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 Dwarf Fortress File Depot » Minor Mods » [50.xx] Shaped Shoes/Boots
      
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File Listing: [50.xx] Shaped Shoes/Boots
Last Updated: Jan 16, 2023, 09:34:50 am
First Created: Dec 28, 2022, 06:11:19 am
File version: 1.0.2
For DF version: Multiple
Downloads: 74 (119) Size: 65.7 KB
Views: 223 (319) Type: ZIP
Rating (0 votes): Unrated
Description
Allows military dwarves to change into armored boots when equipping their uniforms by adding the SHAPED tag to shoes/boots.

This mod implements the recommended work-around to allow military dwarves to change footwear when equipping armor that is specified in the Dwarf Fortress bugtracker at https://www.bay12games.com/dwarves/mantisbt/view.php?id=10899#c39584

Normally military dwarfs attempt to put their armor boots on over the top of their shoes and that exceeds the limit for the amount of clothing permitted on their feet at the same time. They then proceed to fight in plain shoes instead of their armored boots because they couldn't put the armor boots on over the top of their shoes.

Only one item that is "shaped" is allowed to be worn on a body part at once. That was originally added to the game for helms/hoods so that they would put their helmet on instead of continuing to run around in their plain hats. This mod adds that same shaped flag to all footwear other than socks, so that they take their shoes off before trying to put their armor boots on.

Also available on the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2908215621

See also: Shaped Gloves, which uses the same technique to try to make wearing armor gauntlets more reliable when dwarves are wearing gloves & mittens.

Installation:
  • Download using the Workshop, or extract the shaped_shoes folder and place it in Dwarf Fortress\mods.
  • Generate a new world!

FAQ:

Can I add this mod to an existing save?

Unfortunately, no. Mods can only be added to a save at world generation time. However, you CAN directly modify the game files yourself to apply the same changes which will then apply to all worlds you are playing.

The benefit when the changes are done as a mod is that game updates won't overwrite the changes, since they're defined in a separate file. The downside is that you can only add a mod to a save when first generating the world. Editing the game files directly lets you add the change to existing saves, but if the game updates or you run steam's "validate files" you'll need to redo the changes.

Applying the change manually can be a good way to get started on your current world, then use the mod for any future worlds. That way when you finish with the current game you would no longer need to keep modifying the game files each update for your future worlds.

How to apply the edits manually so they apply to an existing save:
  • Open the file "Dwarf Fortress/data/vanilla/vanilla_items/objects/item_shoes.txt"
  • For each item in the file other than socks, add the "[SHAPED]" tag to the end of the item definition.
  • Do NOT add "[SHAPED]" to socks because you want them to be able to wear socks together with both shoes and boots.

Example:
Code:
[ITEM_SHOES:ITEM_SHOES_SHOES] [NAME:shoe:shoes] [LAYER:OVER] [COVERAGE:100] [LAYER_SIZE:20] [LAYER_PERMIT:15] [MATERIAL_SIZE:1] [SOFT] [LEATHER] [STRUCTURAL_ELASTICITY_WOVEN_THREAD] [SHAPED]
Raw Data: JSON / Text
Checksum / Hash
SHA-256: 44670b7add530ab67a9b791adf2f1ca813bce4a3273c5c6a858dda25ef6013ee
IP: logged
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