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Dwarves need alcohol because they are dwarves, if they live in any other civilization, they still need alcohol. Same with rain, the negative reaction to which is universal, I think.
The changes to human civs are primarily to make them more easily playable, but also to make their social structure more interesting. Their military is tied in with their site nobility, which means individual towns can create large armies, not just their parent civilization.
Otherwise, they can play just about the same as dwarves, except that they lack intrinsic dwarven traits like strange moods, need for alcohol, and martial trances. I added strange moods to my humans personally, though, because they're fun.
Yeah, some names for things are inherited from older files' methods. I didn't care to rename the generic layers, as they're largely used for divine metals anywho.
Slayer helm (and open mail coif) does have a failsafe line pointing to the standard item palette if no msterial is stipulated; iirc, that line is titled like it's geared to divine metals, but it doesnt actually specify so I'm getting the palette of a modded metal.
Others, like mail shirt and breastplate in the portraits graphics file, do not. Mail shirt at least stipulates USE_STANDARD_PALETTE_FROM_ITEM for ANY_WOOD_MATERIAL and artifacts only, and points to specific lines on the palette for specific vanilla metals + divine. So a mail shirt with a modded metal just does not show up in the portrait. I think it could with a quick tweak. Will fix for my own game, just FYI.
I opted for elegance in presentation, and my intent was to make for a kind of variegated look to the armies you make and encounter.
The alternative isn't too hard to accomplish, but it would require a massive rewrite, at this point. I wish there were more options, truly.
However!
The hood and all other features are tied to individual helmets, and are kept regardless of who wears them.
So, if you want a specific dwarf to not have a hood with his helmet, I would suggest melting it down/forbidding it so he doesn't get it again, then re-equipping him with a new helmet.
A little time-intensive for such a small change, true. I like to think the dwarves themselves are choosing their favorite styles.
As an adventurer, you can more freely choose, of course, by simply putting on whichever helmet you like best.
It's possible there's some small thing I missed when making the mod, as there's a lot of factors of when/how sprites show up, like quality level, material, and other layers being incompatible/layered over others. For instance, if you had everyone wearing cloaks, you wouldn't see chainmail, because the cloaks would cover it visually.
I've reviewed the changes of all the recent updates when they came out, and I don't think any of them should cause issues.
In other words, this seems to be either some wild problem only you are having, or it's a larger issue with an update breaking the way my mod works, in which case I'll have to dedicate a lot more time to fixing it, and figuring out the bug to begin with.
Sadly, I'm a lot busier these days, so it'll be a while before that can happen.
Also side note the Open Cone Helm ONLY works visually on Human's portraits. All the other helmets are clean looking, it's really only that one basic form of the cone hat.
Would this Chain Shirt portrait thing be difficult to fix or was it a simple oversight? I don't know how the Portraits work I just assume you have "Base Naked guy" and the visual for "chain shirt" is just slapped over their naked chest or something lol
It's kind of difficult to fix that, though, so I'm afraid that's just a soft incompatibility, unless you're willing to spend a couple hours or more fixing it line by line yourself. You'd have to make copy new layer for each body part to accept the new body palette colors, and then copy paste the new set of colors into each layer. If you're clever and you already have a decent idea of how this all works, you can probably get it done in an hour.
That being said, if you don't mind purchasing foreign helmets, and want to use the particular benefits of those mods, they shouldn't be incompatible.
I kinda read over the overview here and I just need one tiny piece of clarification: Does this mod let me play:
"Dwarf Village" (Essentially making Humans just above ground Dwarves who go under for minerals but farm and make merry above ground)
or
"Human Fortress" (Dwarf Fortress but with Humans and different unique cultural craft selections)
Just want to know because I've been trying to do some above ground gaming, and I can see why the Elves don't want to touch the trees. They are a pain in the ass to work with.
Have you tried playing with the same set of mods including this one, then the same set of mods excluding this one? If you aren't using any other mods, have you tried playing without this one enabled?
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.
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?
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.
Does anyone know - when the mod updates, will it fix the issue for the already created worlds?
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.