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Messages - marginoferror

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Modding / Re: Bow Balance question
« on: March 05, 2020, 05:44:34 AM »
I'd assume the accuracy values you're referring to, which is already presented in the wiki as "by no means a certainty" and is based on very old information, have a high chance of being either incorrect or not the whole story.

I think the game is mysterious about rolls, stats and other details partly because the game was designed around mystery and superstition, so I wouldn't overthink the stats too much. If you really care about accuracy stats, the best thing I can think of would be to experiment by shooting a very very large number of arrows at stationary targets at various distances. Of course, actual calculations may be different on live targets, and may factor in skill or stats in unexpected ways, so even that might not do it.

Gameplay questions / Re: Various questions from a new player
« on: February 27, 2020, 10:16:48 PM »
Of course it's possible that even with a fine staff, you can't craft a fine javelin. The one time I tried, I created a regular javelin. And there was no failure message like there is with fur when you downgrade something. But maybe that failure message ONLY shows up in the case of fur?

The failure message only shows up in the case of fur. Other crafted items, there is a message if you roll higher than the source material allows (you could have done better, but you can't make good out of bad) but no message if you roll lower than the source material allows.

Gameplay questions / Re: Various questions from a new player
« on: February 25, 2020, 03:45:00 AM »
More questions:

Can the player craft 'fine' clothing? Can the player craft 'fine' javelins? Is there any gameplay difference between fine cord and inferior cord (does fine cord tend to create better tasting dried cuts for example?) or does it only matter if you were to want to trade it? Has anyone done a fairly recent analysis of all of the damage protection profiles for various furs and leathers? Is there a crafting difference between winter fur and non-winter fur of the same animal type? I'd heard/read somewhere that winter bear fur is the best fur to make clothing out of, is that generally true? Is bear leather also the best leather? I can't imagine there's such a thing as 'winter leather', but just in case, is there?

If I put my dog on a 100 foot leash and tie him to a tree, will he use that 100 feet or will he stay within 1 hex of the tree?

I usually play a modded version of the game so the following is my best recollection of vanilla behavior.

I am not sure about clothing, but the player can indeed create 'fine' javelins, especially if using fine staves (which are based on your timbercraft skill to craft). Cord quality does not seem to impact food quality; however, it does impact the quality of other quality-bearing items crafted with cords such as bows.

There has been a lot of historical work on damage resistance and so forth but unfortunately I haven't found good documentation on exactly what versions were tested, so I don't know how up to date it is. To synthesize the most recent information I've read: bear fur is very protective, so if that's what you want, go for it, but there are some warmer furs. Winter furs should be warmer but I don't know about other qualities. There is no "winter leather" and I am not aware of any species differences in types of leather either.

I haven't observed any changes in animal behavior depending on the length of the leash, but admittedly I have not experimented with a 100 foot leash.

I walked into a village and received the "you've found something to barter about?" shout. Upon bartering and asking them to remind me of what I owe them, I was told I owe them for a wooden tub of water. I vaguely recall picking up and drinking from the wooden tub briefly several months ago (perhaps I filled my skin instead? I don't recall). They did not seem upset, as if I had stolen anything; they simply wish to barter as if I still have the tub in my possession.

I have a copy of my save set aside in case it is needed.

Mod Releases / Re: [3.61] URWCharacterMenu v1.0.2
« on: February 19, 2020, 08:21:04 AM »
@marginoferror figured out the problem with improper formatting, still not sure why you crashed though. I will replicate your other steps and see what i come up with

FWIW I have not seen such a crash since, and it's even possible that this instance was unrelated to your utility.

You are on the right track.

I checked the recipes under Carpentry including the whittling. There is no code calls to the "skill advancement" modifier so they should all progress "normally".

So from this it sounds like if a mod recipe uses Carpentry skill, I can assume it will train Carpentry more or less proportional to the amount of time I spend on it, and this isn't something modders have to specify as it's the default. Thank you, I will keep at it.

Question: what's a good way to improve your carpentry skill with BAC? I'm having a devil of a time increasing it no matter what I do, to the point where I'm wondering if the actions I'm taking like whittling blocks and making figurines out of them don't even train the skill at all. But it's such a hard skill to increase normally that I'm not sure.

Gameplay questions / Re: Various questions from a new player
« on: February 10, 2020, 06:45:10 PM »
In real life I believe persistence hunting wears down prey in part by preventing them from drinking, eating, sleeping, etc. over a long period. In the game, this isn't modeled for prey animals; if they get down to 0% fatigue by walking while you're still catching up, it's as if the slate was totally clean (for them, but maybe not for you!). Therefore, any sort of delay in reaching the prey, for instance by being confused by another trail briefly or losing the trail in the forest for a while, will certainly reset your progress completely. But if you avoid those delays, you can still run them down if you're fast, lucky and have excellent tracking and visibility.

Since most of my arrow shots at best wound my prey, I usually end up running them down anyways, just with the prey at a modest disadvantage. Usually I wait for the prey to look slightly fatigued (if it's not wounded, then I have to wait all the way to fatigued) and then run it down at full tilt. If you can match the prey's speed at a full run at any point, then you can run it down to 100% fatigue in short order, as there's a snowball effect where it has to exert itself harder to cover ever less ground.

I tried to run down an elk calf over ice, separating it from its parent. It was trivial; they were MUCH slower than an adult. But, the process produced hardly any meat or skin and also I felt kind of bad.

Mod Releases / Re: [3.61] URWCharacterMenu v1.0.2
« on: February 08, 2020, 05:51:00 AM »
This is awesome! Thank you.

I tried to use 1.0.2 to edit my character stats during creation (before skill allocation) as I had with 1.0.1c earlier. But, it caused a crash later in character creation right before I spawned in (after I chose the course). The problem may be related to my character's surname; the Driik have a special character in their tribal name which was mangled when read by the CharacterMenu app and then re-mangled when written.

Bug reports / Re: Companion says "no carcass" when on top of carcass
« on: February 01, 2020, 03:22:54 AM »
Sorry, I'm afraid not. If it happens again I will try to save a copy immediately. By the way, I did try the same thing with a different hideworking expert and a different carcass earlier in the game and it worked then. Is it possible that the old man I hired this round has vision so poor that he literally could not see a carcass right in front of him?

Bug reports / Re: Companion says "no carcass" when on top of carcass
« on: January 22, 2020, 10:15:27 AM »
Afterwards, I took the companion to check my traps and found a fox in a fox-paw trap. However, even after dispatching it right in front of the man, he insisted there was no carcass to be found.

Bug reports / Companion says "no carcass" when on top of carcass
« on: January 22, 2020, 10:06:58 AM »
I killed a lynx in a hunt, but my hideworking skill was poor so I decided to haul the carcass to my camp and hire a hideworking expert in the nearby settlement. After bringing the expert back, he claimed there was no carcass to carve, even though the carcass is present and is still fresh. This persists even if the expert is standing directly on top of the carcass.

Bug reports / Beaver family frozen at water's edge
« on: January 22, 2020, 03:45:32 AM »
I came across a family of beavers. They fled as I approached and ran into the water, which unfortunately for them was right past me and I clubbed one to death with the butt of my spear.

However, while I was doing that, none of the other beavers successfully escaped into the water. They are all "escaping", but they are not moving at all, each of them frozen at the water's edge. I believe it's because, as per the attached screenshot, there is a steeper entrance to the lake than usual at this particular spot, and the beavers cannot navigate that or path around it.

I bludgeoned a good three beavers before I realized they were bugged. Poor little guys!

I found out today that the highest pot quality is "beautiful" which nicely implies that it's only an aesthetic choice. (I bought it.)

I think this has happened to me twice, once when I was approaching sedentary robbers for a quest and once when they ambushed me and I was trying to ski away.

Next time it happens I'll save scum and record some different scenarios to see if I can demonstrate there's an issue.

I did have a dog on both occasions; that doesn't seem to affect stealth much with animals but I wonder if robbers are different?

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