Dwarf Fortress

Dwarf Fortress

Creature Graphics Extended - REDUX
159 Comments
Digganob  [author] 18 Jul @ 8:28am 
That is unfortunate, I hope you didn't make anything too impressive yet. But yes, layered graphics is incompatible. Technically it runs, but it causes some problems, and because the sprites are of different sizes and whatnot, it wouldn't look good even if it worked.

I ought to have gone through some of these more popular mods which would be incompatible, sorry. I'm adding it to the list for the next update.
ODevil 18 Jul @ 3:47am 
Yeah, I'm using layered graphics. Is that mod also incompatible with this one?
So far it's only two dwarves who have this issue and they're just wearing regular dresses and trousers...
It also doesn't seem like I can remove the mod mid-game :/
Digganob  [author] 17 Jul @ 6:59pm 
What do you mean by missing texture boxes, exactly? If it's something like a black box with a black word in it, that's a wrong set of coordinates being picked. If you can pinpoint what item of clothing is causing that, or what the black word is, I can fix it.

But more likely, even if it is that black box, there's a great chance it's another mod messing with this one, vice versa. Are you using Topples' layered graphics? Or any other mods which mess with graphics?
ODevil 17 Jul @ 1:25pm 
I'm getting missing texture boxes around some of my dwarves, no idea if it's this or another mod tho. Is there a log somewhere that tells me what graphics failed to load?
Digganob  [author] 1 Jul @ 6:56pm 
Lol, well, I can't judge your own perceptions. The easiest way to do it is by going to the iris palettes sheets in the palettes folder, and simply filling the whole image with whatever color you want. I recommend black, as the old light gray would result in a similarly contrasting appearance.
FernandZero 1 Jul @ 12:40pm 
Is it possible to remove eye color changes from the mod? Everyone looks like they're doing the 👀 emote to me
Digganob  [author] 28 Jun @ 10:17am 
@Moisesjns Yeah no way that this works with layered graphics. It's basically a whole new set of graphics for the civilized creatures, so even if it did "work," it would be really janky. Stuff like that new jewelry mod I'll implement myself into this one directly, though, as it just fits.
eqN 27 Jun @ 7:51pm 
I sooo want to use this mod, but I really love Topple's mods, so hoping there can be cross compatibility implemented, as Topple's mods make it very feasible. Same,too, for the Arsenal and Cultural mod as well!
Moisesjns 27 Jun @ 7:38pm 
Causes crashes for me too much sadlyt even with the mod that adds compatibilty to multiple graphic changes
Digganob  [author] 20 Jun @ 12:20pm 
Oh, I suppose it wouldn't be too hard. I'll consider that idea.
BertiBert 20 Jun @ 11:11am 
I definitely like a round shield Version since it fits better with the dwarven idea for me or have the option to make wooden shields early game. Dont know how much work it would be to add it as a craftable version instead of replacing the current shield.
Digganob  [author] 20 Jun @ 11:00am 
Yes, it is intentional. A bit experimental. I've got better round shield sprites made I'll see about adding here, from my new Arsenal and Cultural Overhaul mod, but I'll add an option for the old metal kite shields. Or, I suppose I'll make the round shields optional, since this seems to confuse people.
BertiBert 20 Jun @ 3:58am 
Is it intended that metal shields get replaced by a round wooden shield sprite? Even with no other mods enabled this does happen but i am not sure if this is intended behavior or a bug. It looks kinda odd to make a steel shield but it is not even metallic.
Digganob  [author] 17 Jun @ 12:51am 
I'm glad to know someone did.
Jahk 17 Jun @ 12:30am 
Wooo that's me
Digganob  [author] 16 Jun @ 5:54pm 
For those of you subscribed to this thread: Arsenal and Cultural Overhaul is out now!
Digganob  [author] 11 Jun @ 4:53pm 
Would you please post a screenshot in the bug reports section, and say if you have any other mods, and which ones?
xxx_420_Bad_Boy [Wizard_Cum] 11 Jun @ 10:29am 
I have a dwarf that has the "LMIB BODY" square displayed under them
Digganob  [author] 4 Jun @ 6:01pm 
Oh, that's just the prone indicator. It's there in vanilla, too.
Jack9 4 Jun @ 7:28am 
What are all the ugly brown arrows beneath some of the dwarfs?
Digganob  [author] 24 May @ 5:15pm 
Just this one. It's entirely standalone. But it only impacts graphics, so as long as other mods do not affect graphics for the five central races, they will be compatible.
Cosmo Corban 24 May @ 11:03am 
Do I use this mod alongside the original GCE or just this one?
Tlacuache Silvestre 23 May @ 5:34pm 
Yippee!! My hero ~ :8bitheart:
Digganob  [author] 23 May @ 5:32pm 
True enough. I'll see about it.
Tlacuache Silvestre 23 May @ 4:54pm 
I do appreciate your efforts for visual correlation between portraits and the little doll sprites. If you could add pauldrons to the portraits, that would be pretty cool. Otherwise, maybe they could be added as optional files, like the goblin beards? I just really like pauldrons, they're cool, and sometimes it's hard to tell if someone has a breastplate with them big ol' beards.
Digganob  [author] 23 May @ 3:37pm 
Oh yeah, y'all can see the new shield sprites by checking out a couple of screenshots I've uploaded to my profile. Tell me what you think.
Digganob  [author] 23 May @ 8:59am 
Yes, that was intentional. I decided to remove them to make cloaks/capes easier to show for technical reasons, and also simply because there are no pauldrons in portraits. It makes for better visual correlation between portraits and non-portrait sprites.

If I add them back in, it'll probably be with different sprites, and show up in portraits, too.

As for shields, note taken.
Tlacuache Silvestre 23 May @ 12:29am 
The shoulder pads of breastplates aren't appearing on my dwarves, was that an intended feature? Also, I'll have to agree that the previous design of kite shield is easier to read.

Love your work! can't wait to see your new project release (-:
Digganob  [author] 18 May @ 10:57pm 
Sorry fellas, the new mod is delayed another short while. As often happens, problems and changes multiply even as progress is made. I hope and believe next week will give enough time to finish it.

However, for those who want to see what the mod will bring, check out uploaded screenshots, to see the new helmets, and something else unannounced: Variable cloak sprites. They will now synchronize with portrait cloak art, and be randomized in various colors, to add variety to armies and adventurers.
Digganob  [author] 18 May @ 10:12am 
Opinion received. I'll leave 'em with the new sprites, once I implement them, for a while, and see how people like them. The idea was to show their material with the boss (the little round bit in the center), but I suppose it does still make it harder to tell. Maybe I ought to give them a rim of the same material, at least.
Edjevoorzetje 18 May @ 1:42am 
In my opinion I like the metal heater shields. To me it looks weird when dwarfs wear an iron shield and it looks like wood. It is also confusing because there are also wooden shields in the game so I think: 'Did I outfit them correctly?'

Thanks for the hard work buddy! I love this mod!
Digganob  [author] 17 May @ 5:00pm 
The one without "Redux" in the name is the original one, made by a different person, which I based this one off of. Other than the foundations of the art, they are not very similar.

The old one used random variations for all facial features, and did not support portraits or child sprites.

This one uses actual facial features to determine the art used for portraits AND non-portrait sprites. It also includes a few new features, listed above.


I would recommend installing this one, since it is essentially a continuation of the old one, though I changed the art quite a bit, fixed many problems, and used new tools to make it more visually interesting. The old one still technically works, but will look really weird.
Landlocked Viking 17 May @ 2:46pm 
Hey all, could someone explain to me the difference between this mod and the other one with the same name but without "redux" in it? I'm confused and don't understand from the mod description which one should I install
Digganob  [author] 14 May @ 4:59pm 
Yes, it does. I had kinda forgotten I made that change, honestly. I'll put in an update soon to make better sprites, with some perspective to them, as these ones are a little poor. If everyone wants the all-metal heater shields back, I'll put 'em back, though. Please, do give your opinions.
Edjevoorzetje 14 May @ 6:41am 
Does this mod change the way shields look? My metal shields are round and look like they are made of wood, but I don't know what mod changes this.
Alyfox 12 May @ 8:22am 
Ok! thanks for the quick reply :)
Digganob  [author] 11 May @ 6:28pm 
Yes. As they would both be changing the graphics files of the civilized creatures, one would overwrite the other.

I'm currently working on a new mod which, while it does not currently have new weapons, is a more complete overhaul to armor graphics, including four new helmets, coifs, and new random cloak/cape sprites, with this mod as a base. Depending on how much people want it, I'll see about sooner or later adding new weapons from other mods. It won't be a purely graphic mod, though, as it adds actual items. So you'd have to wait a while, and make a new world, if you want to actually use new weapons, in that mod.
Alyfox 11 May @ 6:14pm 
Other incompatibilities include any mod which modifies graphics for the five civilized creatures.

Would this include mods that add new weapons (such as Bearded Axe, the polearms ones, etc)
Digganob  [author] 9 May @ 3:46am 
Sure thing.
Psycho 9 May @ 12:44am 
dont worry fixed it something was wrong at the instaled mods.W mod btw thanks for not giving up
Digganob  [author] 8 May @ 10:29am 
Ah, shoulda been more specific. Yeah, the experimental build tends to cause problems. Try uninstalling the mod (delete it in your local files too), switching to the stable version, downloading it again, then switching to experimental. Otherwise, I don't know.

You're sure you had the right load order too, yes? If you had any other mods active, turn them off, then try it again.
Psycho 8 May @ 7:51am 
mod aint working on the experimental build says something about body_palettes not found
Digganob  [author] 8 May @ 7:36am 
Nah, I am.
Psycho 8 May @ 7:35am 
not working?
Fæven 4 May @ 3:14am 
Hell yes, thanks for maintaining this mod for us. :raburabu:

This should honestly be vanilla, its that good.
Digganob  [author] 29 Apr @ 10:55pm 
The new mod will be not be done by the end of the month, unfortunately. Hopefully by the end of this week, but, confidently, it should be done by the end of the next. Be assured, the wait is worth it.

For now, here's a long-awaited update to this one.
Souly Hatin 22 Apr @ 2:46am 
np
Digganob  [author] 15 Apr @ 7:26pm 
Hey, thanks! That'll be very helpful, actually, I appreciate it.
Souly Hatin 15 Apr @ 4:32pm 
FYI I saw your discussion re testing artifacts with jecowa on another thread.
With DFHack you don't have to wait for moods to take your dwarves to test your changes; you can simply use strangemood --force --skill armorsmith . The command will force a strange mood, bypassing normal preconditions, and ensure the FORGE_ARMOR token is targeted. Or you can change it to clothier or whatever else you need. Official documentation can be found here [docs.dfhack.org].
Digganob  [author] 14 Apr @ 5:11pm 
Yes, I apologize for the delay. I had said before that it should be done by the end of March, but obviously it's taken longer. I am confident now, though, that I should be done with it around the end of April. Because of the extra time I took, though, the number of features and improvements were increased drastically, so that the mod should be essentially complete, and any more work I do with it will be content additions, which will be much easier to add with how I've made it.