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Messages - rudy

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151
I think the merge of the forging and metalworking is the correct way to go. Good spotting that rudy. I likely was always using the metal working menu for my characters and never peeked again into the forging.

I'm also using this time to fix some iron vs steel issues where recipes could use either when it was supposed to be just iron and other *iron errors Ive seen but hadnt dealt with.  :-X

Knitting-woolen is still under consideration due to the important time investment to make a sheet of wool
Cool, cool.

Personally I'd remove the "Woolen Garments" menu entirely, and then remove the "Woolen Cloth" option from Weaving (as it would then have no function). That's what I've already done for my copy.

152
BAC metalworking in my list goes to "O" for "steel dome"

the second half of the list, including steel dome, is under your "Forging" menu for me.

What do you have in your forging menu, if not those?

153
Mod Releases / Re: Player Questing by privateer v1.6
« on: January 11, 2021, 11:06:46 PM »
Just worked through one of the beginner quests with Privateer's help.

I like the use of F1 to give dialogue for quests very much.

There needs to be more clarity on quest directions, but Privateer is already aware and updating that.

The quest selection option is very clever too.

Overall, I think the quest menu system is more complex than it needs to be. I'd (personally) prefer a system where each quest had one associated item (that described the quest, and gave flavor to it), and one option to turn it in.

I don't think the turn-in need use overly complex mechanics, but can rely on the RP of the player. For instance, you could have a quest that told the player to go to a mountain top and bring a sacred wood. You would not be able to test in the recipe that they actually went to a mountaintop; that would be on the players. Simplifying the quest requirements to be more RP based would both make it easier to understand, and make the flexibility in what quests could be much broader.

154
I also just noticed that the same file (freshly downloaded from the OP, unedited by me) has

[SUBMENU_START:Metalworking]

but

[SUBMENU_END:Ironworking]

where both should be Metalworking.

They seem to work correctly on my install, but I wonder if that is causing any of the difference between what we are seeing?

155
Just updated from v111 to v117 to see if that made a difference; it did not.



Note that metalworking has 9 things in it.

And opening up diy_BAC_Metalworking.txt from the v117 download in the first post (which I've also attached here), you can indeed see that there are only nine recipes in that menu.

156
Regarding the Ironworking/forging, what I meant was that you could take everything from those two menus and fit them into one menu, thus saving space.


diy_BAC_Weaving has:
[SUBMENU_START:Woollen Garments]

and

diy_BAC_Knitting has:
[SUBMENU_START:Knitting]


Both of these submenus contain full lists of woolen garments to create, duplicates.

157
Gameplay questions / Re: Are Map tiles eventually cleared?
« on: January 11, 2021, 06:43:47 PM »
:
I'm aware of the "clear everything except for the place you are in" trick, but that's a last resort.

This caught my interest. What is it? How do I do it?

First, back up your save before trying!

But then you load your game, and go to the location you want to save (presumably your home). Zoom in.

While the game is open, delete the three zoom files from your savegame folder.

Zoom out.

You should now have three new zoom files, but they will only contain the maps that were loaded when you zoomed in (generally the tile you were on, and the adjacent tiles to it).

This resets everything else, including villages, people, and your relationships with those villagers, note.

158
Gameplay questions / Re: Are Map tiles eventually cleared?
« on: January 11, 2021, 05:32:28 PM »
Nevermind, found it. That helped a lot, thanks!

159
Gameplay questions / Re: Are Map tiles eventually cleared?
« on: January 11, 2021, 05:31:24 PM »
how do I trigger it manually, please?

160
Modding / "Magic" audio trigger
« on: January 11, 2021, 05:03:10 PM »
Interesting thing I stumbled upon!

If an item has the word "magic" in its name then it triggers the chanting audio when either crafting the item, or "walking over" it.

Tested it with a few items, both with and without the word "magic".

I wonder if there are other such words that work.

161
Mod Releases / Re: Magic Mod! 1.0
« on: January 11, 2021, 04:39:11 PM »
I think I'm more likely to make a lightning bolt javelin, but that's a possibility too!

Hotfix attached, very minor.

In biy_magic.txt

{bronze*} and {silver*} should instead be {*bronze*} and {*silver*}, to ensure all jewelry is accepted for the creation of the shrine. Easy to make the change yourself, or download the attached single file.

162
Gameplay questions / Are Map tiles eventually cleared?
« on: January 11, 2021, 04:03:21 PM »
Hello,

My save file size is nearing 3GB, and I'm wondering if tile data is cleared if you do not visit a square for long enough.

I'm aware of the "clear everything except for the place you are in" trick, but that's a last resort.

163
Trying to consolidate some menus for fitting in other mods.

I'll note, first, that everything in the Metalworking + Forging menus fits into one menu.

Is there a reason there are two menus of creating the same woollen clothing? Which is better to keep?

164
Mod Releases / Re: Magic Mod! 1.0
« on: January 10, 2021, 11:09:59 PM »
It's not a bad idea, but crossbows use the same arrows as bows, right? I can't see a way to prevent the "uber-bolts" from being used by regular bows.

165
Mod Releases / Magic Mod! 1.2 (Updated 1-4-2023)
« on: January 10, 2021, 07:32:24 PM »
The goal of the mod is to introduce as much 'magic' into the game as I can given the constraints of modding.

This is not the low-magic-is-it-really-magic-at-all feel of the base game, so I'm sure it's not to everyone's tastes.

The current version (1.2) consists of three menus and some build additions. Make sure you download 1.2. I'm leaving 1.1 attached because, selfishly, I like seeing the number of downloads!

OVERVIEW:
The first thing to do in the mod is to use the Incantations menu to make sacrifices of various food items to the spirits. This allows you to build up 'favor points' with spirits, which can then be used to perform other actions.

As you start to explore the other options under Incantations, you'll find that most require a Shrine to work. Three exceptions exist: "Wound Treatment Poultice - No Shrine", "Feather Tree Token - No Shrine", and "Magic Barkskin". These are three early-game magic options that let you do things from early on.

For everything else, you'll need to construct a Shrine. This is not an easy task. Most challenging is the requirement for 0.1 pounds of bronze and 0.02 pounds of silver, which you'll have to obtain through trade. If you are playing a game that involves avoiding places that might have bronze or silver, it's easy enough to change the recipe. I would suggest, if you remove the bronze/silver requirement, increasing the favor required to at least 500.

The Shrine, and other "buildings", are found under the Buildings > Kota menu. It is not possible to create a new sub-menu through modding, so I used the Kota menu to allow enough space for the appropriate actions.

Note also the Incant Weapon and Incant Skill menus. The former uses a Weapon Enchanting Rune to create a slightly more potent version of mundane weapons. The latter uses a Skill Training Rune to provide a good chance (but not a guarantee) of increasing a given skill.



All weapon enchantments require a shrine, 50 favor, 2 bear teeth, 5 feathers, and a bone.

"Knife for battle" uses a Kaumo Knife, Skramasaksi, or Northern Knife, and spits out something a bit better than any of them. "Staff" uses either a Hard Staff or Staff, "Trident" uses either a wide trident or trident, "Bow" uses a Northern Bow, Longbow or Hunting Bow, and "Crossbow" uses either type of crossbow. These compressions were done due to menu space limitations.

Because an enchanted weapon is more powerful than its base component, it may do damage to hides more often, note. So an enchanted club may be less effective at preserving hides.

Weapon enchantments use the WEATHERLORE skill due to the unfortunate loss of the RITUAL skill. According to my testing, using COMMON makes it impossible to get a masterwork result, even with %50% or more parameter. Enchanting weapons and using other incantations will increase the WEATHERLORE skill, allowing more reliably good enchanted weapons. Aspire to the 'masterwork enchanted X' weapon. It should be a long time coming, at least that's my intent.

Spoiler: "Exceptions to Enchanted Weapons Rule" • show

As stated, most enchanted weapons have their numerical values increased by 1 (unless they are 0 for a damage type). Here are the exceptions:

* Battleaxe already has the maximum edge value of 9, so in place of that I reduced its one-handed penalty slightly.

* The three combat knives in the game all become an "enchanted battle knife", which is 1 better than the best of the three knives in each area. The result is on par with an enchanted shortsword.

* The enchanted trident uses the best aspects of trident and wide trident to determine what to improve on. The result is comparable to the enchanted spears.

* The enchanted staff improves upon the hard staff numbers, regardless of which type of staff is used.

* The Roundshield already had the maximum possible defense value (6), so I halved its weight instead.

* The point value of bows (the wiki tells me) is a stand in for its "power".  Hopefully that is correct, meaning that the enchanted bow has a power of 9, one better than the longbow or northern bow, and two better than the hunting bow, though any of the three can be used.

* The enchanted crossbow combined the loading speed of the small crossbow with the power of the heavy crossbow. It's still probably inferior to an enchanted bow, though, since the heavy crossbow already has the maximum power value it can't be improved on.





Using these options provides a good chance, but not a guarantee, of increasing the chosen skill. Weatherlore is not included, as that is the "magic" skill used for all recipes in this mod. Two skills are commented out due to space limitations, Unarmed and Crossbow. The recipes are in the file, though, so any player could easily comment out two different skills if they wanted to use a skill ritual for unarmed or crossbow.



I'll run through the menu items in Incantations, and explain what each does. See "MagicMenu1.jpg".

The first four items allow different forms of sacrifice to obtain favor from the spirit. Meat and fish provide the most favor per pound, while grain provides the least.

Magic wound poultice duplicates the effect of burdock leaves, so useful for cleaning a wound. The version that uses a shrine requires less favor to create.

Magic Feather Tree Token similarly uses less favor if created at a shrine. The token, once created, allows you to use the "Feather Tree" option to transform a Tree Trunk into a feather tree weighing only 25 pounds. This can then be turned back into a regular tree trunk using the next menu option. The point, of course, is to be able to easily transfer tree trunks long distances.

Magic Tree Seed creates an item that can then be used to quickly cause a full-grown tree to sprout from the ground. The trees can be found under Building > Kota menu.

Magic Stone Seed creates an item that can be used to create an impenetrable wall of earth in one space. Found under Building > Kota.

Magic Well Seed creates an item that can be used to create a 'rapids' tile icon, representing a magical well. Found under Building > Kota.

Magic Feather Weight Charm is arguably the most powerful invocations. It creates an item that has a weight of -10. This requires 200 favor and 100 feathers to create, but will reduce your overall carry weight. WARNING: reducing your carried weight below 0 won't crash the game, but it will have strange effects on fatigue.

Magic Collapsible Punt creates a magical version of a Punt that weighs only 5 pounds.

The next five items all create magical armors that cover your entire body. As is in the description of the recipes, you are only intended to use one at a time. When you activate any one of them, you should immediately equip it, removing and destroying any other that you have on.

The difference between Magic Furskin, and Magic Furskin, Greater, is that the first is generic fur, and the latter inherits the superior protection values from specific fur types.

Skill Training Rune and Weapon Enchanting Rune are each required to use the other two menus.

Finally, Token of the Shaman turns 20 favor with the spirits into a small tradeable item worth 4 arrows/squirrel skins. This is intended to represent you helping out a village with your shamanistic connection to the spirits, and getting material goods in return.

The Build Menu



Spoiler: "Limitations of the Mod" • show
* Because the mod allows you to build trees and rapids, it also lets you deconstruct them. There is no way around this. Simply put: don't. Deconstructing trees and rapids is unbalanced for the mod, and not intended behavior.

* The enchanted battle knife uses the optional tag to allow the use of any one of the three knives. Technically you can skip all three; this is not intended behavior. Use at least one.


So! Please let me know what you think of the idea or use of it. I welcome feedback on the balance or any other aspects, or future ideas.

Mod is attached, of course!

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