Dwarf Fortress

Dwarf Fortress

Extended Necromancy
29 Comments
Joe Mc'Murray 22 Aug @ 9:40pm 
please keep up the good work, and please make some for adventure mode its what i play for :steamsad:
niemst  [author] 10 Aug @ 10:12pm 
@TheNarberal
I haven't tests it in adventure mode, but there should be no difference between secret created with this mod and by vanilla in context of learning. The slabs should contain the knowledge and the creatures that know the secret can teach it as well (according the Legends view)
TheNarberal 10 Aug @ 7:15pm 
So wait, does this let you become a lich?
millerdonaldson 7 Aug @ 4:15pm 
@niemst Thanks, it's the second option. I'll try your suggestions.
niemst  [author] 7 Aug @ 1:10pm 
@millerdonaldson

You can also check if there’s a `lualog.txt` file in DF directory. If it exists, delete it and try generating a new world. If the file reappears and contains something like `Extended Necromancy: Initializing extended necromancer secrets...`, that means the mod was still active. If that line doesn't appear, then the mod wasn’t used during generation.

Also, keep in mind: if a world was generated with certain mods enabled, those same mods must remain installed to play that world. You can update mods, but you *cannot* add new ones to an already generated world.

Finally, in Steam, you can right-click the game name → go to *Properties* → *Installed Files* → *Verify integrity of game files* to ensure your installation is clean.
(The mod itself doesn’t alter game files, but it’s possible you may have modified something by accident.)
niemst  [author] 7 Aug @ 1:10pm 
@millerdonaldson
I'm not entirely sure what you're asking, so here are two possible answers:

1. **If you're asking how to make this mod work:**
You need to enable it in the mod section *before* generating a new world.

2. **If you're reporting that after installing this mod, you're no longer getting experiments when generating a new world *without* this mod:**
There’s unfortunately nothing I can do. During world generation, the game should only use vanilla files (`data/vanilla`) when no mods are selected.
millerdonaldson 7 Aug @ 9:33am 
@niemst So I have an issue I'd like to report. While this mod is really cool, it seems that ever since I downloaded it I *need* to have it installed in order for necromancer experiments to spawn in a world. Not knowing anything about Lua scripting, I'm unsure how to fix it. Would you have any insight into this?
niemst  [author] 31 Jul @ 4:04pm 
@Nactarune - I think they are compatible
Nactarune 31 Jul @ 2:52pm 
do you think that this mod Strange Secrets is compatible with both your mods (dead end and extended necromancy) ?
niemst  [author] 29 Jul @ 9:08pm 
@leonardodiasm - u can not have both at once, but u also do not need to. This one also changes the wait periods as the FPS Fix.
leonardodiasm 29 Jul @ 5:12pm 
How is it compatible (or not) with your Necromancy FPS Fix mod?
niemst  [author] 29 Jul @ 9:24am 
@millerdonaldson - yes - it is lua script
@Sylvanas_III - yes, an necromancer can still become an lich or arch-warlock etc
Sylvanas_III 28 Jul @ 4:37pm 
I do have one question. Since the motivation for becoming a necromancer in-game is usually out of a desire for immortality, do non-immortal necromancers have a way of becoming immortal?
Sylvanas_III 28 Jul @ 4:34pm 
This mod seems *very* interesting. Definitely trying it out so the wielders of unhallowed wizardry have some decent variety.
millerdonaldson 28 Jul @ 11:31am 
Neat! Did you make this with Lua?
niemst  [author] 27 Jul @ 2:11pm 
@The Butcher please check out Necromancy FPS Fix
The Butcher 27 Jul @ 11:27am 
Oh thank you!, I would appreciate it a lot!
niemst  [author] 27 Jul @ 2:14am 
@The Butcher - yes, the vanilla have 10 ticks for all abilities, the mod have 100 ticks and more depending on random choices. If you are looking for a way to just increase cooldown for vanilla necromancers time, I could prepare such mod as well.
The Butcher 26 Jul @ 12:20pm 
Does this mean I won't experience fps drops from necromancers constantly reviving on the battlefield?
niemst  [author] 26 Jul @ 5:36am 
Yes, it should. I would advice checking the world history after generation to see for results.
Nactarune 26 Jul @ 5:08am 
Thanks for replying, so it should technically work with the dead end mod right ?
niemst  [author] 26 Jul @ 4:30am 
@Nactarune I havn't move to lua or tested yet the "dead end" mod. I'm struggling with issues in DF Hack now to make more complex tests. setting secret types to 0 = no generated necromancy.

@Hippiecab Yes the vanilla necromancer function is only used as fallback in case of error/exception. The function I created is its modified version, but if the vanilla one will be changed I will have to update mod as well, and yes it will not be compatible with any mod changing the same function. I will update the description

Abut secret filtering when that will happen I will handle it - right now it will fall back to vanilla version - till then YAGNI
Hippiecab 26 Jul @ 3:51am 
I reviewed your code.

Regarding compatibility:
This mod completely replaces the vanilla necromancer function in the interactions.secrets table. So any other mod that modifies the necromancer function, will be in conflict with this mod.

Regarding the sph argument to the necromancer function:
It seems to be a filter that is not implemented yet. In the future it might be used to filter out which secrets to generate, so only secrets of certain spheres will be included in the world.
b e a n 25 Jul @ 3:14pm 
Super cool
Eidos 25 Jul @ 2:11pm 
Great mod! Please note that mortal necromancer dot create towers as they simply store the secret slabs in their home settlements.
Nactarune 25 Jul @ 2:10pm 
Thanks for pointing it out! It works with your other mod dead end to immortality right and if so is there a particular order should this be above or below dead end to immortality? As I see there in the issues section that you would need to set secret types to 0.
niemst  [author] 25 Jul @ 5:19am 
No need to set secret types to none. That would end up with no necromancy. But values = how many different necromancers will appear (and indirectly how likely)

I don't see a reason why it would not work with any other mod
Nactarune 25 Jul @ 4:52am 
Also would this conflict with mods that change how languages work like The Way the Words Work ?
Nactarune 25 Jul @ 4:49am 
Sweet! One question tho, do we still need to set the secret types to none in the detailed section during world generation since the old mod required that ?