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Messages - Privateer

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Modding / Re: IF you could see any mod created, what would it be?
« on: October 27, 2020, 09:44:12 PM »
I believe some kind of mod installer would be really appreciated. A program that backups original files, merges what should be merged and provides enabling/disabling mods in an easy way.

If you are on Windows I think urwml still works. It's the only 'external' I've seen/used to manage multiple mods while segregating  their files and allowing easy swapping.

Note: Posted here

Modding / Re: IF you could see any mod created, what would it be?
« on: October 27, 2020, 06:46:48 PM »
 For me the mod (other than mead) that I've always wanted to make is a "Living Skill" mod. Along the lines of what Simon did with "Shaman".

 So the Mod addition I have wanted for the longest time is the ability to 'detect' NPCs in recipes.
This would open the mod world to interacting with NPC world.
Needing to find a Shaman to make x.
Working with a craftsman to gain the ability to craft x.
Learning from an old woman a great recipe for x.
Gain special items by meeting with Vagabonds, woodsmen or Adventurers.
It would allow you to sheer a sheep, because you have a sheep.

 NPC detection in recipes pls.

Modding / Re: Is it possible to mod in a garment, that boosts a skill?
« on: October 27, 2020, 05:27:29 AM »
 I don't think it's possible to manipulate these aspects with what is exposed in clothing.

Stories / Re: Island challenge stories
« on: October 26, 2020, 09:58:58 PM »
 Challenger (Haastaja Islander)

Profile Stats:
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Day4~8?: Not sure, Spending all my time pulling twigs, scouring for lg/med down trees, picking berries, Getting warm enough to try and javelin a fish for about 1.5 hrs before freezing stop.. rinse and repeat atm.
 Have stone knife, crude staff, crude javelin, couple torches. Been seeing a grouse for two days, I need to get warm/gather items for trap before to long.

Map: Found a clifftop
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Day: I have no idea. I have 3 shelters now, One on the East coast, one (original) in the middle, and the final on the west coast.
Made 2 small traps and used lingonberries for bait. Making fire, finding wood and collecting berries are still in the forefront. The traps didn't do anything on the East coast, so I moved them to the West coast shelter. 3 birds so far from the new trap spot. Only one skin was viable, but the roasted fat was a nice refresher. Not dead yet.

Skills Update:
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General Discussion / Re: Punitive island winter challenge
« on: October 26, 2020, 07:45:01 PM »
You usually don't have much in the way of ice bridges in the archipelago, so I would still consider a winter start to be a lot harder (and if your island is connected to the mainland/a large island through an ice bridge I'd just restart).

 Taking your advice and rerolled in winter :D

General Discussion / Re: Punitive island winter challenge
« on: October 26, 2020, 02:35:49 AM »
wow, how is it even possible to have the most of skills at zero? Never rolled anything like this.

 @paulkorotoon Well it's not a true roll, I set the skills to 0 in the skills.ini file for the tribe I was creating. You do still have 5 points to assign so I used them in ski,sneak,climb,swim and unarmed.

General Discussion / Re: Punitive island winter challenge
« on: October 26, 2020, 01:39:26 AM »
 I have this roll, on an island, hurt start, no gear, Though I did start in summer so there wouldn't be any ice bridges.
I did make a zip of the start, before taking a step, but to big to attach.

General Discussion / Re: Punitive island winter challenge
« on: October 25, 2020, 11:22:59 PM »
A big part of not zooming in the original challenge is amplified by the random start spot. Since you'll have to roll many times to get island landing, it probably matters less.. Unless you make it to a point to get off the island, then the zoom would have been/will be an advantage.

Suggestions / Re: Animals for sale respawn
« on: October 25, 2020, 10:21:07 PM »
I get the idea that "queues" of buyable livestock may reshuffle from time to time and logic checks are made for whether an animal is in the tile for the village proper to be counted. If AI routines ever get implemented for taking village livestock to pasture, this may be an issue to address.

 I vaguely recall reading (so I assume it was from Sami), That "not all animals may be available for purchase at all times".
I think it was in reference to when dog sizes were allowed to be purchased specifically. So a pen with 1 small and 3 large dogs may only have a small dog for sale at a given moment.

Suggestions / Re: Animals for sale respawn
« on: October 25, 2020, 02:40:57 AM »
 From what I remember, I don't think animals "npcs" are refreshed or replaced in settlements/villages etc.

Though recent changes occurred with some animal 'npcs' I don't see any new information in news.txt to indicate a change in replacement.

I have a weapon/combat training mod. It is more of a lore 'theme' based but shows the basic concepts.

Suggestions / Re: Finding my arrows
« on: October 11, 2020, 07:09:36 PM »
The files in \truetile wp-(whatever arrow).png

That does not change the small, thin, dark line image of an arrow on the ground, it only changes the image in my inventory.

I generally color the shaft with 2~3 colors so the stand out against most backgrounds.

Suggestions / Re: Finding my arrows
« on: October 10, 2020, 05:43:33 AM »
 The standard fix is to color your arrows making them easier to find.
The files in \truetile wp-(whatever arrow).png

Gameplay questions / Re: How to make new items appear in settlements?
« on: October 09, 2020, 09:12:24 PM »
 Item refresh occurs slowly over time.
So if you buy all town goods, then leave for say 4 weeks, on your return a small amount of items may be there, Not full replace or refresh.

 For the items you are seeking the 'blue coats' Foreign Traders are far more likely to be selling... or wearing them ;)
You need furs to make deals with these traders.

Bug reports / Re: [3.63] Items disappear off an unconscious enemy.
« on: October 07, 2020, 11:17:57 PM »
As stated, closing the game in a disorderly manner (not using menus or options) destroys pending updates to open files which the game uses. Chances are that the npc items were not recorded 'properly' before the game closed and thus produced the 'as was' in the finalized files.

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