Dwarf Fortress

Dwarf Fortress

Additional Races: Naga
78 kommentarer
amywebbskii 5. okt. kl. 14:20 
conflicts with Naut's Procedural Dragons
Dohc, Son of Buh Reborn 20. sep. kl. 13:29 
Good mod, works well with no issues or bugs that ive noticed, adds some nice variety to the visitors. the nagas have nice colors
L. Loire 23. juli kl. 2:53 
Good mod, even while it smells fishy
Tapioka 17. juni kl. 12:18 
@Canadianeurysm I have those two mods and they work normally, you might be using another mod that causes the crashes. Just a reminder that Forthammer isn't compatible with mods that edit the vanilla races.
Bad Decisions 17. mar. kl. 16:26 
does more arms mean they can carry and use more weapons at the same time? or is it just an aesthetic, lore thing?
Canadianeurysm 16. mar. kl. 10:54 
I think this mod is incompatible with Forthammer, I get a CTD whenever I run it in the same modlist as Forthammer. Not entirely sure why.
2chuu4u 14. sep. 2024 kl. 12:31 
An update on my last comment: You can choose how many arms you get, through the Gender Select button.

Also, this mod seems to be missing a Helm graphic for Shellsteel on non-naga creatures.
2chuu4u 3. juli 2024 kl. 19:09 
Quite the agree.
At the least, adding "All Pops Playable" to the entities file is a pretty quick and easy way to at least have them playable in Adventure Mode.

Though I don't know if it will have access to Shellsteel and the like. Or if you can choose how many arms you'd get.
ThePhantomX64 29. juni 2024 kl. 21:27 
wish this mod and your others where updated especially since Adventure mod is coming soon and is currently in open beta.
fakenewsknight 14. nov. 2023 kl. 23:29 
Heya, loving the mod in my current playthrough! However, there's one glitch I keep encountering. Every armored naga person who comes to my fortress for trade wears two mail shirts at the same time. Not sure why this happens, but it does. I've not fought them yet, so I dunno if it gives them any combat advantages (got I hope it doesn't make their torso armor twice as strong), but I thought I'd just put the issue here.
DragonlordCringe 3. mar. 2023 kl. 6:46 
nevermind, i ended up having fun :spyro:
DragonlordCringe 3. mar. 2023 kl. 5:58 
im not sure if there are "friendly" werebeasts, but a nagi transformed in the middle of my tavern and is just chillin'. Might be a bug, but its pretty cool
Amaze 19. feb. 2023 kl. 6:04 
I like how me naga wrote a book titled "Who's in Paris?"
FEET SEEKING MISSILE 18. feb. 2023 kl. 15:50 
snek mommy zoo time
Diggle 7. feb. 2023 kl. 20:33 
does anyone know what combat skill effects glaive combat?
aE 7. feb. 2023 kl. 14:14 
finally a mod that adds the people who were in paris
Anyndel 7. feb. 2023 kl. 11:43 
A general comment for all your mods, I would reccomend setting their starter biome to just [START_BIOME:ANY_LAND] like goblins because after a lot of world generation attempts I saw most civs werent really getting placed much given how rare the biomes tend to be compared to the locations available to goblins and humans, so as a result way more goblin and human civilizations are spawned, which in world generation means they end up just wiping them most of the time. Giving them ANY_LAND instead makes them spawn and survive more reliably
Rparvitn 4. feb. 2023 kl. 0:47 
I found compability problem, description not from me:

"gadgetpatch [создатель] 11 ч. назад
@Rparvitin Taking a look a the source, it seems that the Additional Races mods change vanilla Dwarves to add graphics for extra weapons, which conflicts with changes made by base Creature Graphics Extended.

TL;DR, this is a CGE and Additional Races problem, not a problem with this mod, so it's out of my hands. If you want to fix it on your end, you can delete "installed_mods/sm_cv_naga/graphics/graphics_naga_vanilla_patch.txt". It will hide naga weapons on Dwarves though."
mickeyzord 2. feb. 2023 kl. 15:23 
UPDATE: SO APPARENTLY VISTING NAGA WILL CLAIM YOUR NESTBOXES TO LAY EGGS?!
mickeyzord 2. feb. 2023 kl. 15:11 
uhhh...I found Nagi eggs...after the naga showed up to my tavern...and I think my dwarves are trying to eat them...
Flodos [47th JOU] 31. jan. 2023 kl. 7:57 
They also had no pack animals, so I couldn't even trade much to them.
Flodos [47th JOU] 31. jan. 2023 kl. 7:56 
I just got my first Naga caravan, but they arrived with nothing to trade?
nvmthanh1992 26. jan. 2023 kl. 9:12 
My dwarf equiped a Shellsteel spear , the spear become invisible like he holding nothing .
Rake 19. jan. 2023 kl. 3:35 
it seems like the demon lords of the naga don't produce a slab during the worldgen, nor they make a pact with some deity to stay on the world. It is intended or it's kinda of an hardcoded function of the gobbos civ ans as such can't be replicated?
Mirazent 17. jan. 2023 kl. 9:53 
everything is ok, thanks)
I've already figured it out)
I needed for my mod, which rebalances the materials)
Alll-Mer 17. jan. 2023 kl. 9:09 
@Mirazent are you wanting to see the stuff you edited or the shell stuff from this mod?
Mirazent 12. jan. 2023 kl. 22:41 
@SEEU

"Yea, until they give modders a way to add new stuff to existing graphics files, I can't make them appear correctly on any other race without fully overwriting the dwarf's graphics file (which I don't want to do, mostly just because I'd like to keep this mod as compatible with others as possible).

Hopefully we'll get that ability soon. Or maybe there's already a way and someone can enlighten me. :hubbahubba:"
====
can you tell me how to do it for personal use?
I have a mod that allows you to craft armor/weapons from inaccessible vanilla materials.
I want them to be visible from these materials.

Thanks in advance )
TheDarthKnight 9. jan. 2023 kl. 21:36 
Several of the Naga visitors to my tavern have decided it is more fun to jump into the nearest pond and stay there for a while. One of them eventually left the pond and went to the tavern after they got pulled into a fight. Is this an intended behavior?
Digganob 6. jan. 2023 kl. 12:14 
I just had what might be a good idea for a civilization: Boar men. Everyone wants orcs, of course, they're a fantasy classic. But we already have goblins, and they fill many of the niches orcs often do. But boar men would be interesting as they're not often done, yet have a lot of similar vibes as orcs do, being somewhat larger than humans, tusked, brutish, etc. They also might have some potential for interesting mechanics. Being able to enter martial trances would be reasonable for them, considering their *ferocious charges*.

Though, there already is a wild boar man in the game. Don't know what would have to be done about them.

Anyways, this is just an idea.
Kaaros Aleri 1. jan. 2023 kl. 18:37 
Good to know you're working on it!
SEEU  [ophavsmand] 1. jan. 2023 kl. 16:47 
My guess is its because they're amphibious (so they path through water) but their pack animals are not. I've got a few things I'd like to fix with the Naga so I'll be hitting them soon and that will be one of them.
Kaaros Aleri 1. jan. 2023 kl. 16:05 
I have a consistent issue with merchant caravan pathing through water. Once their pack animals gets into deep water the caravan bugs out and never properly unloads and then just leaves. Anyone else bumped into this issue? My map in particular is an issue because it's a 4 way river with a ton of pools.
SEEU  [ophavsmand] 31. dec. 2022 kl. 8:48 
You can just delete the object def and the reaction and you should be good... probably.

I don't know if the graphics def will complain. If it does, you'd have to remove the refs from there as well.
arkhaeart 31. dec. 2022 kl. 7:08 
Good mod, but what if I want to remove shellsteel from it? If I delete shellsteel reaction, object definition and permitted reaction from raws, will that work, or will the mod be broken?
aptom203 30. dec. 2022 kl. 16:31 
I erroneously thought that shellsteel bolts from this mod did not work correctly, but it's just a vanilla bug with marksdwarves.
SEEU  [ophavsmand] 29. dec. 2022 kl. 2:56 
Yea, until they give modders a way to add new stuff to existing graphics files, I can't make them appear correctly on any other race without fully overwriting the dwarf's graphics file (which I don't want to do, mostly just because I'd like to keep this mod as compatible with others as possible).

Hopefully we'll get that ability soon. Or maybe there's already a way and someone can enlighten me. :hubbahubba:
Fath 29. dec. 2022 kl. 2:53 
I noticed the graphics for shellsteel weapons don't show up on dwarves. I made a full set of shellsteel short swords with bars from melted down loot (the ant people in the caverns seem to have weapons made with it in abundance) and they don't appear even when held in hand.

Besides that, I've been having fun with this mod and your other ones as well, really been making my worlds more interesting!
MattFright 28. dec. 2022 kl. 21:11 
Not sure if this is even worth/possible to fix (or if you'd want to at all) but i've had bat men invade and one was using shellsteel gear. Didn't seem to have killed a naga for it or anything either, it only had one kill and it was a forgotten beast, and his buddies had no kills.
KM.One 27. dec. 2022 kl. 16:15 
Do Naga steal children? I just generated a new world and there are 4 "Dark Elven Pits" in the middle of the Dark Naga Pits
WaKKO151 26. dec. 2022 kl. 18:28 
Skaven!!!!!!!!!
SEEU  [ophavsmand] 26. dec. 2022 kl. 18:18 
There is no way to make shellsteel as a dwarf. The only way to obtain it at all would be trading (the naga should be able to produce it, but I haven't checked it they do) or melting down shellsteel items.

The reaction exists, so I don't see any reason you couldn't add it to the dwarf raws, but that was not my intent.
Riot Dawn 26. dec. 2022 kl. 18:07 
Is there a way to make shellsteel as a dwarf?
Silver Crescent 26. dec. 2022 kl. 17:40 
Could we get Arachne and Kitsune?
love 26. dec. 2022 kl. 11:56 
THESE LOOK SO COOL.
Can't wait to use them in adventure mode.
-Ordinique- 26. dec. 2022 kl. 8:49 
skaven +
Cpt.Korggan 26. dec. 2022 kl. 2:07 
Skaven would be massive and let us properly simulate 40k. Eternal war with the ratmen makes them our hated enemy.
Smerg the Dargon 25. dec. 2022 kl. 17:11 
Can't play 'em? Aw...
SEEU  [ophavsmand] 25. dec. 2022 kl. 10:36 
Skaven/Rat people is actually on my potential to-do list. I really want to go back and refine what I have soon though, so if I did it wouldn't be for a bit.
Lord Gwýðion 25. dec. 2022 kl. 10:11 
Question: would you be able/willing to work on a Skaven playable race mod? :3
Deon ☣ 25. dec. 2022 kl. 4:43 
The problem is that you cannot simply patch another definition of graphic on existing creature. You would have to redefine the whole creature graphics. That's why I went with Total Conversion route.

Hopefully they improve it in the future.