Dwarf Fortress

Dwarf Fortress

Arsenal and Cultural Overhaul
136 Comments
Stray 11 Oct @ 12:14pm 
Doesnt seem to be downloading, strangely enough.
Digganob  [author] 9 Oct @ 4:48pm 
By adding [STRANGE_MOODS] to the human section in the creature_standard.txt file. Modding in that way is really easy. I suggest you check out the other races and look up creature tokens on the Dwarf Fortress wiki, maybe you'll find other things you want to change or add.
Jester 9 Oct @ 4:27pm 
How do I add strange moods to humans?
Digganob  [author] 9 Oct @ 8:50am 
Those two things are intrinsic traits of creatures, not the civilizations they hail from.

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.
Solaris 8 Oct @ 12:11pm 
what changes are there to the human civ's? do they need alcohol, do they mind the rain?
Digganob  [author] 7 Oct @ 7:03pm 
Yep. That's at the top of the todo list.
Omen 7 Oct @ 10:33am 
That's true. Cuts the entity file and re-adds it without the new dye reactions. I didn't notice because I run with Advanced Agriculture which adds its own dye reactions.
Tchort 7 Oct @ 7:26am 
This mod somehow removes the option to make dye in the dyers workshop just a heads up.
Omen 6 Oct @ 8:40pm 
My quick fix was every time divine was specified as a material (not often, I think just breastplate and mail shirt in the dwarf portraits), I deleted that condition and then, with no conditions and at the bottom of the logic order, it functions as the divine + defacto modded metals standard palette pointer. Mail & breastplate portraits show up, and I suspect this was the same as Boys problem as well.
Digganob  [author] 6 Oct @ 5:46pm 
Thank you, it took a while (and some weird problem solving) to get it all working and looking as it does. Especially the slayer helm, so I'm glad someone appreciates it.

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.
Omen 6 Oct @ 9:22am 
Sweet. I was in fix-it mode snd didn't think to say, the mod is impressive. The slayer helm is wicked cool!

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.
Digganob  [author] 6 Oct @ 7:29am 
Thank you for notifying me. I'm adding that to the list of bug fixes to do.
Omen 5 Oct @ 11:49pm 
Most items, in both the layered and portrait graphics files, have a condition (lower in the txt file, so lower priority?) that stipulates USE_STANDARD_PALETTE_FROM_ITEM, which allows for compatibility with mods that add new metal types.

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.
Digganob  [author] 30 Sep @ 4:30pm 
I actually did consider that option as I was developing the mod, but that would mean something like restricting some civs with an uncommon or rare chance for some helmets to only one of the hood options, which would be a little strange, as well as there being three ugly-named (but clearly differentiated) options for helmets in menus, as well as in inventories, which I thought would be a bit too much as far as presentation goes.

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.
Tybug0rz 29 Sep @ 12:21pm 
Gotcha! I’m not smart on how modding works. But being able to choose specifically, even if it meant a whole new item (like the open/closed mail coif) having hooded/unhooded or random being a selection would be a huge help for RP on my fort. But I understand if the time investment would be too high for such a small features
Digganob  [author] 29 Sep @ 8:06am 
There's no way to choose whether an individual helmet has a hood.

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.
Tybug0rz 29 Sep @ 7:28am 
Is there any way to control when a dwarf gets a hood with a helmet? or a toggle, I like the look, but for some I want to ensure the entire face is visible.. if not, that would be a suggestion for sure!
Digganob  [author] 17 Sep @ 10:12pm 
I appreciate the report. I'll add it to the growing list of things that I... hope... I can one day attend to. I will test it myself at some point to see if it is just you, but it probably affects others. Thank you.
Boy 17 Sep @ 9:30pm 
I went to double check for you buy making a world with ONLY this mod and yeah the same issue with the mail shirts. Validation shouldnt matter since the mail shirts show up in the portraits in pure vanilla. Sorry for presenting you this inconvenience. If it is just me I am very curious as to why
Digganob  [author] 17 Sep @ 8:02am 
Weird. Yeah, I don't think it'd be a compatibility problem, so long as you don't have any mods with graphical changes/additions.

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.
Boy 16 Sep @ 9:45pm 
I am unsure if it's something I've done (I'm 90% sure there isn't a compatibility problem,) or if it's the mod changing the portraits, but for some reason Mail Shirts do not appear equipped in the portraits of people. But they do appear on the world sprite.

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
Digganob  [author] 16 Sep @ 7:28pm 
Good luck.
-bZ-MasterLuke 16 Sep @ 7:07pm 
Yeah, I have no clue what I am doing but I am learning. There is a custom palette in the Dark Elf Redux mod so I am playing around with some things atm to see if I can find a bodged solution.
Digganob  [author] 15 Sep @ 10:38pm 
I think the dark elf graphics file is trying to reference a color palette that doesn't exist anymore. This mod uses a new set with one extra skin color in the middle.

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.
-bZ-MasterLuke 15 Sep @ 10:18pm 
Do you know why the body palette would be messed up for the Dark Elf Redux mod? I'm relatively new to modding DF and I've just started poking around into the files and everything seems to be fine.
Digganob  [author] 15 Sep @ 9:28pm 
This mod gives humans new civilizations with their own allowed recipes and whatnots, so if you want craft the new helmets, you'll want to stick with just this mod. This mod also gives you a lot of the benefits dwarves have normally over the other civs, with the exception of steel since that's dwarf exclusive, but other than that they have the same capabilities, generally speaking.

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.
Boy 15 Sep @ 9:00pm 
Alrighty, so I'm relatively new to Dwarf Fortress and from what I do know, it's that Human's typically aren't playable because they can't make Drink or something and hate being underground.

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.
Digganob  [author] 11 Sep @ 4:41pm 
I suspect it's completely unrelated.

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?
Gavitron 10 Sep @ 8:23pm 
work orders are completely failing to select specific materials when I use this. I have orders for maple and willow blocks but they're just making whatever random wooden blocks they feel like
Digganob  [author] 10 Sep @ 10:26am 
That is weird. I have little idea why that'd be.
Audax 10 Sep @ 7:59am 
weirdly enough the new armors/shields lack graphics, i tried generating a world with just that mod and the problem persist, does anyone know any solutions to this?
Digganob  [author] 28 Aug @ 4:46pm 
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 28 Aug @ 1:44pm 
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 ☢ 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 ☢ 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?