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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.
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.
I am not on any beta/experimental branch. I'll try reinstalling the game and a few other things today.
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.
"Not found: data/installed_mods/arsenal_and_cultural_overhaul(9)/graphics/images/human/human_body.png"
Help?
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.
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.
Is the new civ human? What are the differences from the vanilla civs?
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.
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?...