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Author Topic: DFHack 0.34.11 r3  (Read 1456754 times)

IndigoFenix

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Re: DFHack 0.34.11 r3
« Reply #5205 on: February 05, 2014, 04:19:57 pm »

Is there anywhere I can find a list of all the existing eventTypes?  I have a script I'd like to run when a caravan is about to leave, as well as some other circumstances.  Eventful's enableEvent(evType,frequency) says it can do that, but what's the event type?

https://github.com/DFHack/dfhack/blob/master/Lua%20API.rst#eventful

You may notice that that doesn't actually contain the event table, meaning the event table has to be found manually through lua.

Any idea how to go about doing that?

Putnam

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Re: DFHack 0.34.11 r3
« Reply #5206 on: February 05, 2014, 04:28:51 pm »

printall(require('eventful').eventType)

expwnent

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Re: DFHack 0.34.11 r3
« Reply #5207 on: February 05, 2014, 05:37:56 pm »

Oh. It was supposed to. Thanks.
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #5208 on: February 06, 2014, 12:23:50 am »

Oh i thought there was a block for event manager (including docs about it)

sirdave79

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Re: DFHack 0.34.11 r3
« Reply #5209 on: February 07, 2014, 01:02:08 am »

OK firstly thanks to Putnam, you corrected a marriage script for me ages ago (sep or so) and Ive got it to work successfully now.

Ive spoilered all that spiel out as I think ive found a script to sort this.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: February 07, 2014, 03:49:08 am by sirdvae79 »
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sirdave79

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Re: DFHack 0.34.11 r3
« Reply #5210 on: February 07, 2014, 03:42:35 am »

nevermind, ive found, I think its Kurik Amudnils (subject to checking and editing) script which fixes most of these problems.

Ive used it on my recruits and they now list civ membership (didnt before) and can be assigned to the military. Seems to hold a noble position too but I didnt check that before (presumably they could not).

Ill report back if they can progress to being married.
cheers
« Last Edit: February 07, 2014, 03:47:52 am by sirdvae79 »
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Warmist

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Re: DFHack 0.34.11 r3
« Reply #5211 on: February 07, 2014, 03:46:44 am »

be warned, that this method of adding nemesis is crashy. Meph reported that after a season or two game crashes. Moreover it has power to corrupt saves.

Meph

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Re: DFHack 0.34.11 r3
« Reply #5212 on: February 07, 2014, 04:27:56 am »

I am willing to test again. ^^
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Boltgun

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Re: DFHack 0.34.11 r3
« Reply #5213 on: February 07, 2014, 04:47:48 am »

Tweak makeown is old afaik.

Makeown.lua worked well on invaders so I guess merchants should work as well.
« Last Edit: February 07, 2014, 04:49:20 am by Boltgun »
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sirdave79

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Re: DFHack 0.34.11 r3
« Reply #5214 on: February 07, 2014, 05:40:13 am »

Ill keep an eye out for corrupted saves over the next few years.

Of the 4 couples that had stolen spouses, 2 of the couples "stuck" at friends seemed to go to married within minutes of applying the script, almost as if "chats" were saved up.

1 of them was at lover and the remaining one still friends. I have yet to see them get married.
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Urist Da Vinci

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Re: DFHack 0.34.11 r3
« Reply #5215 on: February 07, 2014, 10:07:42 pm »

What is the purpose of the "Nemesis" entries anyways? What do they do that isn't redundant to the unit or historical figure data?

ag

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Re: DFHack 0.34.11 r3
« Reply #5216 on: February 08, 2014, 02:19:35 am »

What is the purpose of the "Nemesis" entries anyways? What do they do that isn't redundant to the unit or historical figure data?

As far as we understand, they control how unit data is stored in unit-*.dat files in your save directory. They are also where the game stores permanently which units are your current or past adventurer, and who its companions are.
« Last Edit: February 08, 2014, 02:22:15 am by ag »
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sirdave79

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Re: DFHack 0.34.11 r3
« Reply #5217 on: February 08, 2014, 10:40:50 am »

2 years down no sign of any problems so far. I guess the next 2 will be more important.
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Meph

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Re: DFHack 0.34.11 r3
« Reply #5218 on: February 08, 2014, 10:42:48 am »

2 years down no sign of any problems so far. I guess the next 2 will be more important.
what exactly are you doing with the nemesis lines? Spawn creatures? Thats what I tried, make creatures that enter noble/military positions.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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sirdave79

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Re: DFHack 0.34.11 r3
« Reply #5219 on: February 08, 2014, 01:37:05 pm »

I just used the script I linked for some dwarven caravan guards id used the basic "tweak makeown" dfhack command on because they wouldnt marry. Thats why I stole them in the first place to match up my remaining singletons with a dwarf of the opposite sex and the right age.

A marriage script reported to me that they didnt have historical records. Also their relationship status seemed stuck on "friend" before aplying the script. They naturally married after application and reported civilisation membership in their preferences screen (they didnt before the script).

Then I noticed the stolen dwarfs couldnt be assigned to a military squad.

Someone said a nemesis record (never heard of them before now) was needed for a dwarf stolen from the caravan this way to occupy a noble position. Cant remember if this was also needed for military squad assignment but again the script seems to have fixed all my problems.

I just have to hope my data/save is safe. Im trying to run it fast with a backup save to go back to, to see if it stays stable so im not too invested in a game 5 years down the line thats no longer viable due to the hacks and scripts ive used.

Hopefully that menas I wont have a problem.

EDIT also my ability to know if i have a problem or not will likely be severely lacking.
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