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Author Topic: Re: Nchardahrk - an Elder Scrolls mod V2.1 || Turning the Kalpa  (Read 108560 times)

Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« Reply #285 on: February 14, 2014, 06:39:04 pm »

C0DA is out.

Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« Reply #286 on: March 10, 2014, 11:22:17 am »

Added a changelog for the next version to the next post. Not all of what is in there is finished, but will be by the time I release it.
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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?

Baffler

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« Reply #287 on: March 10, 2014, 07:59:23 pm »

It lives! Looking forward to it.
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Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
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Urist McBeanie

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« Reply #288 on: March 13, 2014, 02:59:53 am »

As I always do when generating new worlds for DF, I opened my most recent world in Legends Viewer, and went to historical figures to find the figure with the most kills, and so I click the first character, Oluo Ruledflinches the Prophet-slave of Scribing, a demon. Across the top of his entry I see this:

Oluo Ruledflinches the Prophet-slave of Scribing was a demon born in -218 and died in 241 (Struck) by a moose.

Confused I scroll down to his skills, he is a Grand Master in nearly every combat skill. He's fought in 46 battles, and has 209 notable kills. And he was killed by a moose...

Anyway, great to hear you're still working on it.
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Thuellai

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« Reply #289 on: April 04, 2014, 08:48:06 pm »

Ran the object testing arena, and got a few errors.

First off, interactions for the Draugr were preceded with CE_CAN_DO_INTERACTION - that's now just CAN_DO_INTERACTION, I believe.

Also, there's no ARMOR tissue layer, which is also causing a Draugr error.

Their entity is also looking for an ITEM_WEAPON_AXE, which should be ITEM_WEAPON_AXE_BATTLE.

Also, DESIGNBUILDING doesn't work as a labor token - as far as I know, the only way to force a building to require architecture is to designate it a Furnace.

The Dwemer entity has a typo - PERMITTED_REACTION:MANUFACTURE_PARTS is missing its I.

In the Akaviri creature, an interaction has the USAGE_HINT:ESCAPE.  ESCAPE is not a valid hint.  You probably wanted FLEEING.

In the Nord creature, an interaction has a VERB_TARGET entry.  That should be TARGET_VERB.

A LOT of interactions also have REACTION_CLASS, which doesn't work in interactions.  On review, maybe this is a DFHack thing?
« Last Edit: April 04, 2014, 08:53:37 pm by Thuellai »
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Putnam

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« Reply #290 on: April 04, 2014, 09:08:49 pm »

If it's a DFHack thing, they should be using SYN_CLASS

Foamybeard

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« Reply #291 on: April 05, 2014, 02:19:02 am »

C0DA is out.

I'm going to kiss you, Putnam. Thank you forthis.
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.6 Qiilaan us dilon!
« Reply #292 on: April 05, 2014, 10:15:02 am »

Ran the object testing arena, and got a few errors.

First off, interactions for the Draugr were preceded with CE_CAN_DO_INTERACTION - that's now just CAN_DO_INTERACTION, I believe.

Also, there's no ARMOR tissue layer, which is also causing a Draugr error.

Their entity is also looking for an ITEM_WEAPON_AXE, which should be ITEM_WEAPON_AXE_BATTLE.

Also, DESIGNBUILDING doesn't work as a labor token - as far as I know, the only way to force a building to require architecture is to designate it a Furnace.

The Dwemer entity has a typo - PERMITTED_REACTION:MANUFACTURE_PARTS is missing its I.

In the Akaviri creature, an interaction has the USAGE_HINT:ESCAPE.  ESCAPE is not a valid hint.  You probably wanted FLEEING.

In the Nord creature, an interaction has a VERB_TARGET entry.  That should be TARGET_VERB.

A LOT of interactions also have REACTION_CLASS, which doesn't work in interactions.  On review, maybe this is a DFHack thing?
Fixed all these.
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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|||V1.9.7 Voidmetal Edition
« Reply #293 on: May 01, 2014, 04:21:01 pm »

New version released, everything should be working considering the clean errorlog.

« Last Edit: May 05, 2014, 01:50:13 pm by Deathsword »
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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?

kilakan

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7 Voidmetal Edition
« Reply #294 on: May 05, 2014, 10:32:49 am »

Just because there's been no one else posting, just wanted to say I still love this mod.  Happy to see you still work on it!
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Teneb

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7 Voidmetal Edition
« Reply #295 on: May 05, 2014, 02:51:07 pm »

Just because there's been no one else posting, just wanted to say I still love this mod.  Happy to see you still work on it!
Thanks for the support.
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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?

Antsan

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7 Voidmetal Edition
« Reply #296 on: May 06, 2014, 07:28:50 am »

I second that. This mod is awesome and I am glad it exists. It seems better suited for the world I got to know on the inofficial TES wiki than the games.
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Trapezohedron

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7 Voidmetal Edition
« Reply #297 on: May 06, 2014, 07:32:04 am »

Gods damn, this is alive again!  :D
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Mithril Leaf

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7 Voidmetal Edition
« Reply #298 on: May 11, 2014, 08:34:39 pm »

Another voice of support for this nifty work.
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Baffler

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Re: Nchardahrk - an Elder Scrolls mod|||V1.9.7 Voidmetal Edition
« Reply #299 on: May 11, 2014, 08:56:09 pm »

Found a bug with the manufacture centurion parts reaction. It doesn't require a specific labor, and the metal bars are consumed without giving a product.

Edit: It was just a typo. Here's a fix, with tonal architect tentatively set as the labor.

Code: [Select]
[REACTION:MANUFACTURE_PARTS]
[NAME:manufacture centurion parts]
[BUILDING:MECHANIST_TES:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:INORGANIC:DWEMER_METAL]
[PRODUCT:100:1:TOOL:CENTURION:INORGANIC:DWEMER_METAL]
[SKILL:MECHANICS]
« Last Edit: May 11, 2014, 09:03:21 pm by Baffler »
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Quote from: Helgoland
Even if you found a suitable opening, I doubt it would prove all too satisfying. And it might leave some nasty wounds, depending on the moral high ground's geology.
Location subject to periodic change.
Baffler likes silver, walnut trees, the color green, tanzanite, and dogs for their loyalty. When possible he prefers to consume beef, iced tea, and cornbread. He absolutely detests ticks.
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