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Topics - Nydxz

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Stories / Hurt, helpless and winter! (Challenge)
« on: August 13, 2018, 01:40:30 AM »
The rules


 Kaitto Koivulainen, a farmer from Koivula was tending to the village crops during the Fallow month, as any Koivula usually do. It was peacefull, so peacefull it was boring, he looked over the skies and saw a Goshawk flying about, hunting the pests and vermin that plague the crops every year and started to wonder. "How would it be, to be a Goshawk, free to fly to wherever it feels like?".
Spoiler: show

 His daydream was broken has a small group of Kaumolaiset travellers entered the village lands and went foward to talk with the sage, one of their companions was hurt pretty badly during their travel, it seemed like he had a bad encounter with a bear. The village sage treated his wounds and they departed.
 The vision of the brave Kaumolaiset hunters clicked in the young boy's mind, and shortly he departed from his home to seek for adventure, he had some seeds to trade along the north-eastern tribes, also got a few tools from his father.
Spoiler: show

 After many days of travel, he was lost. Not knowing where to go or how to go back, but, he continued fowards anyways.
 Not long after getting lost he saw the figure of persons on the distance and ran their way, what a stupidity I say, they were robbers, they beat him up and took everything he had, even his body clothes. It was the Winter start and Kaitto had no clothes, no food, not even a knife.
Spoiler: show

The Adventure

 "I am lost, every inch of my body hurts and I have serious wounds over all my body, It was foolish of me to depart from the village. What do I have now? No food, no clothes and no water... On top of that am wounded, lost on this unknown place and the Winter is starting!... Think Kaitto, think, what should you do now? Koivula is to the south-east... Yes, south-east is where I should head to. But first I need to find some food, water and wood."

Spoiler: show

 And the young boy departed heading south-east, looking at every place for wood, food and water. Not long after heading south he found some berries and a water pound, so he got the berries even not knowing which berries were those, he drank some water and cleaned his wounds the best of his ability and continued travelling south-east.

Spoiler: show

 As he travelled, he saw in the distance a mountain growing ontop of the pines and spruces that dotted the land and decided to head towards it.
 "I will have better chances to know where I am if I head towards that mountain. Okay, let's go, fast and steady."
 Once reaching the mountain base he started climbing it until the top, just to find out he was nowhere he knew, the land was still strange, unknown and terrifying but he saw a mountain along the south and headed there.

Spoiler: show

 Once again he climbed the mountain only to find nothing.

Spoiler: show

 But he saw a mire that extended as long as his eyes could caught, mires are easier to travel and navigate, and he followed down the mire. It was the 5th day of travel already, Kaitto only had berries to eat and a stone knife, but wasn't going to give up, so he keept travelling.
 For three days more he travelled, roughly towards the south thru the mire until he saw the spirits had not forgotten him, he was not alone, the spirits had given him a way to survive.

Spoiler: show

 He couldn't believe it at the very first look, it was an elk, almost trapped in a bigger pound on the mire, he closed in, trying to mantain the elk at the pond untill he was exausth and then striked.

Spoiler: show

 But the elk ran away after getting slightly hurt by his stone knife. Mindlessly Kaitto started the long chase after the Elk thru the mires. His berries were about to end, he had no more food and the friggid winds already had started to blow.
 He chased the elk thru the mires for days, finally trapping him once again against another pond.
Spoiler: show

 But as it happened before, the Elk managed to run away, but not before some serious wounds were delivered. Kaitto ran after him, as the Elk slowly exhausted himself to the point he couldn't run anymore and so, he managed to kill the Elk, after god knows how many days after the animal.

Spoiler: show

(I will add to the story as it happens, now Kaitto is tanning and cooking the Elk. All hail Kaitto, the master hunter)

Suggestions / Open the lighting code for us
« on: August 11, 2018, 06:18:48 AM »
 I'd like to suggest opening the code for lighting changing items, like fire, torches and that sort of thing. Yes, am asking this just to make a part of my mod that goes towards furniture.
 That is, if it is possible and would be a pain to do, else, disconsider.

 So... I have a mallard near my home, it doesn't run from me anymore, I think i've been around him for around 60 days now and the winter started to kick in, the problem is that he was on the water and the water tile froze with him on it, so he got bugged and couldn't move anymore. This is something strange for me, I doubt a bird would get caught by the ice like that and it could be somewhat exploited, I mean, I could simply kill it with one blunt hit since he was stuck.

Edit: Okay, he tried to "land" on the ice and is unable, that's what is causing the bug. I bet swans also suffer from this bug.

 Edit: Now i'll keep the mod version at the title so people can see more easily if there's a new version or not.
 Edit2: - Added scan to appease the minds of anyone who wants to download but is triggered by the file size. Should've added this from the begining.

 Fully functional.

 Hello, this is my very first own mod. It's not complete yet but I can guarantee it have enough content to add a whole new flavor to UrW, I wish animals modding was add soon.

Download 0.7.2 - No smith learning
 Current size: 27MB
VirusTotal scan

Download 0.7.2 - Smith learning
 Current size: 27MB
VirusTotal scan
Hotfix 0.7.2 Smith learning

What's this mod about?

That's a good question, this mod aim to add a big chunk of "missing" content to Unreal World, giving a lot of useless items already in the game a puporse and significance. Not only that, it's going to add Rituals of some sorts and some new weaponry.


Some screenshots (Not yet done completely)

Spoiler: show
Whittling a wolf :D


New Buildings

Water well - no more water shortage, make your settlement anywhere.

Roads - Organize your settlement.

New Crafts

Craft items from bones and barks
Make low quality cords from bark fibres
New bows
Make any weapon or tool in the game (not finished)


Added Flax from Sufficiency mod

Extracting, smelting, forging and smithing

 A whole new level on the Ironworking others mod have done.

 Added recipes for all tools in the game.

 Ironworking is now based on a real skill you can level up. (This is secret and should be kept like that, don't look the files, that'll ruin your playtime, this should be keept secret)

 Quary an stone anvil for your Ironworking desires, build a Forge and Bloomery.

 Craft fishing hooks and other things.

 Slow development of the Ironworking (It will take a long time to set up and start producing... Even longer to be a master)

Spinning and Weaving

This feature was added from Sufficiency mod, it was very well done after all.

Sources, Credit, and Inspiration

 *First of to the original developers Sami Maaranen and Erkka Lehmus for creating URW and its modding system in the first place.
 *Caethan for his sufficiency mod (Whose I took the Weaving and flax from)
 *Buoidda for his crafts mod (From where I took most sprites)
 *Endive for his sufficiency mod
 *To whoever made the Shaman mod in the first place. I don't know his name, if anyone could tell me.
 *Privateer for helping out with some modding doubts and Monstrous menu mod.
 *Weathereye for modloader.
 *Hamsolovski for sprite mod
 *Wickerman_156 for sprite mod

 The mod is free to use and alter, but give credits to the right people.

Planned features
 New weapon recipes and whole new weapons.
 Rituals (the whole thing)
 Graves and funerals. (Random graves around the world)
 New plants and uses for them
 New buildings
 New animals
 New wilderness foods and cooking recipes. (Say hi to bugs)
 New structures in the wild (Whenever the game allows map modding)
 New sprites

Changelog 0.6
-Added limestone mining and limestone powder to ironworking.
-Added Whittling wood and ornament crafting. Partially. (Good for those long winter nights)
-Added new sprites (Still lacking alot of those)
-Other minor fixes.

Changelog 0.7 Smith
-Added new sprites.
-Added learning for smithing.
-Added ability to repair iron, mail and lamellar armor.
-Added some new armors and weapons.
-Armor and weapon will only have fixes from now on, no new stuff for them.
-Minor fixes.

Changelog 0.7.1 Smith
-Minor fixes to recipe descriptions.

Changelog 0.7.2 Smith
-Minor fixes to recipe descriptions.
-Minor fixes to recipe itens.
-Added Charcoal making recipe (FINALLY!)
-Fixed mispellings

Modding / What's the max number of items in a single menu?
« on: August 09, 2018, 06:32:07 PM »
The title says it all.

Modding / Buoidda's Crafts reworked (balancing?)
« on: August 08, 2018, 02:59:17 AM »
 Okay, so...

 This is just simple fine tunning on Buoidda's Crafts mod, there probably are a few mispelled items, and some itens without description (am quite sure), mostly because there had a blackout at my home and am quite sure something went unchanged. Yet, the changes are all functional (should).

 I'll try to list the changes I've made:

 Northern bow now needs new craftings.
 Hardwood bows now are easier to make, but need situational luck. Made from hardwood (not hard staff)
 Primitive/Shortbows have a new step in crafting.
 Added bark pelling. (from sufficiency mod)
 Used the already in mod fibres and added a drying recipe before you can make a cord with those, that's because cords made from wet fibres normally break once they dry.
 Dry fibers are used to make an cord.
 Cords are used to make bowstrings.
 Added sinew, sinew fibres, and sinew bowstring. (best quality bowstring)
 Lowered coal yeld ammount to realistic levels. (8%-12% efficiency)
 No more lake scopping ore.
 Lowered ore yeld and increased time to dig the peach up.
 Bog ore yeld roughly 1/5 iron ore. Bog ore is very impure.
 Iron ore yelds roughly 1/3 of Iron. That's due to the impurities the smith (you) will remove from the ore when smelting.
 Iron yelds roughly 1/2 of Wrought Iron. Balance purporse (you're not very experienced, lets alot of metal go to waste)
 Wrought Iron yelds 1/2 of Steel. Balance purporses again
 Steel and Wrought iron are worked into an "unfinished metal piece". BALANCEEE!
 Unfinished Iron pieces are smithed into the various tools head and blades.
 Unfinished Steel pieces are smithed into blades. BALANCE! BALANCE! BALANCE!
 Steel blades are used to make swords and a other weapons.

 I think that's most of it. Please, give feedback on bugs and other stuff that are missing and I will gladly fix.

 Edit: 1.1 Fixed the cloned items in some menus.


Suggestions / Mod related suggestion
« on: August 06, 2018, 05:43:59 PM »
 First of all, Hello, am new to the forums. ;D

 I was looking yesterday at the mods for Unreal World and a few tutorial of how to do it. The modding is pretty simple and easy, which is very good, but, it lacks some organization to say the least. I had installed some mods and spent about 3 hours only to change the submenu keys, file by file. I think if we could have an separated folder for both mod script/text and sprites, it would make everyone's life much easier. Also for uninstall a mod.
Edit: (Yes, I didn't even finished and I already have and edit, figures) Separated folders for subject sprites? (npcs, pc, animals, objects, weapons... that sort of stuff that makes game files easier to track)

 Other thing that I'd like to see would be an player/npc/animal state file that allowed to attach different sprites to them. Let's say checking cloths being worn and weapons. (That shouldn't be hard, I think.) Thus allowing every person who plays the game being able to add let's say, a sprite rendering your character using that bear cloak you just made and what to show. Or that big badass battleaxe you just brought... Or even displaying injuries on an animal with sprites.

 I think that's all. From my limited modding knowledge point of view, with those two things we could do basically anything with the game, and even help the developers some. (new items and stuff with new sprites, and new sprites for the pc/npc's/animals that they could use)

 Thank you for reading my daydreams and feel free to bash me to death if you think this is stupid an stupid suggestion.  :)

Edit: I almost forgot... I'd like to have acess to the default behavior of the cultures towards other cultures. Let's say, how the Kaumo culture reacts to a Kiesse traveller. (maybe they don't like each other, maybe they raid each other... Maybe I want them to hate each other... Maybe I just want to make a new culture of my own and be hated by everyone :D)

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