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Cheat Engine Update I'm not sure if this is the right subforum; apologies if not.

I've been away from the game for a while (last posted for 3.30, I think). I've updated the cheat engine file with some things that were missing from the other 3.52 file I found.  (also attached here)

* Starting Skill Points
* Starting Map Location (if you want to pinpoint your starting location)
* Character name, title, gender, portrait, culture
* Attributes of course
* Skills of course
* Thirst, Nutrition, Fullness, Vigour, Fatigue, Body Temperature, Carry Weight, Weight, Injury %
* Inventory Quantities (need at least one of the item in your inventory first)

Unfortunately I was unable to determine the new method by which known rituals are stored. It was changed significantly. Somewhere between 3.30 and now.

June 26, 2019, 06:04:23 PM
"Magic" audio trigger 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.

January 11, 2021, 05:03:10 PM
Re: Are Map tiles eventually cleared?
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.

January 11, 2021, 06:43:47 PM
Romance/Husband/Wife Quest Mod Idea Hello,

Inspired by Privateer's quest idea, I wanted to float the concept of a multi-stage "quest" mod in which you would woo, or otherwise prove yourself worthy of, a wife (or husband; if interest was sufficient there'd be one version for each).

The "quest" would essentially be a story told through the F1 key, where each stage of it would be a single menu item, and the entire mod would be contained within one menu. There's be certain things you'd have to accomplish before reaching the next stage, though a lot of that would be left to player enforcement.

For example, the start item on the menu would give you a token, which when examined with F1 would describe the woman you were trying to woo, with a picture. Some of her traits. Probably some warrior maiden would be the most apropos? It would then describe the first task needed to win her affections. Such as, "fell a squirrel with thrown rocks near a village".

When you accomplished this, you would activate the next menu item, which would give you a new token with a new F1 entry. This one would describe how she witnessed you felling the squirrel, and was impressed by your aim, and how you spoke for a while, etc. The entry could then describe you and her having a throwing competition, which you barely won.

The next task might be something like "Come to town wearing a full set of fur clothing, to show that you are self-sufficient." Then you'd trigger the next step in the story/quest, which would describe (via the F1 key) her noticing your styling wardrobe, and further conversation with her, now becoming somewhat flirtatious.

It would go on like that. one of the final steps would be to build a house nearby the village for the two of you to live in. The mod could not actually create a new NPC, unfortunately, so this would be the closest it could achieve. The player could, if they wished, imagine one of the "Maiden" NPCs in the village corresponded to the one talked about in the story.

So basically I want to start by seeing if there is actual interest in this idea, because it's not something I would create solely for my own use. Thoughts/feedback/ideas are welcome, too.

January 13, 2021, 12:23:00 AM
Re: 3.63 New fire mechanics I think that room size might matter? Only because I had a 1x2 cabin interior (only enough for the stove and smoked meats; it was specifically my smoking cabin), and I did 3 firewoods and 3 branches once a day with very, very little spoilage.
January 13, 2021, 01:09:32 AM
Quern-Stone Grain-Grinding Mod This is a mod to implement the use of a Quern-Stone, which is a relatively simple grinding tool in use way, way, way back throughout human civilizations.  Once assembled, the quern-stone allows you to grind barley and rye flour roughly twice as fast, though more effortful. Other types of flour are more difficult to implement, because they do not have a base item type (this is because all other flours decompose slowly).

If I could figure out exactly their nutritional information, I could probably add them too, but it would be a non-decomposing variety.

This is ideally used in conjunction with BAC mod, or another mod that adds tools, but can be pretty easily modified to work on its own.

Here it is in game:

And the text of the mod is as follows:

.Mine for Big Stone. "Stone"   *COMMON* [effort:3] [phys:stance,arms,hands]   /6h/ [noquality] [assist:1]
{[NEARBY_TILE:Big rock]} '+stand next to a big boulder'
{*hammer} 'Hammer'
[NAME:Big Stone]

.Shape Quern-Stone Piece. "Stone"   *COMMON* [effort:1] [phys:arms,hands]   /6h/ [assist:1]
{Big Stone} (1) [remove] [noquality]
{*hammer} 'Hammer'
{Whetstone} '+grind smoothness of hitting areas'
[NAME:Quern-Stone Piece]

.Assemble Quern-Stone. "Stone"   *COMMON* [effort:1] [phys:arms,hands]   /6h/ [assist:1]
{Quern-Stone Piece} (2) [remove]
{Wooden stake} (2) [remove] [noquality]
{Board} (2) [remove]
{*hammer} 'Hammer'
{Whetstone} '+grind smoothness of hitting areas'

.Grind Barley-Flour. "barley-flour" [effort:2] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Barley grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]

.Grind Rye-Flour. "rye-flour" [effort:2] [noquality] [phys:arms,one-armed] [patch:10] *COMMON*  /20/
{Rye grains} #1# [remove] [patchwise]
{Quern-Stone} [ground]

If using BAC, I recommend putting these in the Mining and More menu, where there is room for them.

If not, then you can put them wherever, but will want to comment out the hammer and whetstone requirements.

Either way, the attached image goes in truetile.

If there is demand for a stand-alone version of this with files (as defined as one person specifically asking for it in this thread), then i will put something together.

January 14, 2021, 05:56:15 PM
Re: Pouring two identical containers together.
I'm guessing the issue is similar to the code that prevents you buying a knife and using a knife as part of payment
I doubt it, actually. The container issue here is occurring because they are essentially the "same" item; the game is storing them as one stack of the same item, that is.
The trading issue occurs even for "different" items. Broad Knife and Fine Broad Knife, for example. They are stored as separate items. The trading thing seems more like a deliberate choice in the programming, rather than an unintentional effect.

January 15, 2021, 02:21:33 AM
Re: What's Going On In Your Unreal World? My current RP is that my main, large home island is sacred, and foreign traders are not permitted to walk upon it.

Some of them disregard the warning.

January 15, 2021, 09:41:46 PM
Re: What's Going On In Your Unreal World? It's astounding, and a bit silly, how many critical tools and bundles of necessary grains and meat a village will trade away for a battlesword likely none of them know how to use.
January 16, 2021, 06:13:01 AM
Re: Ancient Savo : A new Enormous Elk game in the making What kind of modding support do you envision this eventually having? Because I wish you luck either way, but good modding support will be the major factor in my decision to back/purchase this.
January 18, 2021, 07:57:09 PM