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 Dwarf Fortress File Depot » Major Mods » Forgotten Realms Direforged 2.8R
      
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File Listing: Forgotten Realms Direforged 2.8R
Last Updated: Jan 11, 2026, 05:35:19 am
First Created: Dec 07, 2022, 03:58:46 pm
File version: R
For DF version: 53.09
Downloads: 11 (1,008) Size: 9.18 MB
Views: 133 (8,146) Type: ZIP
Rating (0 votes): Unrated
Description
Forgotten Realms Direforged

Discord Thread

This mod is a total conversion to Dwarf Fortress that brings creatures and other content from the Forgotten Realms D&D Campaign Setting, the basis for game franchises like Baldur's Gate, Icewind Dale and Neverwinter Nights into the Dwarf Fortress world. It isn't the vanilla Dwarf Fortress world however, but rather the Dwarf Fortress world modded by Knight Otu's Direforged mod, which was the original inspiration for the idea of creating this mod in the first.

The creatures of the game world are essentially divided into 'natives', which are the creatures of the vanilla game and direforged mod or colonists which in the lore behind this mod arrived from the Forgotten Realms before Yr 0.

This mod also adds a great deal of extra content as well. The new content added by the integrated mods is typically modified by me and is not a carbon copy of their author's work. SOME of the new content is listed here.

+ An extremely extensive dictionary based upon an abandoned dictionary by Amostubel, containing nearly all the words in the English language and some new words as well.
+ New RL creatures and plants.
+ Voliol's Various Vivants has been integrated.
+ Creatures of Myth and Legend has been fully integrated.
+ Deeper Dwarven Domestication and Dwarf Caramel have been integrated.
+ The Wanderer's Friend crafting mod mod has been integrated.
+ The Leatherfix has been integrated.
+ Vanilla raws for animals and plants have been overhauled. In particular most things now have [BENIGN] takes if they aren't dangerous to keep adventurers from chasing after them.

A lot of the modifications made are unfortunately workarounds to the endless bugs and limitations that afflict the game, particularly in Adventure Mode. Some content however had to be removed outright.

- Currency is not marked by year because that doesn't presently work.
- Pouches have been removed from adventure mode characters because they put stuff in them they shouldn't.

Impotant Note:

This mod replaces the vanilla files for entities/creatures so on but it *does not* replace the files for graphics. Therefore when creating a new world, ensure that the former files are *not* loaded but the latter files *are*, otherwise problems will occur.

Races

There are more races added than can be listed here, but here is a list of the civilised races in the game.

Natives
Fortress dwarves (vanilla goblins)
Dire goblins (vanilla goblins)
Feral elves (vanilla elves)
Cave kobolds (vanilla kobolds)
Mountain gnomes
Dark gnomes
Howling ogres (vanilla ogres)
Foul blendec
Wing-harpies (vanilla harpies)
Amphibian men
Rodent men
Serpent men
Reptile men
Plump helmet men
Troglodytes
Gorlaks
Blind cave ogre
Ant People
Gremlins
Wurad
Shyhak
Tower hobgoblins
Itarin
Ekodu
Fachan
Carmine Fey
Redcaps
Dullahan
Nucklevee
Lyroaka
Quicktrolls

Colonists
Rock gnomes.
Svirfneblin
Forest gnomes
Mountain orcs
Gray orcs
Orogs
Derro
Athach
Boggles
Ogres
Sun elves
Moon elves
Wood elves
Wild elves
Drow
Fomorians
Cyclops
Xvarts
Goblins
Hobgoblins
Dekanter Goblins
Bugbears
Kobolds
Tasloi
Forest Trolls
Gnolls
Ettins
Cloud giants
Storm giants
Stone giants
Frost giants
Hill giants
Fire giants
Killorens
Atomies
Sprites
Korreds
Grig
Pixie
Yakfolk
Version Changes
Version B
a) Highnesses are no longer translated as Lownesses.

Version C
a) Now supports the new classic version.
b) Newt_people are now Newt-People.
c) Ettins can now no longer be either a town or a dark fortress.

Version D
a) Updated tanning hide reaction so we can actually make leather.

Version E
a) Cloth can now be once again made from pig tails.

Version F
a) Bristlepigs and shoveldons no longer steal items due to a vanilla bug causing them to steal items from caravans that employ them as pack animals.
b) Grigs no longer shop the physical signs of old age (grain hair, wrinkling) even though they are immortal.
c) Words no longer use hyphonated translations, as in wolf-person but instead always use a german-style compound word, as in wolfperson.

Version G
a) Fachan and Ekodu no longer have babysnatchers.

Version H
a) Extensive rework to the world-gen economy designed to make dark pit civs stronger and certain 'high-performers' weaker.
b) Babysnatchers are now back in except for trolls (they would eat all the babies) and Itarin (no food production, so babies starve).
c) Added some extra restrictions to keep stolen babies from taking over the babysnatcher civs.

Version I
a) Made the remaining carnivore entities omnivorous to help their world-gen prospects.

Version J
a) The world no longer has STPs in it. :-)

Version K
a) Bags are used again rather than boxes for a whole swathe of reactions.

Version L
a) Due to engine limitations gold dwarf deep lords and shield dwarf elders were not actually coming in twelves as they were supposed to but rather twos. Thus I have made them officially come in twos.
b) Around half of words have all been given adjective/verb/noun forms, this should prevent the bug where translations were missing and also add to the complexity of the language.

Version M
a) Fixed a mistake in the item resizes that was making dwarves unable to equip bows in fortress mode.
b) Added extra forms for about 60% of words.

Version N
a) Updated the stones file to actually incorporate the tokens for you to actually make quicklime using some of those stones, which is required for parchments to be made in Fortress Mode.
b) Added extra forms for about 70% of words.
c) The plural forms of certain trees are no longer STP.
d) Cattle People now make Manvellum and Giant Cattle make Giant Vellum.

Version O
a) Updated to the Adventure Mode Release Version.
b) Certain creatures can now spit that could not before.
c) About 80% of words have extra forms.
d) Certain creatures cannot sweat anymore.
e) Vanilla (dire) goblins now use the vanilla description again.
f) Rewrote a few descriptions for modded-in creatures, generally to be shorter and sharper.

Version P
a) Fixed animal-based paper production.
b) May or may not have fixed plant-based paper production.
c) About 90% of words now have extra forms.

Version Q
a) Put in, largely arbitrary numbers of ranged weapons of different sizes (and guns). Larger ranged weapons are less accurate and take longer to fire. Smaller ranged weapons are quicker to fire, but their users take some time to recover from the recoil.
b) Fixed some bugs with giants using normal-sized ammo (and vice versa).
c) Crossbows are no longer 50% more powerful than bows.

Version R
a) Completed the dictionary changes to add adjectives, verbs and nouns for every word.
b) Integrated new dyes from vanilla
c) Carried out a massive sweep through the files to remove obsolete vanilla code, bugs and duplications.
d) Increased the age at which humans (and creatures with similar childhood length) reach maturity to 18, in line with vanilla. However, 12 years olds are now 90% of adult size, with full adult size being reached at the age of 16.
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 Forgotten Realms Direforged 2.8R (v R)  » posted by Goblin Cookie on Jan 11, 2026, 05:44:30 am
Version R is now uploaded. :-D :-D :-D :-D

Its main feature is the vast dictionary that now contains nouns, verbs and adjectives for every in-game word. And since in this mod there has long been in-game words for pretty much everything, it took me close to 2 years to pull that off.

Another issue that had emerged was the discrepancy between vanilla files and the mod's version of those same files had been growing with every update. So I took some time to comb through all the files to update the code.

My next step will now be to create graphics for everything I've added into the game, which is a lot of things, which is the only thing standing between me and a Steam Workshop release as far as I know.
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