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Dwarf Fortress Total Conversion Mods

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  1. How To Install Dwarf Fortress Mods
  2. Dwarf Fortress Major Mods
  3. Dwarf Fortress Mods
In the Age of Ancients, the world was unformed, shrouded by fog. A land of gray crags, Archtrees, and Everlasting Dragons. But then there was Fire, and with fire came disparity. Heat and cold, life and death, and of course, light and dark. Then from the dark, They came, and found the Souls of Lords within the flame. Nito, the First of the Dead, The Witch of Izalith and her Daughters of Chaos, Gwyn, the Lord of Sunlight, and his faithful knights. And the Furtive Pygmy, so easily forgotten.
With the strength of Lords, they challenged the Dragons. Gwyn's mighty bolts peeled apart their stone scales. The Witches weaved great firestorms. Nito unleashed a miasma of death and disease. And Seath the Scaleless betrayed his own, and the Dragons were no more.
Thus began the Age of Fire. But soon the flames will fade, and only Dark will remain. Even now there are only embers, and man sees not light, but only endless nights...

Do you like my stuff? Consider donating to my patreon: https://www.patreon.com/themodsmith/posts
What is Dwarf Souls?
This is a total conversion mod into the world of Dark Souls. It is important to note, however, that it is not a conversion to a specific game, but rather the generalized setting itself. I have taken great pains to abstract and distill the essence of the game without using actual named characters, allowing for the world to possess the dynamism and flexibility inherent in Dwarf Fortress without damaging the player's immersion. In my personal opinion, this mod takes place in some distant, maddened edge of reality where many threads of time clash together and various peoples try to weather the storm of constant change and decay. Multiple civilizations are friendly and playable in this mod, but more of them will be hostile to all outsiders, fulfilling the role of dangerous and explorable 'dungeons' to be looted and massacred. Creatures and civilizations from all three games are present in this mod. All plants can be eaten or brewed into potions for significant but temporary stat boosts (I may rebalance these later). Overall this mod should be fully playable in fortress and adventure mode, though if there are any bugs or issues please let me know.
HOW TO INSTALL:
Just download it, place the folder somewhere, and play it. This mod comes with its own .exe and everything, you do not need to copy and paste, drag and drop, or otherwise move any files around beyond the initial step. It works exactly like installing and playing the vanilla game.
Changelog:
3.1 Changes:
-Fixed a bug involving some bite attacks. You can probably keep your 3.0 save working if you transfer the new creature raws into it, but make a backup just in case.
3.0 Changes:
-Content from Dark Souls 3 added to the mod.
-Updated to 44.12.
-Various bug fixes.
2.2 Changes:
-Frequency of mimics reduced.
-Further differentiation between hollows added. Tier list, from least to most dangerous, goes feral hollow-Fixed a duplicate raw bug.
-As I was working on the DS3 update as the above issue was discovered, some DS3 creatures will no be present in the game. Enjoy your Ravenous Crystal Lizards, Lothric (Gnarled) Wyverns, and the various residents of the Undead Settlement as a preview of things to come.
-Ghouls will not use the spider semimegabeast as an attack animal.
-Pyromancers can use fireball as intended. Remember, cut off a wizard's hands and they won't be able to cast spells.
-Feral skeletons, skeleton wheels, and pygmy skeletons should be properly hostile again. If you are playing a skeleton civilization, keep them away from any living diplomats, because feral skeletons WILL attack all things not tagged as NOT_LIVING. Best to err on the side of caution and keep them locked in dungeons/catacombs when not in use.
2.1 Changes:
-Unknown Frozen Plant Substances shouldn't be showing up anymore I thiiiink
-Skeleton pets now have pet values.
2.0 Changes:
-Monsters and civilizations from Dark Souls 2 have been integrated into the mod. The amount of content has been increased by about 30-40%, in my estimation.
-Many bug fixes and tweaks. Most creatures should now be rarer, but also bigger and harder to kill.
-Hollowing mechanic temporarily removed, it was causing problems and I need to work on it again.
1.1 Changes:
-Hollowing might have been implemented sort of. If I did it right, humans marked with the Dark Sign should be reanimated as Hollows, and Hollows who die will be revived as feral hollows. It should probably work but don't quote me on that.
-Schools of magic added. This is sort of complex and bears explaining. Right now there are three different slabs that can be created, like with necromancers. Spells involve manipulating fire, stone, and lightning, and more may be added later. Reading a slab will let you become a sorcerer and is guaranteed to teach you one spell on the first reading. I say first because while there is a 100% chance for one spell, you have a small chance of learning a new spell (4 spells in each school) every time you read it, with stronger spells having a lower chance of being learned. However, every time you read it you will incur 'magic fatigue' which gives you a 50% chance to fail ANY action for 10 days in fort mode, and half a day in adventure mode. Hopefully, this encourages players to find a safe place to settle down and study their slab(s) in adventure mode, and protect their people for the appropriate amount of time should they study magic in fort mode. NPCs who read slabs in world gen will only read them once though, so every battle against a sorcerer should be a unique or at least unpredictable experience. Is he a fledgling caster with only the weakest spells, or a master who can incinerate hundreds with a snap of his fingers? You won't know until you fight him. One tip though, you need hands to cast magic, so disarming our opponent should render them helpless.
-Lords of Moonlight will cast mood-improving illusions when not in combat.
-Slave giants can be trained by Lord civilizations.
1.0 Changes:
-Dwarf Souls released.

Sign in to like videos, comment, and subscribe. Watch Queue Queue. Summary: A Total Conversion featuring hundreds of changes. Face hordes of Infected in a barren, and decimated world in an attempt to create a flourishing fort. Draconic Civilization Total Conversion (40.24 - Release 2). Dwarf Fortress DF Modding. It is a preinstalled mod, possibly being able to be untangled, but.

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Coming to Steam and itch.io! DOWNLOAD DWARF FORTRESS CLASSIC 0.47.04 (February 29, 2020) Windows Linux Mac. Current Development: RSS Feed, Release Feed, @Bay12Games Here is the last report posted in 2020. Here is the last Future of the Fortress reply posted in 2020.; Yes, things got less normal indeed - for instance, the landlord decided to randomly.

This article is about the current version of DF.
MODThis page includes mods. The content is not part of normal DF as released. Changing game files can sometimes cause unexpected results, and should always be done with care and caution.

Community Mod List[edit]

A more complete list of mods (compared to this one) on the Bay 12 forum. The list includes updated links to a multitude of mods, utilities and modding utilities. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. There also exists links to threads of similar function for the older versions.

The list does not, however, encompass all up-to-date mods published on the forum, for that one has to search through the Mod Releases board, or even the Dwarf Fortress File Depot, the site where nigh all uploaded mods are stored.

Dark Ages IV: War & Mythos[edit]

Current version: v39 for DF Version 0.47.04

Description:

Author: GM-X
Type: Add-on
Summary: High Horror Fantasy mod with deep lore. Incorporates features of many older mods.

Core Features

  • Add-on: Horror Fantasy: Includes all features & creatures of Vanilla. DFHack is not required.
  • 6-years and 1000's of hours in the making: Built for Dwarf Fortress 0.40.+ by GM-X
  • 100+ Ironhand Dark tileset: Adds graphics for Monsters & Animals to all popular tilesets.
  • Monstrous Collection: Cyclops Brutes, Old Ones, Banshee, Greater Foul Blendec, Mummies, Sphinx, Wendigo, Liches, Summoners and many more.
  • Legends: Hyper Eventful World Histories.
  • Domestic Animal Booster: Many new pets for your fort including Hounds, Cave Lynx, & Living Statues.
  • 30+ Adventure Classes: Including Paladins, Shadowmancers, Reanimators, and Red Dragons.
  • Classic Adventurer Builds: Fighters, Rangers, Clerics, Paladin, and Rogues.
  • Craft Arquebus & Ammo in adventure mode starting with an Axe.
  • Dark Ages Adventure Crafting (DAAC): Refines numerous adventure crafting systems, including furniture.
  • Advanced World Generation: More Lakes, Islands, Forests, and Volcanoes.
  • Nature Boost: More animals, savagery, stronger pelts, shells, and dragon scales.
  • Lairs, Shrines, Hamlets, Roads, Bridges, Tombs, and Labyrinth are abundant.
  • Enhanced Good & Evil Biomes.
  • Entities respect: Ethics, spheres, personalities, skills, and life goals.
  • Alchemy in Fortress and Adventure modes.
  • Gunshop: Arquebus Firearms in Fortress and Adventure modes.
  • Dragons: 6-Types
  • Tower Mythos: Dozens of Necro types.
  • Vampire & Werebeast Strains: Enhanced Fear of the Night mods and more.
  • Vampires can rule civilizations
  • Vampire Magic
  • Cthulhu Mythos: Lovecraft denizens
  • 450+ Random Book/Artifact Titles
  • Explore the year 999,999.
  • Skyrim SE Visualization

Forum thread
Dark Ages: War & Mythos Wiki

Rise of the Mushroom Kingdom[edit]

Graphics

Current version: 0.5.5 for DF Version 0.44

Mods

Description:

Author: IndigoFenix
Type: Total Conversion
Summary: A total conversion mod that gives the game the setting of the Mario game world, but in which these games, and Mario himself, are simply legends. This mod can be played on its own without any vanilla raws, or be mixed in to create a world where Dwarves and Koopas, Goblins and Shy Guys, live side by side.

The mod includes three playable races in fortress mode (Toads, Koopas, and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a few mega beasts, and more.

Total

Forum thread
Download (0.44)

Dwarf Fortress Total Conversion Mods

Modest Mod[edit]

Current version: 0.47.03-1 for DF Version 0.47+
Legacy version: 0.42.06-1 for DF Version 0.42
Legacy version: 2.1 for DF Version 0.34.11

Description:

Conversion

Current version: 0.5.5 for DF Version 0.44

Description:

Author: IndigoFenix
Type: Total Conversion
Summary: A total conversion mod that gives the game the setting of the Mario game world, but in which these games, and Mario himself, are simply legends. This mod can be played on its own without any vanilla raws, or be mixed in to create a world where Dwarves and Koopas, Goblins and Shy Guys, live side by side.

The mod includes three playable races in fortress mode (Toads, Koopas, and Shy Guys), 15+ minor non-playable races, power-ups, cooking recipes, new materials, 120+ creatures and monsters, a few mega beasts, and more.

Forum thread
Download (0.44)

Modest Mod[edit]

Current version: 0.47.03-1 for DF Version 0.47+
Legacy version: 0.42.06-1 for DF Version 0.42
Legacy version: 2.1 for DF Version 0.34.11

Description:

Creator: Igfig
Updater: LargeSnail
Type: Modpack
Summary: The Modest Mod is a collection of vital bugfixes and tweaks that everyone should be able to use comfortably and without reservation. This mod doesn't add anything new. It doesn't do anything controversial. It's just like vanilla DF, but a little better. French vanilla.

See forum thread for the list of changes.

Modest Mod is compatible with 'some' tilesets. (Be sure to install Modest Mod after the graphics pack.)

Download (ASCII-compatible)
Forum thread

Masterwork Dwarf Fortress (MDF)[edit]

Current version: v1.31 for DF Version 0.44.12
Legacy version: V1.30 for DF Version 0.34.11

Description:

Author: Meph
Type: Modpack
Summary: A massive modpack containing the best of the greatest mods, as well as fully configurable settings, with +100 options, as well as a wealth of new content, including: +45 buildings, +850 creatures, +160 plants, +120 trees, +25 instruments, +85 toys, +85 food types, +75 weapons and armor, +75 engravings, +250 pref-strings, +30 civs, and more!

Masterwork provides texture pack support for Phoebus, Ironhand and ASCII tilesets, and has a fully integrated Fortress Defense II, as well as configurable creature settings.


Download: v1.3v0.34
Masterwork Mod Wiki
Bay12 sub-forum

vilous Mod[edit]

Current version: 1.3 for DF Version 0.42.xx

Description:

Author: Skie, Chronojiuj, Vellarain, Darklord92
Type: Major
Summary:For fans of the World of Vilous setting created by Mick39. For those who have just found this mod; This mod introduces several new races and wildlife into the game from the fantasy setting Vilous.

Adds:

  • sergal race
  • Nevrean race
  • Talyxian race
  • Agundner race
  • Assorted Tal wildlife
  • New items

all of which come in packs that can be included or left out for different configurations of the mod.


Download

OldGenesis Mod[edit]

Current version: 0.44.12 (July 2018) for DF Version 0.44.12

Description:

Author: Deon
Maintainer and contributor: TomiTapio
Type: Total Conversion
Summary:
- Three graphical versions (ASCII, Ironhand, Phoebus)
- Adventure mode crafting and spells
- 10 dwarven castes, including learning-disability Domple Dwarves (they're good with animals).
- 16 races/subraces
- cool real-world minerals like fluorspar, biotite(dark iron-rich mica), migmatite(gorgeous), hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice(porous volcanic), augite, azurite, corundum, sphene, barite, pegmatite.
Pink marble, pure marble, black marble[bitumin-darkened limestone], rapagranite(circular patterns granite), pentlandite ore (iron and nickel).
- 50+ new items, weapons, toys. You need oil lamps and shaman rings to build certain workshops.
- Reworked plants and trees, many new plants and trees were added.
- Evil and good biomes have more diverse plantlife/trees.
- Different trees have different value of wood. Value 1 for charcoal, value 2 and 3 for furniture and wooden weapons.
- Metalworking is reworked; many new alloys and metal types; magical metals; alchemy.
- Dozens of new workshops, including an Altar of War and Altar of Nature.
- Material and tissue overhaul; combat is deadlier and more realistic. Crossbow bolt to toe: don't faint from pain.
- Many tiers of leather. Small critters provide barely usable suede while megabeasts grant you deephide which is almost as good as metal. The leather tiers are: suede/leather/hide/mythskin/deephide.
- Caverns have visually noticeable difference in plants and critters; no longer will caverns 1 look the same as caverns 2 or caverns 3.
- Bogeymen disabled in worldgen init file, for better adventuring.
Forum ThreadForum post when 0.43.05 version
Download IronhandDownload PhoebusDownload ascii

The Long Night[edit]

Current version: 2.65 (OCT 2020) for DF Version 0.47.04

Description:

How To Install Dwarf Fortress Mods

Author: squamous
Type: Total Conversion
Summary: A total conversion mod set in a distant and ruinous future. What remains of Earth is stalked by cybernetic horrors and nanotech monsters. In Man's Fall, many races have rushed to fill the void left by a civilization that once ruled the solar system. New races uplifted from a chosen few breeds of animal, gene-altered humans, hereditary cyborgs, colonist refugees, and vestigial AIs find themselves in a variety of factions vying for control of the stricken wasteland that was once a world.

Dwarf Fortress Major Mods

This mod is an experiment by it's author, squamous, to see just how far DF can be pushed into the sci-fi genre. It contains many new materials, weapons, armors, and wildlife.

Forum thread
Download (2.65)
The Long Night Wiki pages

Dwarf Fortress Mods

Retrieved from 'https://dwarffortresswiki.org/index.php?title=DF2014:List_of_mods&oldid=255340'




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