Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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)
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.)
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.
@Sylvanas_III - yes, an necromancer can still become an lich or arch-warlock etc
@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
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.
I don't see a reason why it would not work with any other mod