Dwarf Fortress

Dwarf Fortress

Arsenal and Cultural Overhaul
105 Comments
Digganob  [author] 1 hour ago 
You're welcome. The old helmet are the only thing which is "outdated," as in, none of the "new" entities have it. The other forms of armor still exist, though their sprites were updated a little.

The old helmets, though, still exist as an item, and still do have graphics, as well as the new hoods that show randomly under any helmet. There might be some small visual bugs with them, though, like overlapping when there shouldn't be.

But if, say, you added a new civilization from a mod, which used the old helmet item, your dwarves could wear them just fine. This mod is compatible with any such mod.
BlaQNYC 4 hours ago 
Digganob, thanks for all of your help with creating this mod. It's really amazing.

I just had a question, is it possible at all to use the classic armor in any way? Or have all of the default armors been removed for the new variants?
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.
Rensome 10 Aug @ 8:56pm 
Sick mod, Would love to see even more helmet types. The naming isn't perfect but has turned out some awesome stuff that I've noticed. 9/10 must use mod when playing.
Digganob  [author] 10 Aug @ 7:13pm 
The problem I see with that one is that my graphics are ordered very particularly, so you don't have some body parts or clothes layering over each other in weird ways. So, even if another graphical mod wouldn't be weird proportionately (as I use a different kind of scale for the creatures inherited from CGE), you'd still have issues with stuff layering weirdly. Like helmets layering under other clothes, or something.
Nactarune 10 Aug @ 6:52pm 
Have you thought about using Topples' Layered Graphics Merge , with this mod it should be more compatible/work with other mods or civ mods
Digganob  [author] 8 Aug @ 7:20pm 
Understandable. It's no problem.
LuzLover1999 8 Aug @ 12:51pm 
@Digganob Thanks a bunch!! Sorry for bein WHINY, just going for some Gonodorian-esque humans and I was antsy over the lack of breastplate/nasal helm combos, har.
Digganob  [author] 7 Aug @ 8:01am 
Go into the Dwarf Fortress root folder, you can get to it by right clicking on the game in your library and clicking local files, then go to data > installed_mods > arsenal_and_cultural_overhaul > objects > entity_default.txt.

In that file, it's kinda hard to find each civ, so use control+f to search for the word "plains", then there'll be a list of weapons and armor and helmets. Simply find what you want to guarantee, and replace their rarity with "FORCED", instead of common or uncommon or rare, as the case may be.
LuzLover1999 7 Aug @ 1:50am 
@Digganob You say easily but I have NO idea how to handle any file editing hijinks, lol. If I wanted too though, how specifically, step by step, do I make it so that human civs got nasal helms and breastplates guaranteed?
Digganob  [author] 6 Aug @ 6:34pm 
Oh yeah, I made them mostly uncommon. I just thought it fit their aesthetic and technology level a bit more. You can make them always have breastplates by editing the entity file, easily. You can also guarantee certain helmets, if you want.

Remember, there's two slightly different human civs, so you'll have to edit both, unless you only play with one of them.
LuzLover1999 6 Aug @ 11:58am 
ive been playing this mod recently and ive ran into this odd quirk, it seems like none of the human civs Ive been playing are able to make breastplates, its always shown as 'foreign'. Is that a normal thing?
Digganob  [author] 2 Aug @ 9:03pm 
It would be a bit of a pain to add them to other civs, yes. It's most convenient to make an entirely different version which implements my new armor, even if only to use the old helmet sprites.

Thanks for the incompatibility notice, I'll add it to the list for the next update.
Nactarune 2 Aug @ 8:55pm 
May I also request if you can make the new armor/weapons added to be compatible with civ mods like topple's orcs and halflings etc... or is it too tiring to do ?
Nactarune 2 Aug @ 8:50pm 
Found another incompatibility with naut's procedural dragons since apparently it adds a bunch of new weapons and armor and shields
Aceituno 29 Jul @ 8:25am 
Great mod. It would be amazing if this were compatible with Topples Jewelry Portrait Graphics
Deafi 26 Jul @ 8:46am 
Really difficult to use unless it's by itself
Sassarico 24 Jul @ 10:26am 
got it, thanks mans, awesome work btw!
Digganob  [author] 24 Jul @ 9:18am 
You can actually go into your installed_mods folder and delete specific files you don't want. If you want to remove the weapon balance changes, you'd have to delete item_weapon_aaco.

However, you cannot reduce the mod to a graphics overhaul entirely. The new helmets are not only graphical, but actually new items. And the new entity and entity edits need the new helmets to be added to them as options. Otherwise, they would use the vanilla one.

Technically, much of this can be made compatible with other specific mods, but that's a rather large undertaking. If some particular other mod which is incompatible becomes very popular, I might make a patch to make them compatible.
Sassarico 24 Jul @ 8:35am 
can i "uncheck" the rebalance part of this? i just wanted the graphics overhaul..
Digganob  [author] 18 Jul @ 8:29am 
Thank you.
Nactarune 18 Jul @ 4:04am 
Of course take it at your pace great work !
Digganob  [author] 17 Jul @ 6:54pm 
Oh hey, it does! I was thinking of trying to add Advanced Agriculture myself, but this makes things a lot smoother.
Digganob  [author] 17 Jul @ 6:49pm 
I have no idea myself as to how to make the compatible, looking at their raws I thought they should have been.

They do look good in that mod, I admit. But there are currently higher priority fixes and improvements to make, first. I'll add it to the back log.
Nactarune 17 Jul @ 2:04pm 
Good news is Advanced Agriculture now works with the mod using the compatibility patches
Nactarune 17 Jul @ 11:43am 
Any idea to make them work together, honestly the metal colors there are great makes them unique and if not maybe integrate it for next patch ?
Digganob  [author] 17 Jul @ 7:25am 
Just did a more thorough check, and I don't see any files or images which have the same name. Odd.
Nactarune 17 Jul @ 2:11am 
I asked around over in discord and the crash is something about "duplicated raws" if that's any help
Digganob  [author] 16 Jul @ 4:31pm 
While I can't figure out exactly why it conflicts, it does say on the mod page that any mod which modifies the default palette is incompatible. While I do use new palette sets, they shouldn't modify anything in vanilla. They're only added on to it. Which shouldn't be incompatible with other mods. Anywho, the fellow who made it probably knows. In the mean time, I'm adding it to my list of incompatible mods, for the next update.
Nactarune 16 Jul @ 3:47am 
I stand corrected, it appears the metallic mod is indeed incompatible with this as the game starts fine but when you close and try to load it, it always crashes any idea what the incompatibility is @Digganob ?
BobbaJammer 15 Jul @ 12:34am 
Yeah, and I've tried the other mods, but it;s only been an issue with this mod.
Digganob  [author] 14 Jul @ 4:34pm 
Strange. I have seen my own archers working just fine, after I updated the ranged weapons. And there were no other mods besides this one when you tried it again?
BobbaJammer 13 Jul @ 11:28pm 
I've tried two worlds, one with the wanderer's crafting mod, and the other with just this mod and both had that issue.
Digganob  [author] 13 Jul @ 10:11pm 
I have had no such issue, but I will look into it. Do you have any other mods which affect weapons?
BobbaJammer 13 Jul @ 8:50pm 
I've been having issues that people won't fire their bows on both Adventure and Fortress mode.
Nactarune 12 Jul @ 12:35am 
@magicianofwands i'm using both metallic retexture mod with this and the game starts fine, maybe try to delete the mod files and redownload them
magicianofwands 11 Jul @ 5:54pm 
It seems the incompatibility is with this mod and the Metallic retexture mod. Shame.
magicianofwands 11 Jul @ 6:34am 
I am not using a localization, I don't know why you think I'm ESL or something.

I am not on any beta/experimental branch. I'll try reinstalling the game and a few other things today.
Digganob  [author] 10 Jul @ 10:15pm 
If you're using Dwarf Fortress Localization Installer, you'll have to check out the fix in CGE - Redux's bug reports page.

I suspect you're using the beta or experimental branch, perhaps, though, as others have had similar problems with them. If you are, disable them.
magicianofwands 10 Jul @ 8:52pm 
I keep getting this error that makes it impossible for me to start my game.

"Not found: data/installed_mods/arsenal_and_cultural_overhaul(9)/graphics/images/human/human_body.png"

Help?
Whitty 9 Jul @ 10:26pm 
Yep okay it works perfectly now.