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Messages - Ezezaguna

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Mod Releases / Re: Galgana's creature sprites
« on: August 20, 2020, 10:18:19 PM »

I have just updated the mod. Sadly I couldn't  recreate the crash. Please try the new version and tell me if it happens again  ;D

Hi, Ezezaguna from Extended Encyclopedia here. I have read the issue and I am doing some fixes. The EE wasn't updated to v3.63, so I am going to update it. I will notify if I can check this bug after that.


1. I tried to reproduce the crash with the EE v1.0 (the one online) and the UrW v3.63 with BAC 3.63, but I didn't find any problems.

2. I updated the EE to be compatible with UrW v3.63 (there was some issues due to the recent UrW update) and now works fine.

3. I tried to recreate the crash with the EE v.1.1 with UrW v.3.63 and BAC 3.63, but, again, I didn't find any problems.

Also, the EE v1.0 didn't change the .LEATHER ROPE. entry, so It is weird and I can't figure out why it crashed.

Mod Releases / Re: Extended Encyclopedia addon v1.0.0
« on: July 24, 2020, 04:26:22 AM »
I just read the issue, but it is weird. A raw diagnosis that I can tell is that 1) when I was first testing the EE a crash happened with some entries. That was fixed when I deleted the jpg files related to that entry; 2) if an object that is 'cited' in the EE goes to another menu it shouldn't be a problem, since the EE just uses the item name to link it to a text file (the NFO)

I'm going to do some tests now.


Due to the pandemic I have been idle, covid hit hard where I live. Therefore I didn't update the EE to the version 3.63. I'm going to do that now.

Mod Releases / Re: Extended Encyclopedia addon v1.0.0
« on: May 27, 2020, 05:21:42 PM »
Thanks for the support, any contribution will be well received  ;D I am currently about to read the Finnish epic poem Kalevala, to see if I can get some mythology. But also I have lots of work at university, so it will be a slow work.

Suggestions / Re: Too many Njerps?
« on: May 24, 2020, 09:59:47 PM »
I think that an interesting thing will be that the random njerpez encounters were like robbers encounters. Numerous njerpez warriors instead of just one, that will be tough and will answer the question of 'why are njerpez here?' Well, it's a raiding party, an exploration party, robbers, etc.

Allfather, I crave for animal husbandry. Anyways, I liked that fire mechanics improvements  ;D

General Discussion / Re: Does BAC reduce realism?
« on: May 24, 2020, 05:44:16 PM »
That's a very interesting question. Is realism in games a thing? Well, obviously for UrW it is, but for others no. In my experience the UrW is, what I think, one of the more realistic games about survival, but is it really realistic? well, no; that's somewhat impossible for a videogame. There are many things to be considered like balancing, and obviously, fun (that delicate line between tedious realistic work in-game and reward for the user).

Therefore, does BAC unbalance the realism of UrW? I would say no, on the contrary it brings more realism.
Maybe you can find Finnish realism discrepancies (like the birch-bark punt Brygun mentioned), but in general it just adds historical iron age heavy-inspired-realism processes. Balanced and, as the same UrW authors said, with some artistic liberties for the purpose of make an entertaining game, not an documentary about Iron Age Finland (although UrW can be considered a similar thing, is very educational :D).

I think that if the game goes 100% realistic wouldn't be fun. Life was and is hard, and the struggles for ancient people were a thing. But there is a well said principle you can find in Aristotle's Poetics: The spectator will be satisfied if the story presented to him respects the own rules of the world representation delivered. For example, you maybe don't know what a giraffe is, you may never seen one, but if someone came and explain it's properties to you, respecting the rules of physics and biology that governs 'your' world (this very world), you would understand what a giraffe is and be satisfied seeing a characterization of that. A similar thing applies for UrW and BAC, both gives you elements of a world that you can say "oh, yeah, sure it was a thing in those times".

And in addition, in my gameplay experience, I would say it is balanced. If you read the code it has limitations for keeping things difficult as those things were  in those times. Mining bog ore was a thing, but the process would surely be a slow one. The same goes for 'carrying tree trunks' and 'building a house'. Man that was a thing. You don't want to do it in actual life in the same way you do it in UrW, is really tedious and hard work. That's why lots of cultures had rituals for many things, those were very important accomplishments.

Mod Releases / Extended Encyclopedia addon v1.1
« on: May 24, 2020, 07:13:27 AM »
Extended Encyclopedia addon v1.1

-EE v1.1 updated to UrW v3.63 and BAC v080.
    Compatible with the new vanilla article additions and some minor changes, mostly some wiki entries fixes.
Hi, people! This is the Extended Encyclopedia, a project that brings more info to the Encyclopedia of the UnrealWorld and its Finnish culture keeping the realistic approach of the authors.

This project started as a support of the Brygun and Community (BAC) mod, in which the Extended Encyclopedia adds entries for the new lifestyles the mod brings, in a way to illustrate and help give a nice an easy understanding of the complex processes of smithing, weaving, boat building, etc, in an entertaining way. But it doesn't end there! This was extended to add information to the existing things of the UnrealWorld. Creating new articles for missing things like habitats, plants, and more.

To keep it simple, the Encyclopedia is a big proyect that I have in mind. A cultural and popular tool for the game that doesn't only provides useful information, but a funny way of learning the old ways of living.
I said cultural because I intend to attach cultural approaches to the articles of the things you do in the UnrealWorld; and popular because I compile existing information, will investigate to write proper information, and will be open to feedback from the comunity. These last taks interweave with the knowledge that have been already done by the people of the past.

It is divided in two main categories and one minor. I) BAC entries, to explain the new objects and processes; II) Native entries, to add new entries or complement existing ones; III) The addition of images (with the historical-realistic approach) for the sake of complement the info.

If you wonder where do I get the info for the moment is just from encyclopedias, dictionaries, wikipedia, the BAC text files (for the BAC entries), and the game's wiki. For the future improvements I will do an academic research that includes reading proper Finnish literature and linguistic studies, because three of the main objectives (you can read it in detail in the files) are: 1) proper cultural information; 2) mythology; 3) Finnish linguistics.

The current version (1.0.0), can be considered the main structure, its foundations and blueprints of the proyect. It covers the main things of the BAC mod and some interesting entries for the UrW, although a lot of work is pending. I am currently working for the next updates.
I will kept it updated and compatible to the latest version of UrW and BAC. For now it's compatible with UrW v3.62 and BAC v076b.

You can read the full info of the project in the Readme and Index files.

Any comments and suggestion will be gladly welcome. You can do it here or send me a PM, I am open to talk.  ;D

Thanks to all the creators of UrW, the BAC, and everyone.


There may be some grammatical errors, as a non-native speaker I make mistakes sometimes. PM if you find something! ;)

If the link is down, tell me ;)

The link of the BAC mod if you haven't downloaded it:

I didn't said it before, but I just love it.  ;D

Nice  8)

Modding / Desire for more
« on: August 01, 2019, 04:00:10 AM »
This maybe will sound silly, but is something that urges and haunts me constantly.

Abstract: How can we mod the core?

Let me explain myself...

I am a huge fan of roguelike games, and some other similars to the genre. Every time I play a game that I really get deep into it I look up for mods, just for fun or sometimes to get that feeling of "fresh".

Take for example Mount and Blade. This classic and awesome game that has so many releases and also a vast comunity who makes mods and minor-changes to the entire 'history' behind the game. One of those mods, 'Brytenwalda', was so popular that eventually came to an official release of the developers (TaleWorlds): 'Mount and Blade Viking Conquest'.

Now, my question. Why isn't that kind of mods that change the whole world (NPC's, history, quests, code, etc) in our beloved UnReal World? Is it possible to mod the game to the extent that we can, for example, create a survival-adventure epic of the Nibelungenlied, or the Iliad?

I am a very basic progammer, my knowledge is very limited, but I have the dream to eventually make a mod that offers another history with the support of the Core of UnRealworld that I love so much.

To sum up: Is it possibly to get acces to the kernel of UnReal World and create a whole new 'World'? Change the parameters, the values and so on?

Thanks for reading,


Development News / Re: Messing with measures
« on: July 10, 2019, 02:27:20 PM »
Love this!

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