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Rapporter et oversættelsesproblem
Do feel free to mention if anything crops up, like if you happen to take a stab at such a mod yourself, in which case I'd happily rehide.
I will look into the files once I get home!
(Don't expect me to work quick though..
Lots to do with moving right now xD)
steam://openurl/https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3229642261
I made some minor changes to the base kobold raws, but it's basically a sprite exchange ^^
Without the adventurer mod the game probably thinks you're trying to make an evil fort or something which would make everyone else hostile to you.
Haven't figured out how compensate for Kobolds being exclusively carnivorous or egg-layers in fort mode yet, but it's absolutely adorable seeing them run around building fortifications! I'll probably start using mods for better war-trainable domestic animals to keep these guys safe in future Kobold forts.
Looke like they're carnivore, or more specifically bone-eating carnivores.
This eluded me for a while because the tag for bone eaters includes being carnivore, but I only looked for carnivore itself.
If you want to have them eat things like normal (e.g. dwarves), look for the [BONECARN] in their creature definiton and remove it (dealing with carnivore at some point became unmaintainable for me without buying every single scrap of meat traders brought)
They also can't go into the strange moods needed for artifacts (both during the world gen aswell as fortress gameplay), so depending on if you'd want dwarves to remain the only ones with this ability or not, one could consider adding the [STRANGE_MOODS] tag to them.too.
PS. Very cute gremlins, I've been enjoying them (if me being engaged enough to dive creature defs wasn't obvious enough in that)
second: I will try to fix the issue tomorrow. I didn't notice anything wrong in my testing, but I will check it out.
Kinda thought they would simply take names of vanilla kobolds
But! I've discovered why: it's 'cause their entity raw file doesn't have the TRANSLATION token (i.e. [TRANSLATION:GOBLIN]). Apparently if that's gone, it does this exact thing, and just picks from a random language each time it *does* successfully name a kobold.
That's the only issue I've encountered though, and thankfully one with a simple fix! And even then, giving each kobold a personalized name is actually pretty fun, even with their invalid names breaking some stuff (ah yes, one of my 85 " "s has changed professions).
But yea I'm genuinely in love with these heckin' kobolds, it's gonna be so hard to go back to dwarves. Somehow this slight change makes fortress mode so much for fun for me. Excellent freakin' work!!
The capes were repaired, and I installed the boots and strange mood myself based on your mod. Thanks a lot!
1) Unsub from Kobolds from adventure mode (the mod that contains the creature definition for kobolds).
2) In your Dwarf Fortress folder in the sub-folder mods, find and delete the folder coresponding to Kobolds for adventure mode mod.
3) Under Dwarf Fortress>data>installed_mods find and delete the folder for Kobolds for adventure mode.
4) Start Dwarf Fortress and select mods to make sure that the mod does not appear.
5) Re-sub to Koboldss for adventure mode.
Now it should download the current version.
I hope that this will help you.
I had to manually remove the mod and download again before it worked.
I made a lot of tests to ensure everything works fine. can you tell me which mods you use in combination?
Kobolds are absolutly tiny. they can't even pick up the equipment! guess I have to make the cute kobolds a little bit bigger for now