

6-years and 1000's of hours in the making: Built for Dwarf Fortress 0.40.+ by GM-X.

Add-on: Horror Fantasy: Includes all features & creatures of Vanilla.

Incorporates features of many older mods. Summary: High Horror Fantasy mod with deep lore. 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.Ĭurrent version: v39 for DF Version 0.47.04 There also exists links to threads of similar function for the older versions. All featured mods are catered for version 40.01 and up, though some of them might be outdated, and not work with the current version. The list includes updated links to a multitude of mods, utilities and modding utilities. Here we also go a bit off-lore and include some "variant humans." Essentially all outsider characters were modeled off my Dwarf Fortress iteration of the D&D aasimar.A more complete list of mods (compared to this one) on the Bay 12 forum. All have high cheekbones and angular chins. creature_standard_e_outsider_pretty is where all outsiders have appearances weighted toward hair, eyes, cheekbones/chin, nose. This is so Adventure Mode players can minimize time spent in character gen, waiting for suitable description rolls: These files "dial in" appearances to achieve a specific look. Outsider RAW files does what could not be done for any creature_standard file (which controls appearances for world populations). creature_standard_d_pistachio is a variation of strawberry, replacing dwarf Norse hair styles with flat descriptions for mustache and beards. creature_standard_c_strawberry is a variation of chocolate. Appearances slightly weighted to hair, eyes, nose. Human males may have mustaches and beards. creature_standard_b_chocolate includes streamlining and also renders humans and elves with hair lengths. This is still vanilla random with regard to the order of visual cues. creature_standard_a_maple only contains streamlining. While potentially more concise, character descriptions for dwarf/elf/human should retain enough appearance variation for the world you've created.Ĭreature_standard variations gives you several versions of creature_standard.txt, depending on how much you want to deviate from unmodded vanilla Dwarf Fortress: Character Appearances Mod reduces the number of visual cues in character descriptions by editing out dermatological conditions (dry/oily/sparse hair), dental issues (crowded/gapped teeth), and various end-range facial features (recessive chins, bulging eyes, etc) from the creature_standard.txt.
