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Author Topic: The Vilous Mod V4.3 New thread in proper sub forum  (Read 83287 times)

Eric Blank

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #285 on: April 16, 2012, 07:09:12 pm »

Wait, which bug?
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darklord92

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #286 on: April 16, 2012, 08:44:35 pm »

the human appearing as a mega beast. it might be a df glitch though.
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #287 on: April 16, 2012, 11:13:45 pm »

Enoca are rapidly becoming a new favorite thing for me.
Spoiler (click to show/hide)
Do Enoca have only black as an eye color? Oh well, I changed some stuffs!
*Tidied up description a bit
*Gave them BP Modifiers, they have earfins in place of ears, just renamed ears, really.
*Made their bite deliver their venom, unless they already did and I just goofed while raw'ing it up, apparently their kicks delivered their venom, might have just been my fault, unless this was intentional??
*Gave Enoca a scratching attack
*Made them human sized.
*Renamed their skin to scale! They don't actually have fish scales for skin.
Spoiler (click to show/hide)
As always, you're free to modify and use this however you like. :U
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Eric Blank

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #288 on: April 17, 2012, 02:24:56 am »

the human appearing as a mega beast. it might be a df glitch though.

Oh, yeah, that is.

The child was a werebeast, and that's a known bug with DF. Decided to attack the fort, in it's natural human form. They're morons like that. It's kinda unfair for werebeasts though because they are only in there creature from for maybe 24 hours, and have a nasty habit of turning back right in the middle of something important, like attacking. I hada  werezebra announce it's presence on my map, chase wild camels for the rest of the day, transform back into a human, and wander off-map into the desert sunset, like it never even happened. They're pretty pathetic...

And according to the enoca raws i currently have, it's their kicks that are meant to deliver their venom. Didn't happen while I was testing the combined races, though.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #289 on: April 17, 2012, 08:26:22 pm »

I went ahead and assumed it was meant to be delivered through a bite. D:
It might do me good to actually read some of Mick's story-thingies, possibly.
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darklord92

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #290 on: April 17, 2012, 08:31:13 pm »

aye it's through the toe claws. like a Platypus. Unfortunately the stories she has written don't really give much info, so all i have is hearsay from /tg/ and mick. Most of the mod is as close to the lore as i could get without subbing in my own ideas to fill gaps.
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The Vilous Mod - Jingle berries!

DarthBoogalo

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #291 on: April 18, 2012, 05:35:50 pm »

Ah, that's neat, in that case.
Spoiler (click to show/hide)
Moved [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100] over to their kicks, made punching their main [unarmed!]attack, though, it might make more sense to give them a 'sting' attack?
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darklord92

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Re: The Vilous Mod V2.3.1 (34.07) less crashes! (spelling fixes)
« Reply #292 on: April 19, 2012, 09:15:13 pm »

Working on the next update, probably going to upload tonight, I'm also working on a project for agunders heheheheh.

Spoiler (click to show/hide)
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darklord92

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bumpity for updates, also I updated the first post for once with the new info on plants and such.
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darklord92

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Re: The Vilous Mod V2.4.1 SOAP!!
« Reply #294 on: April 26, 2012, 01:51:21 pm »

fixed soap. somehow this has evaded fixing for so long >.>;;
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Eric Blank

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Re: The Vilous Mod V2.4.1 SOAP!!
« Reply #295 on: April 26, 2012, 07:56:12 pm »

Poor soap.

I recently had to fix up some serious issues with domestic animals due to my own modding excursions. Alpaca bone robe or horse pus(as cheese), anyone? :P
« Last Edit: April 26, 2012, 08:01:10 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

darklord92

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Re: The Vilous Mod V2.4.1 SOAP!!
« Reply #296 on: April 26, 2012, 07:56:53 pm »

pus cheese O.o  sounds like something one of my own race ideas would make heheheheh.
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Eric Blank

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Re: The Vilous Mod V2.4.1 SOAP!!
« Reply #297 on: April 26, 2012, 08:01:38 pm »

Horse pus venom extract? :P

Notice anything else going horribly wrong with this mod? I haven't bothered to mess with it in a while, because DF dislikes increasing the size of the raw folder for whatever reason, so I simply don't have any mods installed besides my own.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DarthBoogalo

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Re: The Vilous Mod V2.4.1 SOAP!!
« Reply #298 on: April 26, 2012, 08:22:41 pm »

What was wrong with soap making? isn't that a vanilla DF reaction? :s
I've never tried making soap before, honestly, there's a few things I've never really tried before that I ought to, buckets of water did well enough for me!
Eric, I have a folder for all of my DF-related things, mainly different mods, and you could always cut down on the raw folder's size by cutting out some of the Vanilla races, namely, elfs, dwarfs and goblins.
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darklord92

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Re: The Vilous Mod V2.4.1 SOAP!!
« Reply #299 on: April 30, 2012, 12:03:17 pm »

The issue was i only had the old soap reaction tag [MAKE_SOAP]  but the soaps were moved to oil and fat soaps so i needed to add [PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW] and [PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]

so sergals, nevreans and enoca could not make soap............ though enochas using soap underwater might be pretty hard >.>
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The Vilous Mod - Jingle berries!
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