rack

############################
# UI and game logic tweaks #
############################

# stabilize the cursor of dwarfmode when switching menus
tweak stable-cursor

# stop military from considering training as 'patrol duty'
tweak patrol-duty

# display creature weight in build plate menu as ??K, instead of (???df: Max
tweak readable-build-plate

# improve FPS by squashing endless item temperature update loops
tweak stable-temp

# speed up items reaching temp equilibrium with environment by
# capping the rate to no less than 1 degree change per 500 frames
# Note: will also cause stuff to melt faster in magma etc
tweak fast-heat 500

# stop stacked liquid/bar/thread/cloth items from lasting forever
# if used in reactions that use only a fraction of the dimension.
tweak fix-dimensions

# make reactions requiring containers usable in advmode - the issue is
# that the screen asks for those reagents to be selected directly
tweak advmode-contained

# support Shift-Enter in Trade and Move Goods to Depot screens for faster
# selection; it selects the current item or stack and scrolls down one line
tweak fast-trade

# stop the right list in military->positions from resetting to top all the time
tweak military-stable-assign
# in same list, color units already assigned to squads in brown & green
tweak military-color-assigned

# remove inverse dependency of squad training speed on unit list size and use more sparring
tweak military-training

###########
# Scripts #
###########

# write the correct season to gamelog on world load
#soundsense-season

# patch the material objects in memory to fix cloth stockpiles
fix/cloth-stockpile enable

#######################################################
# Apply binary patches at runtime                     #
#                                                     #
# Commented out by default; enable the ones you want. #
#######################################################

# Bug 5994 - items teleported when removing a construction
#binpatch apply deconstruct-teleport
#binpatch apply deconstruct-heapfall

# Bug 4406 - hospital overstocking on all items
#binpatch apply hospital-overstocking

# Bug 808 - custom reactions completely using up all of their reagents
#binpatch apply custom-reagent-size

# Bug 4530 - marksdwarves not training when quiver full of combat-only ammo
#binpatch apply training-ammo

# Bug 1445 - weapon racks broken, armor stand capacity too low
#binpatch apply weaponrack-unassign
#binpatch apply armorstand-capacity

projectileExpansion enable
moddableGods
cls

you need that in a file called "dfhack.init" on the same level as the .exe
« Last Edit: November 21, 2013, 02:27:58 am by Putnam »
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #249 on: November 21, 2013, 04:11:04 am »

[CREATURE:THIEF]

There, fixed ;)

Also, this came out today:

http://c0da.es/

EDIT: You're going to need a dfhack.init

EDIT 2: Telvanni Dunmer can't open doors, maybe all Dunmer?

EDIT 3:

Code: [Select]
##############################
# Generic dwarfmode bindings #
##############################

# toggle the display of water level as 1-7 tiles
keybinding add Ctrl-W twaterlvl

# with cursor:

# designate the whole vein for digging
keybinding add Ctrl-V digv
keybinding add Ctrl-Shift-V "digv x"

# clean the selected tile of blood etc
keybinding add Ctrl-C spotclean

# destroy items designated for dump in the selected tile
keybinding add Ctrl-Shift-K autodump-destroy-here

# with an item selected:

# destroy the selected item
keybinding add Ctrl-K autodump-destroy-item

# scripts:

# quicksave, only in main dwarfmode screen and menu page
keybinding add Ctrl-Alt-S@dwarfmode/Default quicksave

# gui/rename script - rename units and buildings
keybinding add Ctrl-Shift-N gui/rename
keybinding add Ctrl-Shift-T "gui/rename unit-profession"

##############################
# Generic adv mode bindings  #
##############################

keybinding add Ctrl-B adv-bodyswap
keybinding add Ctrl-Shift-B "adv-bodyswap force"

#############################
# Context-specific bindings #
#############################

# q->stockpile; p - copy & paste stockpiles
keybinding add Alt-P copystock

# q->workshop - duplicate the selected job
keybinding add Ctrl-D job-duplicate

# materials: q->workshop; b->select items
keybinding add Shift-A "job-material ALUNITE"
keybinding add Shift-M "job-material MICROCLINE"
keybinding add Shift-D "job-material DACITE"
keybinding add Shift-R "job-material RHYOLITE"
keybinding add Shift-I "job-material CINNABAR"
keybinding add Shift-B "job-material COBALTITE"
keybinding add Shift-O "job-material OBSIDIAN"
keybinding add Shift-T "job-material ORTHOCLASE"
keybinding add Shift-G "job-material GLASS_GREEN"

# sort units and items in the on-screen list
keybinding add Alt-Shift-N "sort-units name" "sort-items description"
keybinding add Alt-Shift-R "sort-units arrival"
keybinding add Alt-Shift-T "sort-units profession" "sort-items type material"
keybinding add Alt-Shift-Q "sort-units squad_position" "sort-items quality"

# browse linked mechanisms
keybinding add Ctrl-M@dwarfmode/QueryBuilding/Some gui/mechanisms

# browse rooms of same owner
keybinding add Alt-R@dwarfmode/QueryBuilding/Some gui/room-list

# interface for the liquids plugin - spawn water/magma/obsidian
keybinding add Alt-L@dwarfmode/LookAround gui/liquids

# machine power sensitive pressure plate construction
keybinding add Ctrl-Shift-M@dwarfmode/Build/Position/Trap gui/power-meter

# siege engine control
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/SiegeEngine gui/siege-engine

# military weapon auto-select
keybinding add Ctrl-W@layer_military/Equip/Customize/View gui/choose-weapons

# minecart Guide path
keybinding add Alt-P@dwarfmode/Hauling/DefineStop/Cond/Guide gui/guide-path

# workshop job details
keybinding add Alt-A@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workshop-job

# workflow front-end
keybinding add Alt-W@dwarfmode/QueryBuilding/Some/Workshop/Job gui/workflow
keybinding add Alt-W@overallstatus "gui/workflow status"

# assign weapon racks to squads so that they can be used
keybinding add P@dwarfmode/QueryBuilding/Some/Weaponrack gui/assign-rack

############################
# UI and game logic tweaks #
############################

# stabilize the cursor of dwarfmode when switching menus
tweak stable-cursor

# stop military from considering training as 'patrol duty'
tweak patrol-duty

# display creature weight in build plate menu as ??K, instead of (???df: Max
tweak readable-build-plate

# improve FPS by squashing endless item temperature update loops
tweak stable-temp

# speed up items reaching temp equilibrium with environment by
# capping the rate to no less than 1 degree change per 500 frames
# Note: will also cause stuff to melt faster in magma etc
tweak fast-heat 500

# stop stacked liquid/bar/thread/cloth items from lasting forever
# if used in reactions that use only a fraction of the dimension.
tweak fix-dimensions

# make reactions requiring containers usable in advmode - the issue is
# that the screen asks for those reagents to be selected directly
tweak advmode-contained

# support Shift-Enter in Trade and Move Goods to Depot screens for faster
# selection; it selects the current item or stack and scrolls down one line
tweak fast-trade

# stop the right list in military->positions from resetting to top all the time
tweak military-stable-assign
# in same list, color units already assigned to squads in brown & green
tweak military-color-assigned

# remove inverse dependency of squad training speed on unit list size and use more sparring
tweak military-training

###########
# Scripts #
###########

# write the correct season to gamelog on world load
#soundsense-season

# patch the material objects in memory to fix cloth stockpiles
fix/cloth-stockpile enable

#######################################################
# Apply binary patches at runtime                     #
#                                                     #
# Commented out by default; enable the ones you want. #
#######################################################

# Bug 5994 - items teleported when removing a construction
#binpatch apply deconstruct-teleport
#binpatch apply deconstruct-heapfall

# Bug 4406 - hospital overstocking on all items
#binpatch apply hospital-overstocking

# Bug 808 - custom reactions completely using up all of their reagents
#binpatch apply custom-reagent-size

# Bug 4530 - marksdwarves not training when quiver full of combat-only ammo
#binpatch apply training-ammo

# Bug 1445 - weapon racks broken, armor stand capacity too low
#binpatch apply weaponrack-unassign
#binpatch apply armorstand-capacity

projectileExpansion enable
moddableGods
cls

you need that in a file called "dfhack.init" on the same level as the .exe

Thanks for the advice. I'll get it on a new upload as soon as possible.
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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?

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #250 on: November 21, 2013, 08:37:35 pm »

New version with dfhack properly used and dunmer using doors out.

Also a "plan" of sorts of what the mod will have is now in the second post of the first page. Or rather, it has been there for a few days but I never bothered to mention it.
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Nyxalinth

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #251 on: November 29, 2013, 11:11:23 pm »

I stopped paying for a bit when  game crash corrupted my save, but I thought I'd check back in for new progress. Glad I did!  Downloaded.
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #252 on: November 30, 2013, 05:57:11 pm »

I've identified a small bug that might cause Periyte cultists not to immunize others. Uploaded a fixed version.

I don't know if copying the main raw folder into the save's own raw folder will apply this fix to a save or not, but it could work.
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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?

Nyxalinth

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #253 on: December 01, 2013, 09:06:12 pm »

I've identified a small bug that might cause Periyte cultists not to immunize others. Uploaded a fixed version.

I don't know if copying the main raw folder into the save's own raw folder will apply this fix to a save or not, but it could work.

I don't know either, but so long as this works without crashing when i try to start a new game after world gen, I'm happy.  the version I downloaded just the other day is crashy.  I'm doing to download again and see if it works better, if not I'll let you know!

EDIT--Still crashing.  Maybe it doesn't like that I remove aquifers, tell it no invaders, adjust pop cap, etc.  But I really don't want to deal with aquifers.  Either that, or it just hates me.

EDIT the Second--Tried five more times.  No fiddling with raws, genning various world sizes, etc.  Works fine until I try to actual start playing, then it crashes.  I guess I have to put this one aside until it's sorted again.  If you want, I can copy and Paste the errors I saw in the error log.  Since I don't mod I don't know what any of it means, though it says something about a Caste and something about transformation.  I really want to play this mod.
« Last Edit: December 02, 2013, 12:54:20 am by Nyxalinth »
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Nyxalinth likes the color blue, gaming, writing, art, cats for their aloofness,  Transformers for their sentience and ability to transform, and the Constructicons for their hard work and building skills. Whenever possible, she prefers to consume bacon cheeseburgers and pinot noir. She absolutely detests stupid people.

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.5 Thrassian Contagion
« Reply #254 on: December 02, 2013, 01:27:08 am »

Yeah, the interactions are all sorts of messed up. Minor issues like this (under MAD):

[CE_MENT_ATT_CHANGE:EMPATHY:30:0:WILLPOWER:30:0:PATIENCE:30:0:MEMORY:30:START:0]

should be

[CE_MENT_ATT_CHANGE:EMPATHY:30:0:WILLPOWER:30:0:PATIENCE:30:0:MEMORY:30:0:START:0]

And very, very major issues like this:

            [CE_CAN_DO_INTERACTION:START:0]
               [CE:COUNTER_TRIGGER:COMBATHARDNESS:50:100:REQUIRED]   
               [CDI:ADV_NAME:Cast polymorph]
               [CDI:USAGE_HINT:ATTACK]
               [CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
               [CDI:VERB:cast the polymorph spell:gestures at their target:NA]
               [CDI:TARGET_VERB:suddenly become a sheep:twists into the form of a very confused sheep:NA]
               [CDI:TARGET:A:LINE_OF_SIGHT]
               [CDI:MAX_TARGET_NUMBER:A:1]
               [CDI:WAIT_PERIOD:2000]
               [CE_BODY_TRANSFORMATION:PROB:100:START:0:END:200][CE:CREATURE:SHEEP:MALE]

The CDI gives no interaction and the syndrome transforms the person who is syndrome'd into a sheep.

Most of the issues are of the first kind.
« Last Edit: December 02, 2013, 01:37:12 am by Putnam »
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