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Messages - paulkorotoon

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This exploit is present at least for a couple years. I believe it doesn't need to be fixed in any way, as it would take away legit options like trading roasted meat of the very first caught animal for something else.

I guess it takes zero effort just not to use it for flooding settlements with boards/loop snares/etc.

Bug reports / [3.82] Companions lose aggro before battle ends
« on: November 28, 2023, 06:14:07 PM »
For some reason, when attacking Njerpez camps with a gang of hired people, they occasionally become inagressive after killing a single Njerp. It takes a turn or maybe two before another Njerp attacks someone, and companions start fighting again.

It's pretty disadvantageous behaviour, as it increases chances to lose a man.

I've uploaded the savegame to DropMeFiles, it case it's necessary for tests.

If you still have the sheep, the scary rope and the behaviour persists then would you e-mail me the savegame.
Tried to reproduce, leashing sheeps with 2 meter rope, but couldn't reproduce.
I noticed that the sheep started escaping only when I took my dogs with me. However, can't reproduce this bug again too. Sent you the savegame anyway.

Hi everyone!

Well, I like UrW like it is, and this mod adds just a few things I've been lacking. First, having a water supply in my homestead. It becomes pretty annoiyng over time to go back and forth for water. And second, repairing all kinds of clothing. It's a bit strange that in vanilla game you're able to easily repair things made of fur and leather, and completely helpless when it comes to clothes made of other material.

So, now it is possible to construct a well beside your house. You'll see a "Well" in the Building menu (Alt+B). In this mod it is really hard job, so you won't be able to dig a lake. Feels pretty fair to me.

As for clothing, there are three new options under the Handcraft menu (+ or M), one submenu for each kind of clothing. Well, it is not real repairing, as this mechanic, AFAIK, isn't available for modding. In fact, you create new item out of worn-out one.

The general recipe is pretty simple: say, if you want to "repair" woollen socks, you'll need a needle (craftable, the option is placed under each clothing submenu), some yarn (linen for linen clothes, nettle for nettle ones, and hemp for clothes of wool — just for things to not be too easy), a pair of worn-out socks and (new wollen socks weight)x2.5 of any woollen rags. Such expense of material imitates cutting out appropriate pieces of cloth, to make the process feel a bit more realistic. Quality of repaired clothing is capped to decent (at least I tried to).

Thanks to:
@Brygun for BAC, which is the source of code for building a well
@mlangsdorf for the idea of repairing things this way and his code I used as an example
@Xaidread from UrW discord, who helped me to make the well code work

To install the mod, just unzip it to the game's folder.
Feel free to comment, suggest and criticize.

UPD 1.1:
  • fixed typos
  • added woollen footrags recipe
UPD 1.2:
  • lowered unnecessary high effort when repairing clothing

Bug reports / [3.82] Items from njerpez settlement get (taken) status
« on: November 09, 2023, 11:53:06 PM »
For some reason items I pick up in wiped njerpez settlements become taken. Seems it only happens when I have no companions or no companion sees me picking things up, and this happens only to items which are not at the same place as the body of their former owner.

It is weird and a bit annoying as, for example, taken items do not stack with other similar items.

Gameplay questions / Re: Caves
« on: October 19, 2023, 10:55:22 AM »
Reindeer and all the rest are too puny to trigger the bear trap.
As of 3.82, reindeers actually can trigger a bear trap too. I've caught two of them this way. However, didn't remember exactly, were them big or regular size.

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!

So, today I've managed to unleash my favourite big cow (packed with all of my furs) and didn't noticrd it. I'd been heading hone from nothern lands, so the cow is definitely not somewhere close.

I looked into msglog.txt and found a string telling about unleashing. Does those numbers and codes at the beginning of each line mean something valuable for me? Can I use them to find where exactrly I've lost my cow?

Mod Releases / Re: Krutzel's Spirited Sprites
« on: October 17, 2023, 04:45:58 PM »
I was hoping to work further on plants, but due to lack of inspiration and health reasons, I haven't been working on it for a while now.
It's absolutely possible I'll get back to it some day, at least I hope so! I also had some ideas for the character generator Night and I made, we'll see :)

Best wishes, hope you'll feel better soon!

Just bought a sheep and leashed it with my own 2m rope, rather then default 5m rope you get when buying an animal. The sheep immediately started escaping. As soon as I unleashed it and then leashed with 5m rope, the sheep calmed down.

UPD.: This strange behaviour persist. Just leashed my sheep with 2m rope and it started escaping again.

Mod Releases / Re: Krutzel's Spirited Sprites
« on: October 15, 2023, 12:36:27 AM »
There's a typo in the a-SS-summer.bat: terspruces instead of ter-spruces.

Great mod, hope it will get even more updates.

Suggestions / Leather cords weight to be adjusted
« on: October 12, 2023, 09:18:07 PM »
Just noticed funny thing: when making leather cords of worn-out clothes, overall weight of character's stuff increases. One cord takes 0.23 kilos of leather, but its weight is 0.45 kilos, which is pretty much unrealistic.

I suppose a cord should require 0.45 kilos of leather, or its weight should be reduced to 0.23.

Maybe spirits thing would resolve the context problem? Beside of bringing back to a village dead companion's posessions (along with or without his body), which is pretty self-explaining by itself (because why would you kill someone and not steal his stuff, just for fun?), let a player be forced to perform some ritual, so the spirits tell villagers what really happened.

So, I started playing UrW again after a while, and noticed lone Njerpez camps appear here and there. Obviously, I started hiring companions and wiping Njerps. Obviously, few of my party members have been killed.

And now that I'm back on the warpath again, in some villages adventurers decline my proposals saying "Not until we see X who left with you again".

In the long term, it's going to become impossible to hire new companions from settlements nearby. In the even longer term, it's gonna be impossible to hire at all.

So, I suggest adding some way of calming people. Let a player tell one of villagers that their fellow fell in a battle. Or maybe, let a player deliver a dead adventurer along with his weapons ang cloths first (it would be also a nice act of respect, I guess).

Happened to me as well.

As a possible workaround, I trade all heavy hides for lightweight and valuable fur, like lynx and beaver. But yes, it would be definitely great if this is fixed.

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