Dwarf Fortress

Dwarf Fortress

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Additional Races. Ratfolk Graphical Update
   
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677.622 KB
6 May @ 7:52pm
30 May @ 8:50am
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Additional Races. Ratfolk Graphical Update

Description
This mod both updates the Ratfolk graphics from SEEU's Additional Races Ratfolk to use the new palette system introduced with the Adventure Mode update, as well as giving them full portrait graphics.


This is a fan-made patch to update the graphics of the original Ratfolk mod to fix some bugs with weapons not appearing or being assigned, as well as making the body parts and weapons color correctly without needing each to be manually assigned. Statue graphics have also been added.

This mod was inspired by a similar mod doing the same for the Erinyes race here!

They've also done another one for the Stella Elf Race here!

I've also already done the Naga race here!

And the Gnoll race here!

Portraits are based on the vanilla dwarves, though the body and head has been completely redrawn. Their clothes are mostly the same, though.


This mod should be loaded ABOVE the original mod, which is still required as this mod only replaces the graphics files!

KNOWN ISSUES
If using this mod with Topple's Graphic Merge script installed, the Ratfolk's sprites will appear duplicated and slightly overlapped. This is because I seem to have slightly misplaced my own graphics on their new sheets, so they don't exactly overlap with the original mod's graphics. Since the Graphic Merge mod makes the original Ratfolk mod, and this mod's graphics both load, it'll look off in game. I may fix this in the future, but for now if you wish to use the two together you can just delete the original Ratfolk civ's graphics folder and it'll only load this mod's graphics.
22 Comments
mcnuggy  [author] 29 Jun @ 9:13am 
@Winters yeah the base civ didn't have any positions (none of the ones I did graphics for did, except 'king' positions), since they weren't meant to be playable. All the position tiles you see in screenshots are just ones I came up with for my playthroughs, as testing graphics is much easier with a civ you're playing as than one that can arrive randomly!

Glad you figured it out on your own, though!
Winters 28 Jun @ 8:51pm 
Nevermind, looked it up. You have to either copy and paste the individual positions and noble roles from other civ files or make your own manually. Just gonna post some of the wiki links here with info on civ modding and positions for future reference.
https://dwarffortresswiki.org/index.php/Modding#Modding_civilizations_.28entities.29
https://dwarffortresswiki.org/index.php/Position_token
Winters 28 Jun @ 8:13pm 
It doesn't seem to be giving me any options to set administrators to assemble squads with. Was there another line I could put in with the entity file to fix this with?
mcnuggy  [author] 26 Jun @ 7:08am 
@RAT FELLA on the steam workshop? Nah. I've just been manually editing the original mod's entity file to make them playable for testing. If you already have it installed, you'd click on the DF icon in steam, select 'Manage->Browse local game files', go to 'Data->Installed_mods->sm_cv_ratfolk', then double click the 'entity_ratfolk' file. Just copy-paste in the lines:

[ALL_MAIN_POPS_CONTROLLABLE]
[SITE_CONTROLLABLE]
under the '[ENTITY:SM_CV_RATFOLK]' line (doesn't matter where, as long as it's after that one line), save and start a new world and you'll be able to play as them in both Adventure and Fortress mode.
RAT FELLA 25 Jun @ 9:11pm 
is there a mod that allows you to play the rats as a civ?
1-800-GOBLIN 30 May @ 8:00am 
@mcnuggy I believe they appeared in their empty hands without the naga mod installed, but I could be misremembering. Thanks for the advice on how to make them how to make them playable haha, I need to look in to how to add nobles for them next.
Karkino 29 May @ 1:36pm 
thanks mcnuggy! :speechballoon::dredge_classy:
mcnuggy  [author] 28 May @ 4:26pm 
@KarkinoMare besides generally using the DF wiki's modding pages? No. I'd suggest also looking at the vanilla game's raw files (inside the vanilla_cretures_graphics folder) which contains the .txt files for assigning vanilla portraits.

For the most part you could just copy-paste those txt files and then mass change words to new image names, supposing you put your own custom made graphics into new pngs with the same size and coordinates (so if you made an Ear graphic for a race, putting their eat on top where like, a kobold's ear is, if using kobold's graphics as a base)
Karkino 28 May @ 2:52pm 
sorry, is there documentation on how you did this kind of thing? like how to implement custom portraits to races? i was planning on doing it to the "decapod race", but sincerely i have no clue on how to
mcnuggy  [author] 20 May @ 8:58am 
@1-800-GOBLIN What I did was just edit the original mod's entity file (entity_ratfolk in the sm_cv_ratfolk folder) to add the token [SITE_CONTROLLABLE]. When generating a new world that is all that's required to make them selectable on the embark screen (make sure to click the 'select origin civilization' button on the bottom right to select a ratfolk civ!) supposing a ratfolk civilization survived worldgen.

As for the glaive and tridents thing, I'll admit I meant to test this mod WITHOUT the naga mod installed as well, to see if it threw errors in the errorlog if said weapons were missing, but I forgot to. Do the weapons actually appear in their hands without the Naga mod installed? If so that's a bug I'd need to fix.