Dwarf Fortress

Dwarf Fortress

Additional Races. Erinyes. Graphics Update.
23 Comments
2chuu4u  [author] 1 Aug @ 8:29am 
Ah! Thank you @Eidos! I will check it.
Eidos 1 Aug @ 6:13am 
Left hand collosal shield is missing.
2chuu4u  [author] 28 Jun @ 8:40am 
Thank you so much! :)
상자 27 Jun @ 9:22pm 
Long time effort and you made it! Congrat
2chuu4u  [author] 17 Apr @ 5:49pm 
I think I finally got all the wearables patched now, and addressed an issue brought up by @Dubius where sometimes the weapons wouldn't display if they were being wielded in the "wrong hand." They should all show now!

For the most part I think this is what I wanted to handle, but I might someday try to work on the Male sprites.
GoldenRobot 11 Apr @ 12:20pm 
WOoooooooOOOoo!!
2chuu4u  [author] 11 Apr @ 7:22am 
Yeah! Check pussimech's Playable Erinyes mod linked in the description. Just load this one above it on the mod list and it should work fine.
GoldenRobot 10 Apr @ 3:00pm 
are these playable yet?
2chuu4u  [author] 29 Mar @ 10:37am 
Update's up!
2chuu4u  [author] 28 Mar @ 10:34pm 
Progress update: I found that error Dubious pointed out. I think I know what the problem is so that should be on the way.

Also with invisible armor, that I think I had left some of it in an incomplete state during testing.

Thanks all for the patience. c:
Just a matter of finding some time to get this done!
2chuu4u  [author] 27 Mar @ 12:06pm 
Oh! That's right!
Pussimech had made male Erinyes to look different.

I'll try to account for that in the update, I can probably make it work.

Good luck in your modding! It's very fun to learn c:
Check out the Kitfox Discord if you like, that's the official one for DF and there's a thriving modding community there that can teach you much.
Bralbaard 27 Mar @ 11:13am 
It looks like the default human with your mod enabled (and above it in the load order), but with just pussymechs mod the male Erinys look identical to the females. I'm having some inconsistencies with erinyes armor being invisible in some cases too, but it is hard to pin down. The problem is that the game writes nothing to the errorlog if there are issues with the graphics file. Anyhow many thanks for the mod! I'm working on a mod for a new civ, and it amazes me how fast SEEU was able to push out these mods. It's a lot of work.
2chuu4u  [author] 27 Mar @ 6:43am 
Thanks Bralbaard c:

For the male Erinyes, SEEU never designed any unique sprites for them. So yeah they appear odd lol. It should just look like the normal default human with no equipment?
It seems to be a placeholder they put in for them, since they're supposed to be so rare. So far I haven't any plans to make sprites for them, I'm not quite skilled enough to do original ones yet.

But never the less I appreciate it being brought up so I can clarify.

And yeah! I still gotta finish doing the other weapons! I've been putting it off a lot, but I'll try and get around to it today.
Bralbaard 26 Mar @ 1:12pm 
It seems that the special weapons work as intended, but a lot of the other equipment no longer shows up. Also male Erinyes seem broken, and use human graphics. I'm using pussymechs Erinyes as the basis. This is testable in the arena.
2chuu4u  [author] 22 Mar @ 6:58pm 
Thank you friends! I am so happy people like it :)

@Dubius thank you for the feedback! I believe the mod's original design was only to display the Colossal weapons in one hand, but it should show regardless of which hand it is in. My main goal is to make sure the old mods work as intended, rather than adding any further features.

Still, I did notice a few weapons not displaying properly and I had thought I had at least the colossal ones displaying properly.

I don't currently intend to add additional sprites, but I will look into this issue as I get back into it. #2 especially important, I think #1 would be fine.

As for now, I have been playing DF too much and procrastinating >_>;
Bad me! lol
Dubious 22 Mar @ 2:38pm 
Ah, excuse me about the material stuff on 3. I messed up my testing by editing things I think. Your colossal graphics DO show the specified material.
Dubious 22 Mar @ 2:31pm 
I've found a few issues in this, mainly in adventure and arena mode where even an oversized weapon is held in one hand or the other (even when it says 'multigrasp', it seems to still be picking a side)

1) A colossal weapon is graphically held in the right hand, though their inventory says left.
2) A colossal weapon actually held in the right hand, 'multigrasp' or no, has no visual (testable by spawning an erinyes in arena with two extra weapons that they can selectively drop to pick up a colossal weapon in the specific hand).
3) Colossal weapons don't visually reflect their material, but it is possible. The graphic that they use will turn into the specified material wherever there's pure-white pixels, seemingly.

From my earlier efforts, I made a flipped image file for left-handed weilding that I could give you, but I didn't make any pure-white graphics for displaying any material.
PussiMech 20 Mar @ 3:10pm 
very nice dude
Rat 19 Mar @ 7:43am 
wow cool:respect_soldier::Rat_Laugh::charles_happy:
2chuu4u  [author] 18 Mar @ 6:55pm 
Thanks friend! ^^
Dubious 18 Mar @ 5:43pm 
Yo! I saw this error and was making a fix myself, but I never got as far as allowing more materials. Well done, and thanks!
2chuu4u  [author] 18 Mar @ 4:41pm 
@Moonwarden64 Oh! Woops! I think I misunderstood how that requirement works. I'll remove it for now c:

Thanks for letting me know.
Moonwarden64 18 Mar @ 2:42pm 
heh, first one to find an error... :beeped:
It the "required id" in the info thingy only recognizes SEEU's version of the mod, if you only have PussiMech's version you can't create a world