Dwarf Fortress

Dwarf Fortress

Arsenal and Cultural Overhaul
83 Comments
Nactarune 8 hours ago 
Of course will do, tho not using any other mods with it just this alone, i remove vanilla languages and put it right above vanilla creatures graphics and start a new game
Digganob  [author] 8 hours ago 
You had better copy these and put 'em in the pinned bug reports discussion topic. I'll see to looking at them in more detail later. In the meantime, also post a mod list of the other mods you're using, or anything else you might think has something to do with it.
Aceituno 29 Jul @ 8:25am 
Great mod. It would be amazing if this were compatible with Topples Jewelry Portrait Graphics
Deafi 26 Jul @ 8:46am 
Really difficult to use unless it's by itself
Sassarico 24 Jul @ 10:26am 
got it, thanks mans, awesome work btw!
Digganob  [author] 24 Jul @ 9:18am 
You can actually go into your installed_mods folder and delete specific files you don't want. If you want to remove the weapon balance changes, you'd have to delete item_weapon_aaco.

However, you cannot reduce the mod to a graphics overhaul entirely. The new helmets are not only graphical, but actually new items. And the new entity and entity edits need the new helmets to be added to them as options. Otherwise, they would use the vanilla one.

Technically, much of this can be made compatible with other specific mods, but that's a rather large undertaking. If some particular other mod which is incompatible becomes very popular, I might make a patch to make them compatible.
Sassarico 24 Jul @ 8:35am 
can i "uncheck" the rebalance part of this? i just wanted the graphics overhaul..
Digganob  [author] 18 Jul @ 8:29am 
Thank you.
Nactarune 18 Jul @ 4:04am 
Of course take it at your pace great work !
Digganob  [author] 17 Jul @ 6:54pm 
Oh hey, it does! I was thinking of trying to add Advanced Agriculture myself, but this makes things a lot smoother.
Digganob  [author] 17 Jul @ 6:49pm 
I have no idea myself as to how to make the compatible, looking at their raws I thought they should have been.

They do look good in that mod, I admit. But there are currently higher priority fixes and improvements to make, first. I'll add it to the back log.
Nactarune 17 Jul @ 2:04pm 
Good news is Advanced Agriculture now works with the mod using the compatibility patches
Nactarune 17 Jul @ 11:43am 
Any idea to make them work together, honestly the metal colors there are great makes them unique and if not maybe integrate it for next patch ?
Digganob  [author] 17 Jul @ 7:25am 
Just did a more thorough check, and I don't see any files or images which have the same name. Odd.
Nactarune 17 Jul @ 2:11am 
I asked around over in discord and the crash is something about "duplicated raws" if that's any help
Digganob  [author] 16 Jul @ 4:31pm 
While I can't figure out exactly why it conflicts, it does say on the mod page that any mod which modifies the default palette is incompatible. While I do use new palette sets, they shouldn't modify anything in vanilla. They're only added on to it. Which shouldn't be incompatible with other mods. Anywho, the fellow who made it probably knows. In the mean time, I'm adding it to my list of incompatible mods, for the next update.
Nactarune 16 Jul @ 3:47am 
I stand corrected, it appears the metallic mod is indeed incompatible with this as the game starts fine but when you close and try to load it, it always crashes any idea what the incompatibility is @Digganob ?
BobbaJammer 15 Jul @ 12:34am 
Yeah, and I've tried the other mods, but it;s only been an issue with this mod.
Digganob  [author] 14 Jul @ 4:34pm 
Strange. I have seen my own archers working just fine, after I updated the ranged weapons. And there were no other mods besides this one when you tried it again?
BobbaJammer 13 Jul @ 11:28pm 
I've tried two worlds, one with the wanderer's crafting mod, and the other with just this mod and both had that issue.
Digganob  [author] 13 Jul @ 10:11pm 
I have had no such issue, but I will look into it. Do you have any other mods which affect weapons?
BobbaJammer 13 Jul @ 8:50pm 
I've been having issues that people won't fire their bows on both Adventure and Fortress mode.
Nactarune 12 Jul @ 12:35am 
@magicianofwands i'm using both metallic retexture mod with this and the game starts fine, maybe try to delete the mod files and redownload them
magicianofwands 11 Jul @ 5:54pm 
It seems the incompatibility is with this mod and the Metallic retexture mod. Shame.
magicianofwands 11 Jul @ 6:34am 
I am not using a localization, I don't know why you think I'm ESL or something.

I am not on any beta/experimental branch. I'll try reinstalling the game and a few other things today.
Digganob  [author] 10 Jul @ 10:15pm 
If you're using Dwarf Fortress Localization Installer, you'll have to check out the fix in CGE - Redux's bug reports page.

I suspect you're using the beta or experimental branch, perhaps, though, as others have had similar problems with them. If you are, disable them.
magicianofwands 10 Jul @ 8:52pm 
I keep getting this error that makes it impossible for me to start my game.

"Not found: data/installed_mods/arsenal_and_cultural_overhaul(9)/graphics/images/human/human_body.png"

Help?
Whitty 9 Jul @ 10:26pm 
Yep okay it works perfectly now.
Whitty 9 Jul @ 10:23pm 
Okay so, from what I'm understanding, CGE - Redux is already effectively in this mod and shouldn't be loaded with?
Digganob  [author] 5 Jul @ 12:08am 
Hey, good catch. I forgot entirely about the branches, those have caused me a lot of issues before.
DanieltheJew 4 Jul @ 10:48pm 
@Vandalblast If you're running in beta or experimental mode, try disabling that. Had the same problem, this fixed it for me.
Vandalblast 3 Jul @ 2:18am 
thanks! ill try it out, thank you for your patience
Digganob  [author] 1 Jul @ 7:00pm 
@Vandalblast The only thing left I can think of is if you are using DF Localization Installer, as that caused inexplicable crashes with CGE - Redux as well. The way to fix it if so is by copying the graphics folder of the mod in the mods folder, then pasting and replacing the graphics folder of the mod in installed_mods. Sorry if that sounds convoluted, but it's a pretty simple operation.
Digganob  [author] 1 Jul @ 6:52pm 
@fungicidal Eh, it should be safe. I'm not entirely sure which changes actually apply, except that I know civilization changes do not. So your benefit may vary. But, it shouldn't cause any issues.
fungicidal 1 Jul @ 4:42am 
This mod rules. Is it safe to update mid-save or would that be a terrible idea?
Vandalblast 30 Jun @ 11:51pm 
Same thing, I've no idea whats causing this, since nobody else has seemed to have this problem
Vandalblast 30 Jun @ 11:49pm 
sorry, the plural was a mistake, just vanilla languages (I hope), ill try again just in case I did make that mistake
Digganob  [author] 30 Jun @ 10:51pm 
One thing, you removed folder(s) plural? You only have to remove Vanilla Languages.
Vandalblast 30 Jun @ 10:34pm 
update, same thing, the crash note references the mod too so I reckon its apart of the mod
Vandalblast 30 Jun @ 10:30pm 
the only mod active was this one, I removed the folders I had to and positioned it right, I think ill uninstall reinstall dwarf fort and get back to you
Digganob  [author] 30 Jun @ 8:57pm 
It is likely a mod incompatibility. What other graphics mods are you using?
Vandalblast 30 Jun @ 7:52pm 
Having trouble getting the mod to work, whenever I generate a world with it it crashes, saying it wast able to find graphics for body pallets, is this related to the new update with random creature profiles and is this a fixable problem?
Digganob  [author] 30 Jun @ 6:12pm 
You're welcome.
Nactarune 30 Jun @ 6:02pm 
Ooh niice can't wait to try it out just get my free time and btw thanks for your effort was excited for the mod for a long time !
Digganob  [author] 30 Jun @ 5:55pm 
Good news: I've already implemented it. Have fun.

Granted, I changed longswords so that they can be used in one hand by bigger dwarves and humans, because longswords can definitely be wielded in one hand.
Nactarune 30 Jun @ 4:45pm 
Do you think it will work with Vanilla Weapon Overhaul as it tweaks the weapon attriibutes but doesn't add new stuff ?
Digganob  [author] 29 Jun @ 10:33am 
Yes, the new civ is human. The "old" human civ and the "new" one are much the same in structure, they just have access to different equipment, and start in different locations.

The old one starts in the same places as normal, but the it and the new one use a monarchical system, similar to dwarves, but the nobility and monarchy lead the armies, instead of dedicated military nobles.

The new ones start exclusively in Taiga, to make sure they only live in cold places. They're less likely to have heavy armor. You can actually see the differences in their armor options in some of the screenshots, with the standoff between armies.

They're just kind of loosely based off of middle medieval and dark age armies, respectively, with the exception of the slayer helm, which is fantastical, but relatively fitting.
leonardodiasm 29 Jun @ 10:18am 
Less goofy names is what I am looking for, yes.

Is the new civ human? What are the differences from the vanilla civs?
Digganob  [author] 28 Jun @ 8:39pm 
Sure. Sorry about the lack of a description, I'm workin' on it. I had a good one till steam caught me without a copy of the old one, and removed it when I updated the mod.

It replaces the default entity file of Vanilla Dwarf Fortress entirely, and adds (for now) one new civilization, so any mods which mess with civilizations will not work. Neither will anything which adds reactions, unless you add those reactions in yourself to the mod's entity file, which isn't too hard to do. Or unless a modded workshop has an inherent reaction, I guess? I'm not too familiar with reaction modding, I'll have to look into it.

It is not compatible with Language Overhaul. I integrated The Way the Words Work into it, which does many of the same things as Language Overhaul, though it's more in line with Vanilla. If you just wanted less goofy names and name structures, then this mod will do it for you.
leonardodiasm 28 Jun @ 8:28pm 
Uh, can you give me a heads up on what your mod does? It seems to be what I am looking for, but I am not sure...
Does it change human language? Is it compatible with Language Overhaul, I wonder? I can see it adds equipment... Anything else like reactions, work stations?...