Dwarf Fortress

Dwarf Fortress

42 ratings
Arsenal and Cultural Overhaul
2
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
16.192 MB
16 Jun @ 12:04am
29 Jun @ 12:52am
11 Change Notes ( view )

Subscribe to download
Arsenal and Cultural Overhaul

Description
An expansion and improvement upon creature graphics, civilizational structure, language, armor, and weapon balance.

IMPORTANT: Put this five spots up in the mod order list, just above Vanilla Creature Graphics. Then, remove Vanilla Languages from the mod list. Otherwise, this will be incompatible.

This mod is not compatible with any other mods which modify the graphics of the five main civilzied creatures. Even if they work, it will not look good.

Overview
  • All the improvements from CGE - Redux, including separated beard, moustache, and sideburn graphics, improved facial features synced to descriptions, new armor sprites, and more.
  • Several new helmets, including kettle helms, nasal helms, flat-top helms, and "slayer" helms. Also included are two "helmets" wearable under others, opened and closed chainmail coifs. All helmets also have a chance for a randomly colored hood/mask to be worn under, making for more variance and individuality between soldiers.
  • Cloaks and capes have new, random graphics, their non-portrait graphics synced with portraits. These are also randomly colored.
  • Humans are now playable, with a new nobility and military structure more consistent with medieval feudalism, and an extra variation civ with a cold biome start, and different armor options. More human and dwarven civs to come.
  • Language has been overhauled by integrating The Way the Words Work, making names less silly or random, and more relevant to each site type.
  • Weapons are balanced using Vanilla Weapon Overhaul, fixing overpowered weapons, and making other more useful and interesting.

My Kofi page[ko-fi.com], should you want to support my work. Contact me through Steam, with an invite or posting a topic below, if you have any specific ideas you want to commission me for.

Credits
  • Jacko - For making Creature Graphics Extended, the mod that this one's predecessor is based on.
  • RafaelKB - For help with the preview picture.
  • lmlsna - For permitting the use of Vanilla Weapon Overhaul, which this mod integrates.
  • DPh Kraken - For permitting the use of The Way the Words Work, which this mod integrates.
Popular Discussions View All (1)
18
23 Aug @ 1:17pm
PINNED: Bug Reports
Digganob
103 Comments
Johnny John Johnson 18 Aug @ 7:44pm 
I wish this worked with Avas Armory, I would've liked to see the huge variety of weapons that mod adds with this mod's culture overhaul.
Digganob  [author] 17 Aug @ 10:22pm 
They should be able to, just as in vanilla. I didn't change anything with the armor system, just the graphics of them. Did you check to see if the individuals concerned are actually not wearing the capes? If they are indeed wearing the capes, but not showing the capes, then I would be concerned with a bug in this mod.
Kraft ☢ Squad 17 Aug @ 7:23am 
Good to know, another quick question. Ive been trying to make my :urist: wear capes on top of chain mail shirt + breastplate, but it seems they do not equip the cape but the armor they do (even shows red midsection in equipt window), are they not able to wear it on top of armor?
Digganob  [author] 16 Aug @ 8:59am 
Nope. They all give the same protection and require the same materials as with vanilla helmets, with the exception of coifs, which are flexible of course, and also thinner technically, so they're weaker to a lot of sharp attacks too. But they can help a bit if attacks pierce through a main helmet.
Kraft ☢ Squad 16 Aug @ 4:04am 
Great mod, love the new visual variety. Do the Helmets actually differ in protection and required materials?
Digganob  [author] 12 Aug @ 5:17pm 
*It won't work on cloaks and capes, though, as I haven't implemented dyeing in to them, yet.
Digganob  [author] 12 Aug @ 5:16pm 
The workshop options such as for dye making are placed inside of entity file, in other words, the civilization file, which I replaced in this mod. I intend to make an update accounting for this, but it'll be a while, as I'm busy right now, and have other stuff to work out for the next update, too.

It's not too hard to copy paste the new dye making tokens into this mod's file for whichever civ you're using, so if you're dyeing to use the new dyes, have at it.
Antares 12 Aug @ 10:57am 
It looks like this mod doesnt work with the most recent update - Dyer's shop doesnt have Make dye option anymore. I cant see people mentioning it in comments
Does anyone know - when the mod updates, will it fix the issue for the already created worlds?
Ostrich-Hungry 12 Aug @ 6:49am 
amazing work, really. Thanks to all the authors who made this possible!
Digganob  [author] 11 Aug @ 4:32pm 
Thanks much.