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Hey!
I like to see, that Diggles: Myth of Fenris aka. Wiggles is published on gog.com! :D

In the last years I invented the DigglesModManager together with the Diggles/Wiggles community.

There are multiple mods that can be installed with it for some bug fixes, new items, missing features and last but not least an HD mod for better textures.

Here is a link with some more information and download links:

https://digglesmods.github.io/DigglesModManager/

Attention: Mods that are marked with (*) are changing the techtree and are not compatible with savegames with another techtree. After installing such a mod, please start a new game.

If you have issues with some mods, ideas to enhance a mod or a completely new idea, please let me know! :D

Discord: https://discord.gg/JUtVc69

Greetings
cech12
Post edited December 20, 2020 by cech12
I added mod manager but it seems like it doesn't work with this GOG release?


Update: I was using 1.0.0 mod manager, didn't realize that there is a newer version.
Post edited December 05, 2020 by MysteryShot
The actual version is 1.2.1 and it works with the GOG version. :)
Hi cech12, thanks for the mod manager (and the mods).
I'm using the Production statistics mod and I can say that the Resources and Equipment tabs work as described. Great stuff!

I'm also using the regedit tweak that lets you play at higher game speed ( NoGamespeedLock=1 )

The gog version of the game works great with this setup. I have already played through World 1 and 2. I had no technical issues at all on Win10.

The only problem I encountered was in World 2 with the grub resource. This resource behaves differently then all the other ones when you try to build/cook something with it. I had many grub moving on the floor of my caves and dwarves just keep ignoring it and going somewhere far away to get it. It finally got solved by itself when I created 2 farms of grub but it took a long time.
Do you have any fixes or mods that improve how grub works in the game?
avatar
captcarrot: Hi cech12, thanks for the mod manager (and the mods).
I'm using the Production statistics mod and I can say that the Resources and Equipment tabs work as described. Great stuff!

I'm also using the regedit tweak that lets you play at higher game speed ( NoGamespeedLock=1 )

The gog version of the game works great with this setup. I have already played through World 1 and 2. I had no technical issues at all on Win10.

The only problem I encountered was in World 2 with the grub resource. This resource behaves differently then all the other ones when you try to build/cook something with it. I had many grub moving on the floor of my caves and dwarves just keep ignoring it and going somewhere far away to get it. It finally got solved by itself when I created 2 farms of grub but it took a long time.
Do you have any fixes or mods that improve how grub works in the game?
Nice to see, that the mods are used and working! :)

You are the second person with this problem. I opened an issue for that problem. Maybe I can find something, that can help.

Can you send me your savegame and your diggles-mod-manager.json on discord? https://discord.gg/JUtVc69

In my playthrouh, I used hamsters for my food production. :)
Post edited December 08, 2020 by cech12
Sure, I can send the save file.

I'm sure it is not connected to the mod. It is something with the map assets in the game.
I have found the origin of this bug. The problem was, if a dwarf entered the farm, it could happen that grubs leave the farm for a short time. Then another grub was set as "unusable for recipes". After reentering the farm, both grubs were locked. After some time all 6 grubs are locked like this and are not detected any longer. xD

It is fixed in release v1.3 of the BugFix mod. https://github.com/DigglesMods/BugFix/releases
Until the next release of the DigglesModManager, this new version of the mod must be downloaded seperately.
Post edited December 10, 2020 by cech12
avatar
cech12: Hey!
I like to see, that Diggles: Myth of Fenris aka. Wiggles is published on gog.com! :D

In the last years I invented the DigglesModManager together with the Diggles/Wiggles community.

There are multiple mods that can be installed with it for some bug fixes, new items, missing features and last but not least an HD mod for better textures.

Here is a link with some more information and download links:

https://digglesmods.github.io/DigglesModManager/

If you have issues with some mods, ideas to enhance a mod or a completely new idea, please let me know! :D

Greetings
cech12
Oh my god, i did not know there is an active community for Wiggles. And you even made Mods. As soon as the icon bug gets fixed i will gladly try some of the quality of life mods.

Thanks for making them!
Post edited December 11, 2020 by DonHomr
Thanks for this option.

A small hint for those interested:

.

1. Min XP Cap and Max XP Cap.

Wiggles have 13 Skills of which 12 Skills count towards their XP cap.

Production Skills (7 Skills):
- Food
- Wood
- Stone
- Metal
- Transportation
- Alchemy
- Service

Combat Skills (6 Skills):
- Combat > this is the skill that doesnt count towards the XP cap and is the combined of the Wiggles Combat Skills
- One-Handed
- Two-Handed
- Defense
- Firearms
- Unarmed

Therefore, setting an XP cap past 12, which means 1200 XP, is of no use. If you want max XP Wiggles, set starting XP cap to 1-11 and final XP cap to 12.

.

2. Max Age of Wiggles.

Of course, due to the low default max age of Wiggles being 24, they will never reach such a high XP but the Mod also has the option to increase this age. Increasing the age allows you to ignore having to equip new Wiggles with all the needed stuff (riding hamster, weapon, etc.) every few minutes / hours so should be set to an as high as possible value in my opinion.

Popular Dwarf Lifespan:
- 600 > as per Arcanum: Of Steamworks and Magick Obscura (recommended setting)
- 350 > as per D&D and Pathfinder ruleset
- 190 > as per Pillars of Eternity

.

3. Max # of Wiggles.

The following info does ONLY apply to a screen resolution of 1920 x 1080 !!! A bigger height could up the below number.

The status window of any Wiggle only shows his 5 (!) biggest skills as well as his combined XP (!) and whether or not he is locked to a building (!). A high Max # of Wiggles causes Up / Down arrows to appear in the list of Wiggles.

Now, there are several options using the above information:

max # of 22
- This is the default setting.

max # of anything from 23 to 29
- See entry below instead.

max # of 30 (see image Locked_30)
- This will allow you to NEVER have the up / down arrows, regardless of whether or not your selected Wiggle is locked to a building, highly recommended setting

max # of 31 (see image Locked_31)
- This will cause the up / down arrows to appear if your selected Wiggle is locked to a building so use this if you dont plan to lock your Wiggles to a building, not recommended because only 1 more Wiggle as above and at this odd number it also means that 1 Wiggle wont have a partner

max # of anything from 32 to 44
- This will cause the up / down arrows to appear if you select any Wiggle so use this if you want as much Wiggles as possible but without the up / down arrows when no Wiggle is selected, situational recommended setting but keep in mind that the Wiggles gather in larger groups and I dont think the game handles them appropriately in such masses

max # of 45+
- This will cause the up / down arrows to appear permanently and you now have to click on them and often so, not recommended, worst possible setting ever and high chance that it will break your 10s of hours invested game eventually due to such masses never were being intended
Attachments:
locked_30.jpg (284 Kb)
locked_31.jpg (293 Kb)
Post edited December 13, 2020 by Xan0010
Mods for Diggles?

I never thought I would live long enough to see such a day, I thank you for your work.
W just made this thread sticky due to high value for everyone who wants more Diggles :)
Thanks for that! :)
avatar
cech12: Thanks for that! :)
Hey,

now that the patch is online and the research button colors work (Thanks to everyone from Gog, you rock) I went back to the game, and, like I said i would, I did test the Mod Manager.

It works perfectly and gives some nice quality of life updates.
Like emptying your Diggles/Wiggles pockets with ease, or switch of the cave generation for a moment to get some nice places for your own caves/rooms without badly placed random caves inbetween. (you could do it before with only carving out 2x8 blocks one at a time, but that gets old really fast).
And im giddy to learn how great the updated storage building will behave :)

So all in all, cech12 and everyone that helped with the mods, you are amazing and did really great work!
If anyone
finds out how to remove fog of war or at lerast that black border, so that you know if a way is a dead end, please let me know.

bay12forums.com/smf/index.php?topic=68081.180

this thread has a lot of commands, but no examples how they work ;/

for instance

show_fogofwar (misc)
show_fogofwar ‹newstate›
show or hide fog of war

Example: I don't know, sorry xD

remove_black_fog (map)
remove_black_fog ‹player› ‹left› ‹top› ‹right› ‹bottom›
reset maparea

Like how to type this in ;/

@edit,
Found it.

Example: remove_black_fog 0 0 0 255 255
replace 255 with 999 and the entire map is uncovered, so that you know which way there are tiles that cannot be dig through. It's fair, since you still have fog of war, so you need to build those monuments to see whats going on :).
Post edited December 15, 2020 by MasterVegito
avatar
Xan0010: 1. Min XP Cap and Max XP Cap.

Wiggles have 13 Skills of which 12 Skills count towards their XP cap.

Production Skills (7 Skills):
- Food
- Wood
- Stone
- Metal
- Transportation
- Alchemy
- Service

Combat Skills (6 Skills):
- Combat > this is the skill that doesnt count towards the XP cap and is the combined of the Wiggles Combat Skills
- One-Handed
- Two-Handed
- Defense
- Firearms
- Unarmed

Therefore, setting an XP cap past 12, which means 1200 XP, is of no use. If you want max XP Wiggles, set starting XP cap to 1-11 and final XP cap to 12.
Justa heads up, it doesn't matter what value you set min_exp and max_exp at, you will neverbe able to 100 every skill this way, only 1, which is highly unlikely anyway. It just doesn't work, the game cuts exp from each skill in half.

You must use the console and set_attrib gnome_ID attrib_ID 1 to set it to 100.

Or edit genattribs.tcl and edit atr_EXPMax 0 15 999 <- the last digit regulates max xp.
Post edited December 20, 2020 by MasterVegito