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Re: [Solved] Any way to find accidentally unleashed animal? Thanks to @Erkka, who sent me a link to this thread, I've managed to find my cow. Poor thing had been killed by a wolf :c .

Short howto for those who would happen to need it:

1. Open msglog.txt in your character's folder.
2. Find the last message about unleashing your animal. It looks like this: (3C5A98):52jf:[:]{06AB02EB} | You unleash *animal_name*.
3. {06AB02EB} are coordinates of the world tile, where you unleashed your animal. Copy them and past somewhere.
4. Now perform any action in game and scroll to the last line of msglog.txt. You'll see something like this: (3C5A98):a2je:[:]{07CE0477} | You ski.
5. {07CE0477} are coordinates of the tile where your character is at the moment. Copy them too.
6. First four hex digits are longitude, next four digits are latitude. Now you need to perform some math.
7. Open your calc app and swith it to hex mode.
7.1. Substract lesser longitude value from greater one and convert the result to decimal. Let it be X. If the tile where you lost your animal has lesser longitude value than your current position, you need to go west for X tiles, otherwise go east.
7.2. Substract lesser latitude value from greater one and convert the result to decimal. Let it be Y. If the tile where you lost your animal has lesser latitude value than your current position, you need to go north for Y tiles, otherwise go south.
8. When you manage to get to the place, zoom in and check your current coordinates in the last line of msglog.txt to make sure they are the same as coordinates of the tile where you lost your animal.
9. Now just search the tile for tracks, and have a good luck!

October 19, 2023, 10:49:43 AM
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Re: [3.84] URWSSSelector v1.0.3 ~Updated to 3.84.2
July 02, 2024, 06:05:26 PM
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Re: Discontinued This is the latest version, downloaded June 7 2024. I hope this helps whoever decides to continue it. (I can't do it myself; somewhat ironically I don't actually use it, but I downloaded it to see how certain things were done. Sadly I'm not experienced enough with modding yet.)
August 02, 2024, 01:57:28 PM
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Re: Discontinued
Just as a heads up: Now that we've found some mod files, I'm updating it to 3.84. I'll make a new thread when it's done :)


legend

August 09, 2024, 07:09:34 PM
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Re: BAC 3.84 i made an account so i could thank you... shame the other guy had a meltdown, but honestly seems like he was looking for an excuse to pass off the responsibility. I don't blame him.

August 15, 2024, 12:18:36 AM
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Re: BAC 3.84
i made an account so i could thank you... shame the other guy had a meltdown, but honestly seems like he was looking for an excuse to pass off the responsibility. I don't blame him.

Can't really blame Brygun to have that meltdown, really.. If you follow this Steam discussion as well as this one, you'd understand why he had that meltdown in the first place..  :-[

Back to the topic at hand:
Thanks for updating this mod to be compatible with 3.84, @TheyCallMeSibs !!!
You're not just a legend, you're EPIC as well !!!  ;D

Will try the next time I could sneak some 'me' time out of the kids' prying eyes..  ;)

PS, mind if I spread this good news to the Steam community as well? Will link to your original post above so they'd know who should take the credit for this mod's return. :)

August 15, 2024, 02:30:25 AM
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Re: BAC 3.84
i made an account so i could thank you... shame the other guy had a meltdown, but honestly seems like he was looking for an excuse to pass off the responsibility. I don't blame him.

Can't really blame Brygun to have that meltdown, really.. If you follow this Steam discussion as well as this one, you'd understand why he had that meltdown in the first place..  :-[
I don't blame him, but those links only show him bickering with some other user, but I can see why he was frustrated with the patches breaking his mod. I'm sure it would get tedious after a while. Although as stated by other users and the creator as well, he seems to be working on the issue that Brygum was complaining about.

August 15, 2024, 02:42:07 AM
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Re: Discontinued  It's a thankless work. Good on you for picking it up.
August 16, 2024, 06:40:03 PM
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Re: Discontinued
I think it's time to give this a rest.

Tempers flared, Bryg is gone, the mod is not lost and can be maintained by the community.
We should be thankful for the years of maintenance and not dwell on the sour end. :)
Not dwelling on anything, and I do agree with you. Just telling the other guy he was a day too late.

August 17, 2024, 07:32:59 PM
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Re: Make Menu only for Modded items = saving BAC and other large mods
I try to be just direct, buy perhaps I've come off as too harsh. Of course that's not "nothing", it's very far from it. :)

I'm just trying to say that as long as the modding system isn't updated/improved further, it will remain impossible to mod a ton of things that aren't insignificant. For example to add new, or modify (in random order):

- biomes/terrain/map gen
- weather
- animals/enemies
- cultures
- NPC behaviours
- UI elements/keybindings
- sound effects/music
- quests
- rituals
- buildings/structures
- special events/spawns
- starting scenarios
etc.

IMHO it doesn't matter much if there is an entire player-friendly language that makes modding things like that easier. It can be complicated and only understandable to the most insane and determined wizards out there ;). Having any API for it would go a long way though, vs not having it at all.

Just a quick remark here, I've brought it up many times since the early days of modding capabilities that as a developer I'm more interested to develop the game than a modding engine/script. I think it repeat myself with this at least annually. As we speak the dev. plans list has no more modding goals added, even though impromevents sometimes come along.  Even though it would be super great to have super capable modding possibilities to create a world of your own - with quests, scenarios, terrain, rituals, and all that - that's just not going to be the case with UnReal World.  There are games that are crazy moddable, with that sort of deliberately chosen path of development from the start, and it's great - but it's also a different path of game development. I've got a different approach here. It's not news. And if the limited moddability is a restriction to roam the unreal world one can always pour their modding energy in the games that allow all their modding desires. There are games like that out there, a plenty of them, and good ones too.

August 19, 2024, 02:58:38 PM
1