More jobs for Orcs and Amberstone

I finally got the code to work and added more jobs to both the orcs and bunny citizens.

The jobs all work now so anyone who wants to try it out is welcome to use it now.

bunny_jobs.smod (30.3 KB)

Thanks to tremendous amounts of help from @DaniAngione the new outfits pictured below are integrated into the mod and are ACE compatible. I will add more as they are completed.

I’ll edit this post to show the outfits as I finish them:

Orc Trappers

Orc Blacksmiths

OrcBlacksmith

Orc Archers

OrcArchers

Clan Amberstone Farmers

Clan Amberstone Weaver

Clan Amberstone Footman

8 Likes

why isn’t there a playable orc tribe yet

because making kingdoms is a lot of work, and making one with a non-human body is even more work…

1 Like

I guess it doesn’t exist because you haven’t made it yet. If you decide to, you are welcome to use the outfits I make for this mod.

2 Likes

Looks good! Is there a way to manually trip the orc and amberstone villager missions for testing purposes?

@Gavote Not that I know of, but you get one of each after you kill the titan, but it should work no matter how you get them.

I did just test that the jobs only are available to brand new citizens, even if you do a re-embarkation.

The debug tools include a campaign browser which can do this

I’m looking for a little feedback on some ideas I had for the orc blacksmith

  • Googles only
  • Mask
  • Raised Mask

0 voters

1 Like

raised mask to fit with SH aesthetics. middle mask wit ha darker lower jaw if you want to have a WAAAAAGH on your hands :stuck_out_tongue:

4 Likes

I think the raised mask is the clear winner. I haven’t made much progress lately on account of wanting to enjoy the new ACE update. And I have been. It is awesome and adds some amazing features.

Anyway, I re-worked the Amberstone farmer outfit to more closely match their color schemes in the vanilla assets. I’m still working on getting these outfits to apply in-game. I’m not a very good coder.

8 Likes

Sooo…

I started working on the other mixins for the outfits and I’ve finally realized that my outfits are being overwritten by ACE. I don’t know enough to make them compatible, so I might just see if they want to integrate this mod. I always did kind of look at it as more of a “fix” than a “mod”

Anyway, I’m also trying to figure out how to make the Testament of a Righted Wrong able to be taken on a re-imbarkment. You can take the Gong, so it’s too easy to end up with a whole ton of Orcs and few bunnies until after the end game.

1 Like

Try adding this to your manifest:

	"dependencies": [
		"rayyas_children",
		"northern_alliance",
		"stonehearth_ace"
	],

So your mod load after those and your changes happens after their overwrites.

2 Likes

So to be able to carry it over, you just have to add a stonehearth:reembarkation entry in the entity data of titan_slayer_monument.json (see orc_friendship_gong.json). However, I don’t remember how the bunny granting encounters are set up, so just carrying it over may not be sufficient.

2 Likes

can i just say that is one awsome outfit.

1 Like

Thank your Bruno. I tried that and the bunny farmer just promoted with the ACE farmer hat and no clothes. The vanilla farmers didn’t have separate hats, so I’m not sure how to handle that.

It wouldn’t just be a mixin, I don’t think.

This is the mixin I came up with:

{
“entity_data”: {
“stonehearth:reembarkation”: {
“reembark_version”: “stonehearth:gizmos:corrupt:titanstorm:slayer:monument”
}
}
}
I got the UI from the convert arbalest to monument json and used the format of the gong of orc friendship.

It wouldn’t re-embark on an existing save, but maybe it will work with a new kingdom playthrough. If I can get it to embark, then I can test to see if it brings in the bunnies.

And here’s what I added to my manifest:

“stonehearth/entities/gizmos/titan_slayer/titan_slayer.json”: “file(mixins/titan_slayer.json)”

These are wonderful models! :merry: :heart:
I can help you set it up, if you want :slight_smile:

The issue must be something other than ACE overriding your outfits though, because ACE doesn’t allow bunnies and orcs to have jobs that they can’t (in vanilla) - which also means that we don’t have bunny/orc outfits for those outfits and henceforth there’s no way we are overriding them.

What could be happening is that the different Faction outfits would be overriding the outfits you’re adding, but that also seems unlikely since the ACE faction outfits have calls for mixins from the original outfits - so if your changes are made to the original farmer outfit, for example, they should be “pulled” by the faction outfits.

So the issue must be on another level - I have a few guesses, I will take a look on the mod and respond here as soon as I can! :slight_smile:

Edit:
I downloaded the mod but most folders are empty - I think only the orc trapper outfit is up? Or have I done something wrong? :joy:

Anyway, I can already spot the issue (at least for the trapper outfit)
Here’s your mixin:

{
      "model_variants": {
         "orc_male": {
            "layer": "clothing",
            "models": [
               "file(trapper_outfit_orc_male.qb)"
            ]
         },
         "orc_female": {
            "layer": "clothing",
            "models": [
               "file(trapper_outfit_orc_female.qb)"
            ]
         }
     }
}

The problem here is that you’re trying to add the model_variants component into nowhere; when you mix into a .json file, you have to respect the file structure, which means that you need to include the higher level which is components - and the model_variants should be inside of that. So it should look like this:

{
	"components": {
		"model_variants": {
			"orc_male": {
				"layer": "clothing",
				"models": [
					"file(trapper_outfit_orc_male.qb)"
				]
			},
			"orc_female": {
				"layer": "clothing",
				"models": [
					"file(trapper_outfit_orc_female.qb)"
				]
			}
		}
	}
}

Oh, and also - for the file() file call to work like that, the models need to be in the same folder as the json. If not in the same folder (in your case, the models are under /bunny_jobs/jobs/trapper/trapper_outfit while the json is in /bunny_jobs/mixins) you have to specify the entire path. So instead of the file(...) try using these:

/bunny_jobs/jobs/trapper/trapper_outfit/trapper_outfit_orc_male.qb
/bunny_jobs/jobs/trapper/trapper_outfit/trapper_outfit_orc_female.qb

Or, preferably, move the trapper_outfit.json to the same folder as the models (but remember to fix the path in your manifest!)
Check if this works :slight_smile:

And if you wish, I can help you figure out how to make it work, feel free to contact me here, through PMs, this thread or through Discord!

3 Likes

Hi Dani,

I don’t think that ACE is overwriting the outfits. It’s more that ACE changes the way some of the outfits are set up, i.e. the farmer outfit in ACE adds a “hat” folder and json similar to the vanilla archer outfit. The vanilla farmer outfit is one piece, and my bunny farmer outfit is also.

I tried your much appreciated suggestion for using absolute paths and made a little progress

Besides apparently needing to move my outfit over to line up with the body, it also has the hat from my outfit and the hat from the hat folder of ACE. I don’t know how to reconcile that.

If it were part of ACE I could just make a mixin to the hat json, but I don’t know what to do as a stand-alone?

Also, sorry for the old mod, I didn’t want to update until I had the outfits working. This one is current as of today. Wonky though.
bunny_jobs.smod (12.3 KB)

1 Like

Alright, I’ll give it a look tomorrow and help you make it work :slight_smile:

2 Likes

some code that might be usefull for you is the following

mixintypes: {
"thing_that_you_change" : "overrride"
}
"thing_that_you_change" : {the usual stuff here}

somethign i have for my nordlings archers for instance is:

"equipment": {
      "mixintypes": {
         "helmet": "remove"
      },
      "torso": "file(archer_outfit)"
   },

now imagine you wanted to change the helmet, instead of removing it, you would use the override code above, and then define the helmet in the equipment stuff, just like i did with the torso, that way, if you “import” for a lack of a better word someone elses changes to the helmet, your code would override that a again… in theory.

1 Like