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Difference between revisions of "v0.31 Talk:Modding guide"
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+ | ==Gremlins in Adventure Mode== | ||
+ | Does anyone know how to achieve playing gremlins in adventure mode? | ||
+ | |||
+ | |||
==What can/cannot be modded== | ==What can/cannot be modded== | ||
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]] | I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]] | ||
Line 11: | Line 15: | ||
Thanks --[[User:Rogue ork|rogue ork]] 00:30, 25 february 2011 (UTC) | Thanks --[[User:Rogue ork|rogue ork]] 00:30, 25 february 2011 (UTC) | ||
+ | |||
+ | == Crafting == | ||
+ | Am i correct in thinking the crafting recipes for things such as weapons are hardcoded? I couldn't find any reference to their material requirements in the obvious raw files - do all weapons require a single item of metal/whatever and a plank of wood? - Shortzo 03:23, 7 March 2011 (GMT +13) | ||
+ | |||
+ | == Flying Civs == | ||
+ | Is it possible to make a controllable civ who's members can fly in adventure and fortress mode? --[[User:HugoLuman|HugoLuman]] 03:07, 15 March 2011 (UTC) | ||
+ | |||
+ | Yes! It is possible. Assuming the creature already can fly, and has an entry in the entity raw, all you have to do is add either the [INDIV_CONTROLLABLE] or [CIV_CONTROLLABLE] tokens. | ||
+ | |||
+ | If not, add [FLIER] to the creature and/or add an entry for them into entity_default. For more details on this look at the wiki. | ||
+ | |||
+ | When starting Fortress mode you'll have to pick the correct civ from the embark menu, but it won't tell you what race each civ belongs to, so check in legends mode first. --[[User:Windpoison|((windpoison))]] 23:59, 22 January 2012 (UTC) | ||
+ | |||
+ | |||
+ | == Multiple [CIV_CONTROLLABLE] Entities Issue == | ||
+ | |||
+ | If you have more than one Entity with the [CIV_CONTROLLABLE] tag, will they interact with your civ in Fortress Mode? | ||
+ | For example, would dwarves trade with you if you were playing as humans? | ||
+ | |||
+ | == Adamantine Dwarves == | ||
+ | I've been trying to make my dwarfs out of Adamantine, but I'm not sure how to do this. Anyone know how? --[[Special:Contributions/94.173.253.116|94.173.253.116]] 21:07, 20 May 2011 (UTC) | ||
+ | |||
+ | |||
+ | This Should solver your problems | ||
+ | |||
+ | Place these in b_detail_plan_default.txt<blockquote> | ||
+ | [BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS] | ||
+ | [ADD_MATERIAL:ADAMANTINE:ADAMANTINE_TEMPLATE] | ||
+ | [ADD_MATERIAL:FAT:FAT_TEMPLATE] | ||
+ | [ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE] | ||
+ | [ADD_MATERIAL:BONE:BONE_TEMPLATE] | ||
+ | [ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE] | ||
+ | [ADD_MATERIAL:HAIR:HAIR_TEMPLATE] | ||
+ | [ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE] | ||
+ | [ADD_MATERIAL:EYE:EYE_TEMPLATE] | ||
+ | [ADD_MATERIAL:NERVE:NERVE_TEMPLATE] | ||
+ | [ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE] | ||
+ | [ADD_MATERIAL:LUNG:LUNG_TEMPLATE] | ||
+ | [ADD_MATERIAL:HEART:HEART_TEMPLATE] | ||
+ | [ADD_MATERIAL:LIVER:LIVER_TEMPLATE] | ||
+ | [ADD_MATERIAL:GUT:GUT_TEMPLATE] | ||
+ | [ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE] | ||
+ | [ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE] | ||
+ | [ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE] | ||
+ | [ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE] | ||
+ | [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE] | ||
+ | [ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE] | ||
+ | [ADD_MATERIAL:SOAP:SOAP_TEMPLATE]</blockquote><blockquote> | ||
+ | BODY_DETAIL_PLAN:COMPLEX_TISSUES] | ||
+ | This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition. | ||
+ | [ADD_TISSUE:ADAMANTINE:ADAMANTINE_TEMPLATE] | ||
+ | [ADD_TISSUE:FAT:FAT_TEMPLATE] | ||
+ | [ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE] | ||
+ | [ADD_TISSUE:BONE:BONE_TEMPLATE] | ||
+ | [ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE] | ||
+ | [ADD_TISSUE:HAIR:HAIR_TEMPLATE] | ||
+ | [ADD_TISSUE:TOOTH:TOOTH_TEMPLATE] | ||
+ | [ADD_TISSUE:EYE:EYE_TEMPLATE] | ||
+ | [ADD_TISSUE:NERVE:NERVE_TEMPLATE] | ||
+ | [ADD_TISSUE:BRAIN:BRAIN_TEMPLATE] | ||
+ | [ADD_TISSUE:LUNG:LUNG_TEMPLATE] | ||
+ | [ADD_TISSUE:HEART:HEART_TEMPLATE] | ||
+ | [ADD_TISSUE:LIVER:LIVER_TEMPLATE] | ||
+ | [ADD_TISSUE:GUT:GUT_TEMPLATE] | ||
+ | [ADD_TISSUE:STOMACH:STOMACH_TEMPLATE] | ||
+ | [ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE] | ||
+ | [ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE] | ||
+ | [ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]</blockquote> | ||
+ | |||
+ | Place this in tissue_template_default.txt<blockquote> | ||
+ | [TISSUE_TEMPLATE:ADAMANTINE_TEMPLATE] | ||
+ | [TISSUE_NAME:adamantine:NP | ||
+ | [SCARS] | ||
+ | [TISSUE_MATERIAL:INORGANIC:ADAMANTINE] | ||
+ | [RELATIVE_THICKNESS:1] | ||
+ | [HEALING_RATE:100] | ||
+ | [VASCULAR] | ||
+ | [THICKENS_ON_STRENGTH] | ||
+ | [MUSCULAR] | ||
+ | [STRUCTURAL] | ||
+ | [FUNCTIONAL] | ||
+ | [PAIN_RECEPTORS:5] | ||
+ | [CONNECTS] | ||
+ | [TISSUE_SHAPE:LAYER]</blockquote> | ||
+ | |||
+ | Place this in material_template_default.txt<blockquote> | ||
+ | [MATERIAL_TEMPLATE:ADAMANTINE_TEMPLATE] | ||
+ | [STATE_COLOR:ALL_SOLID:GRAY] | ||
+ | [STATE_NAME:ALL_SOLID:skin] | ||
+ | [STATE_ADJ:ALL_SOLID:skin] | ||
+ | [STATE_COLOR:LIQUID:GRAY] | ||
+ | [STATE_NAME:LIQUID:n/a] | ||
+ | [STATE_ADJ:LIQUID:n/a] | ||
+ | [STATE_COLOR:GAS:GRAY] | ||
+ | [STATE_NAME:GAS:n/a] | ||
+ | [STATE_ADJ:GAS:n/a] | ||
+ | [DISPLAY_COLOR:7:0:0] | ||
+ | [MATERIAL_VALUE:1] | ||
+ | [SPEC_HEAT:450] | ||
+ | [IGNITE_POINT:NONE] | ||
+ | [MELTING_POINT:NONE] | ||
+ | [BOILING_POINT:NONE] | ||
+ | [HEATDAM_POINT:NONE] | ||
+ | [COLDDAM_POINT:NONE] | ||
+ | [MAT_FIXED_TEMP:NONE] | ||
+ | [SOLID_DENSITY:7850] | ||
+ | [LIQUID_DENSITY:NONE] | ||
+ | [MOLAR_MASS:55845] | ||
+ | [IMPACT_YIELD:1080000] | ||
+ | [IMPACT_FRACTURE:1080000] | ||
+ | [IMPACT_STRAIN_AT_YIELD:1000] | ||
+ | [COMPRESSIVE_YIELD:1080000] | ||
+ | [COMPRESSIVE_FRACTURE:1080000] | ||
+ | [COMPRESSIVE_STRAIN_AT_YIELD:50000] | ||
+ | [TENSILE_YIELD:520000] | ||
+ | [TENSILE_FRACTURE:860000] | ||
+ | [TENSILE_STRAIN_AT_YIELD:50000] | ||
+ | [TORSION_YIELD:520000] | ||
+ | [TORSION_FRACTURE:860000] | ||
+ | [TORSION_STRAIN_AT_YIELD:50000] | ||
+ | [SHEAR_YIELD:520000] used data for human skin | ||
+ | [SHEAR_FRACTURE:860000] | ||
+ | [SHEAR_STRAIN_AT_YIELD:50000] | ||
+ | [BENDING_YIELD:520000] | ||
+ | [BENDING_FRACTURE:860000] | ||
+ | [BENDING_STRAIN_AT_YIELD:50000] | ||
+ | [MAX_EDGE:0] | ||
+ | [ABSORPTION:100]. | ||
+ | [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] | ||
+ | [IMPLIES_ANIMAL_KILL] | ||
+ | [ROTS]</blockquote> | ||
+ | |||
+ | And finally replace the body details in creature_standard_default.txt with<blockquote> | ||
+ | [BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS] | ||
+ | [BODY_DETAIL_PLAN:COMPLEX_TISSUES] | ||
+ | [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ADAMANTINE:FAT:MUSCLE:BONE:CARTILAGE] | ||
+ | [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS] | ||
+ | </blockquote> | ||
+ | |||
+ | *You will need to offset them because i cant get it to look right. | ||
+ | |||
+ | == Sub-castes? == | ||
+ | |||
+ | Is it possible to create sub castes? As in say within the antmen to have a worker that is female and another based on the worker that is male? Just thinking of creating an overly complex race of different castes and hoping to get each caste to have males and females, or do I just need to declare them separately? --[[User:Egodeus|Egodeus]] 12:19, 21 June 2011 (UTC) | ||
+ | |||
+ | :You can use the USE_CASTE tag for that. It works as [USE_CASTE:NEW CASTE ID:BASE CASTE ID], after which you can place a new gender tag to overwrite the one in the base caste. | ||
+ | :[[User:Knight Otu|Knight Otu]] 14:09, 21 June 2011 (UTC) | ||
+ | ::Thanks! THat helps a '''lot'''. --[[User:Egodeus|Egodeus]] 10:26, 27 June 2011 (UTC) | ||
+ | |||
+ | ==Increasing Spawn rate?== | ||
+ | |||
+ | Is it possible to make a certain creature spawn more often? -[[User:Infinity WEAPON|Infinity WEAPON]] 05:30, 21 July 2011 (UTC) | ||
+ | |||
+ | |||
+ | |||
+ | Yes it is! Just add a [FREQUENCY:0-100] the higher the number the more frequently it will spawn. | ||
+ | |||
+ | |||
+ | ==Add a extra tissue layer above skin?== | ||
+ | Hello, I was playing around creating a race, (definately not a shameless edit based off DWARF) to learn to mod, and was wondering if there was a way to put an extra tissue layer above skin, without screwing around with tissue and material templates.--[[User:Windpoison|((windpoison))]] 23:30, 22 January 2012 (UTC) | ||
+ | |||
+ | ==Preserving gender in creature transformations== | ||
+ | Somehow it seems odd that if an adventurer becomes a werewolf with a mod, and gains a bunch of followers converted into werewolves, even when half were female all the werewolf forms are male. The werewolf creature has both genders present, but it seems the creature transformation syndrome tag requires a gender caste input, and I cant find how to just have it check the original creature caste for gender. -- [[Special:Contributions/173.31.41.45|173.31.41.45]] 02:36, 29 June 2012 (UTC) | ||
+ | :If you want some help with this, then this page is the wrong place to ask. This talk page isn't even for the version of the game that has werecreatures. Try asking in the forums instead. Also, don't forget to sign your comments on talk pages with "<nowiki>~~~~</nowiki>" at the end. Thanks. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 14:46, 29 June 2012 (UTC) |
Latest revision as of 14:46, 29 June 2012
Gremlins in Adventure Mode[edit]
Does anyone know how to achieve playing gremlins in adventure mode?
What can/cannot be modded[edit]
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --MadGreyOne
- Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --3 04:37, 6 December 2010 (UTC)
Modding Liquids[edit]
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks. --rogue ork 16:47, 20 february 2011
Water is hardcoded, so you can't mod it. --SpitefulFox 06:02, 20 February 2011 (UTC)
Thanks --rogue ork 00:30, 25 february 2011 (UTC)
Crafting[edit]
Am i correct in thinking the crafting recipes for things such as weapons are hardcoded? I couldn't find any reference to their material requirements in the obvious raw files - do all weapons require a single item of metal/whatever and a plank of wood? - Shortzo 03:23, 7 March 2011 (GMT +13)
Flying Civs[edit]
Is it possible to make a controllable civ who's members can fly in adventure and fortress mode? --HugoLuman 03:07, 15 March 2011 (UTC)
Yes! It is possible. Assuming the creature already can fly, and has an entry in the entity raw, all you have to do is add either the [INDIV_CONTROLLABLE] or [CIV_CONTROLLABLE] tokens.
If not, add [FLIER] to the creature and/or add an entry for them into entity_default. For more details on this look at the wiki.
When starting Fortress mode you'll have to pick the correct civ from the embark menu, but it won't tell you what race each civ belongs to, so check in legends mode first. --((windpoison)) 23:59, 22 January 2012 (UTC)
Multiple [CIV_CONTROLLABLE] Entities Issue[edit]
If you have more than one Entity with the [CIV_CONTROLLABLE] tag, will they interact with your civ in Fortress Mode? For example, would dwarves trade with you if you were playing as humans?
Adamantine Dwarves[edit]
I've been trying to make my dwarfs out of Adamantine, but I'm not sure how to do this. Anyone know how? --94.173.253.116 21:07, 20 May 2011 (UTC)
This Should solver your problems
Place these in b_detail_plan_default.txt
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS] [ADD_MATERIAL:ADAMANTINE:ADAMANTINE_TEMPLATE] [ADD_MATERIAL:FAT:FAT_TEMPLATE] [ADD_MATERIAL:MUSCLE:MUSCLE_TEMPLATE] [ADD_MATERIAL:BONE:BONE_TEMPLATE] [ADD_MATERIAL:CARTILAGE:CARTILAGE_TEMPLATE] [ADD_MATERIAL:HAIR:HAIR_TEMPLATE] [ADD_MATERIAL:TOOTH:TOOTH_TEMPLATE] [ADD_MATERIAL:EYE:EYE_TEMPLATE] [ADD_MATERIAL:NERVE:NERVE_TEMPLATE] [ADD_MATERIAL:BRAIN:BRAIN_TEMPLATE] [ADD_MATERIAL:LUNG:LUNG_TEMPLATE] [ADD_MATERIAL:HEART:HEART_TEMPLATE] [ADD_MATERIAL:LIVER:LIVER_TEMPLATE] [ADD_MATERIAL:GUT:GUT_TEMPLATE] [ADD_MATERIAL:STOMACH:STOMACH_TEMPLATE] [ADD_MATERIAL:PANCREAS:PANCREAS_TEMPLATE] [ADD_MATERIAL:SPLEEN:SPLEEN_TEMPLATE] [ADD_MATERIAL:KIDNEY:KIDNEY_TEMPLATE] [ADD_MATERIAL:LEATHER:LEATHER_TEMPLATE] [ADD_MATERIAL:TALLOW:TALLOW_TEMPLATE]
[ADD_MATERIAL:SOAP:SOAP_TEMPLATE]
BODY_DETAIL_PLAN:COMPLEX_TISSUES] This command is just a shortcut for the similar lines (USE_TISSUE_TEMPLATE|<token>|<template>) in a creature definition. [ADD_TISSUE:ADAMANTINE:ADAMANTINE_TEMPLATE] [ADD_TISSUE:FAT:FAT_TEMPLATE] [ADD_TISSUE:MUSCLE:MUSCLE_TEMPLATE] [ADD_TISSUE:BONE:BONE_TEMPLATE] [ADD_TISSUE:CARTILAGE:CARTILAGE_TEMPLATE] [ADD_TISSUE:HAIR:HAIR_TEMPLATE] [ADD_TISSUE:TOOTH:TOOTH_TEMPLATE] [ADD_TISSUE:EYE:EYE_TEMPLATE] [ADD_TISSUE:NERVE:NERVE_TEMPLATE] [ADD_TISSUE:BRAIN:BRAIN_TEMPLATE] [ADD_TISSUE:LUNG:LUNG_TEMPLATE] [ADD_TISSUE:HEART:HEART_TEMPLATE] [ADD_TISSUE:LIVER:LIVER_TEMPLATE] [ADD_TISSUE:GUT:GUT_TEMPLATE] [ADD_TISSUE:STOMACH:STOMACH_TEMPLATE] [ADD_TISSUE:PANCREAS:PANCREAS_TEMPLATE] [ADD_TISSUE:SPLEEN:SPLEEN_TEMPLATE]
[ADD_TISSUE:KIDNEY:KIDNEY_TEMPLATE]
Place this in tissue_template_default.txt
[TISSUE_TEMPLATE:ADAMANTINE_TEMPLATE] [TISSUE_NAME:adamantine:NP [SCARS] [TISSUE_MATERIAL:INORGANIC:ADAMANTINE] [RELATIVE_THICKNESS:1] [HEALING_RATE:100] [VASCULAR] [THICKENS_ON_STRENGTH] [MUSCULAR] [STRUCTURAL] [FUNCTIONAL] [PAIN_RECEPTORS:5] [CONNECTS]
[TISSUE_SHAPE:LAYER]
Place this in material_template_default.txt
[MATERIAL_TEMPLATE:ADAMANTINE_TEMPLATE] [STATE_COLOR:ALL_SOLID:GRAY] [STATE_NAME:ALL_SOLID:skin] [STATE_ADJ:ALL_SOLID:skin] [STATE_COLOR:LIQUID:GRAY] [STATE_NAME:LIQUID:n/a] [STATE_ADJ:LIQUID:n/a] [STATE_COLOR:GAS:GRAY] [STATE_NAME:GAS:n/a] [STATE_ADJ:GAS:n/a] [DISPLAY_COLOR:7:0:0] [MATERIAL_VALUE:1] [SPEC_HEAT:450] [IGNITE_POINT:NONE] [MELTING_POINT:NONE] [BOILING_POINT:NONE] [HEATDAM_POINT:NONE] [COLDDAM_POINT:NONE] [MAT_FIXED_TEMP:NONE] [SOLID_DENSITY:7850] [LIQUID_DENSITY:NONE] [MOLAR_MASS:55845] [IMPACT_YIELD:1080000] [IMPACT_FRACTURE:1080000] [IMPACT_STRAIN_AT_YIELD:1000] [COMPRESSIVE_YIELD:1080000] [COMPRESSIVE_FRACTURE:1080000] [COMPRESSIVE_STRAIN_AT_YIELD:50000] [TENSILE_YIELD:520000] [TENSILE_FRACTURE:860000] [TENSILE_STRAIN_AT_YIELD:50000] [TORSION_YIELD:520000] [TORSION_FRACTURE:860000] [TORSION_STRAIN_AT_YIELD:50000] [SHEAR_YIELD:520000] used data for human skin [SHEAR_FRACTURE:860000] [SHEAR_STRAIN_AT_YIELD:50000] [BENDING_YIELD:520000] [BENDING_FRACTURE:860000] [BENDING_STRAIN_AT_YIELD:50000] [MAX_EDGE:0] [ABSORPTION:100]. [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER] [IMPLIES_ANIMAL_KILL]
[ROTS]
And finally replace the body details in creature_standard_default.txt with
[BODY_DETAIL_PLAN:ADAMANTINE_MATERIALS] [BODY_DETAIL_PLAN:COMPLEX_TISSUES] [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:ADAMANTINE:FAT:MUSCLE:BONE:CARTILAGE] [BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
- You will need to offset them because i cant get it to look right.
Sub-castes?[edit]
Is it possible to create sub castes? As in say within the antmen to have a worker that is female and another based on the worker that is male? Just thinking of creating an overly complex race of different castes and hoping to get each caste to have males and females, or do I just need to declare them separately? --Egodeus 12:19, 21 June 2011 (UTC)
- You can use the USE_CASTE tag for that. It works as [USE_CASTE:NEW CASTE ID:BASE CASTE ID], after which you can place a new gender tag to overwrite the one in the base caste.
- Knight Otu 14:09, 21 June 2011 (UTC)
- Thanks! THat helps a lot. --Egodeus 10:26, 27 June 2011 (UTC)
Increasing Spawn rate?[edit]
Is it possible to make a certain creature spawn more often? -Infinity WEAPON 05:30, 21 July 2011 (UTC)
Yes it is! Just add a [FREQUENCY:0-100] the higher the number the more frequently it will spawn.
Add a extra tissue layer above skin?[edit]
Hello, I was playing around creating a race, (definately not a shameless edit based off DWARF) to learn to mod, and was wondering if there was a way to put an extra tissue layer above skin, without screwing around with tissue and material templates.--((windpoison)) 23:30, 22 January 2012 (UTC)
Preserving gender in creature transformations[edit]
Somehow it seems odd that if an adventurer becomes a werewolf with a mod, and gains a bunch of followers converted into werewolves, even when half were female all the werewolf forms are male. The werewolf creature has both genders present, but it seems the creature transformation syndrome tag requires a gender caste input, and I cant find how to just have it check the original creature caste for gender. -- 173.31.41.45 02:36, 29 June 2012 (UTC)
- If you want some help with this, then this page is the wrong place to ask. This talk page isn't even for the version of the game that has werecreatures. Try asking in the forums instead. Also, don't forget to sign your comments on talk pages with "~~~~" at the end. Thanks. -- HiEv 14:46, 29 June 2012 (UTC)