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Messages - Privateer

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181
Mod Releases / Player Questing by privateer v2.4
« on: December 28, 2020, 02:27:05 AM »
 The Player Questing mod Ver. 2.4 (For URW v3.6)

Spoiler: show


This Mod utilizes the F1 key
 These quests utilize a 'token' system and the use of optional items to select 'which' quest
you want to do.

It's best to only apply one 'token' per selection else only the last selected will be given.
 Once you select a quest, go to inventory, valuables, the task item will be there.
Hit F1 on the item for quest details.

 Completing the beginner quest(s) (free token) will grant items needed to produce the quest token.
Each beginner quest 'payment' is different and you need them all to get a quest token 'questing token'

What's in this mod:
Bird coops
Signs and Markers
Arrow quiver
Bees, honey and mead brewing
Brewing barrels and wooden mugs
Butter making
Questing for skill and profit

Here's a shot of the menus I'm working on right now.
also a brief explanation of the method I'm following.
Spoiler: show
 


I've clipped a new short video that shows gameplay with this mod.. And of course my dog barking in the background >_<
https://www.youtube.com/watch?v=YQR5Z3BRSjc

//v 1.6 fixed missing menu file
//v 1.7 Switch to ownership of talisman to get quests
//v 1.8 Set initial rewards, with quest selection/item consumption resolved
//      Change beginner quests to simple gather jobs 2 at each location
//      Set original beg. quests to regular, set rewards for tasks
//v 1.9 Fixed missing removal of a beginners quest dialog 'item' on completion
//v 2.0 fixed Honey combs not being seen
//    fixed a name errors on beginners turn ins
//v 2.1 fixed egg and mushroom turn in reward naming
//v 2.2 Modified/confirmed (1) Adv. quest turn in,  quantity to assure proper completion.
//v 2.3 Fixed Sauna location typo(s), set proper 'Energy drink' turn in, Fixed skill misspelling
//v 2.4 Addition of roasting root vegetables in 2 lb. or less volumes.
//        Addition of carrot root vegetable to be implementation via quest reward.
//        Reset/verified the completion item and quest text for 'Energy drink' quest.


*Feedback appreciated*



182
Gameplay questions / Re: Small(est) smoker build questions
« on: December 21, 2020, 06:57:34 AM »
I don't think you can smoke in the doorway though  ;D

183
Gameplay questions / Re: Small(est) smoker build questions
« on: December 21, 2020, 06:24:34 AM »
Unless smoking in open doorway counts as “inside heated room”. Haven’t tested.

 Just checked and an open door DOES NOT stop "Heated room" from working. My guess is that only a structural check is done.
Kind of like not having to close the shutters, If the door were missing it won't work.

184
Gameplay questions / Re: Small(est) smoker build questions
« on: December 21, 2020, 02:44:24 AM »
You can't place fireplace there without floor. I think the minimalist is:
C d C
w f w
d x d
C d C

c= corner
w= wall
d= door
x= open space

185
General Discussion / Re: Has the hoarding limit been increased?
« on: December 20, 2020, 06:51:42 PM »
It's not been raise/changed to my knowledge.
 Understanding you have a problem is the first step  ;)

Don't stop hording, but spread your horde. Make a couple camps and horde some there too.
Limits apply to small areas like a specific settlement/overland tile.

186
Not bugs / [Mod stuff] Crag ~ Bug? Oversight? intended?
« on: December 19, 2020, 03:01:55 AM »
 The floor type 'Crag' is not detectable using the provided tags [TILE:], [NEARBY_TILE:] though they are disclosed with inspection.
This may be intentional, but I hope it's just an oversight.

Now I'm wondering if it's intentional as 'Base rock' is also undetectable...  :'(

Additionally, "Y(y)our settlement" is not seen using [TERRAIN:, it's also not seen as 'settlement' which does make sense to distinguish from an NPC settlement.

187
Suggestions / Re: Remove fistfulls from containers
« on: December 19, 2020, 02:55:44 AM »
 I remember small containers being useful for this situation. Pour some into a cup to set as bait.

188
General Discussion / Re: Njerpez War camp?
« on: December 18, 2020, 08:50:46 PM »
 OK I'm starting to get a bit worried here..
I'm just peacefully trying to work on a Mythological/Fairytale mod and these guys are closing in on me.


189
Modding / Re: Modding Tutorial and Help
« on: December 18, 2020, 07:30:47 PM »
Quote
How does the Engine recognize {[TILES:xxx]}? For example
This tag is used as an ingredient to a recipe and states that the player needs to be standing on a specific type of tile and uses game defined tile names like "Shelter" or "Surface of the earth" (the official wiki does have a list of names, or you can just F3 the tile to see the name)
{[NEARBY_TILE:xxx}] uses the same method except the named tile needs to be on one of the adjacent tiles.

Quote
While with the {[TILEGFX:xxx]}-tag, it's just the other way around.
This tag is used at the end of a recipe and is an item definition, as opposed to an ingredient.
It defines what sprite the product will use when set on the floor. The name of the graphic with no extension is how it's used.



190
General Discussion / Re: Njerpez War camp?
« on: December 17, 2020, 10:46:09 PM »
They just warcamp'ed on Tuukka.


@Brygun Just curious (though it really shouldn't have any impact), Both of mine occurred while running the toon on Steam version.
Was yours on Steam or standalone?

191
Modding / Re: Modding Tutorial and Help
« on: December 17, 2020, 08:15:21 PM »
 Firstly,
There are no 'byproducts' per say, AND/OR every task must have a product outputted.

Now, there are three 'types' of 'crafting'
Cooking - adds/combines removed (consumed) recipe items nourishment values into a brand new item.
 Using hardcoded cooking method 'logic' ie: boil, bake, roast. Which sets default water %, spoilage etc.
When cooking, 'containers' generally need not be programed as the cooking method asks for it automatically, and does not destroy it, but use it to hold the product.

Crafting - Ingredients are purely for ambiance/emersion and realism.
 Only existing (defined in the game) items can be made and a simple .name. will produce it.
Since no ingredients are truly needed, any with [remove] are destroyed. To create "unique" items further values need to be changed in the recipe to 'alter' the game defined object.

Flora - Items created here can be 'Crafted" with .name. once the game has read them in they become defined items to the game.

 I babbled on for a while and am not sure if I answered any of your questions.

Edit ~ about armor tags
From ver. 3.30 notes
Spoiler: show

***

        [ARMOUR_MATERIAL:] - material of armour type items. This defines the protection values.

            possible values: lamellar / iron / mail / leather / fur / cloth / wool / birch-bark

            Examples:
            [ARMOUR_MATERIAL:iron] - the armour is made of iron

        ***

        [ARMOUR_COVERAGE:] - bodyparts covered by the armour

            possible values:
              one of these predefined coverage categories:
                 cloak / hauberk / long_hauberk / habergeon / cuirass / overcoat / greaves / rerebraces / vambraces /
                 shirt / short_shirt / long_shirt / trousers / tunic
              or any combination of these bodyparts values:
                 skull / face / neck / shoulder / upper_arm / elbow / forearm / hand /
                 thorax / abdomen / hip / groin / thigh / knee / calf / foot

            Examples:
            [ARMOUR_COVERAGE:overcoat]         - the armour has coverage of an overcoat
            [ARMOUR_COVERAGE:skull neck shoulder] - the armour covers skull, neck and shoulders


There for 'protection level' is only modifiable by area covered and which 'hard coded" material values you use to define the specific components.

192
Just guessing but I bet 20 squirrel hides you'd need to find a Shaman for at least one treatment to survive.

Though I wonder if there is a lethal dosage threshold, like 2 sand mushrooms? or a tiny drip soup that had a miniscule amount added.

 And why can't you poison NPCs?

193
General Discussion / Re: Njerpez War camp?
« on: December 15, 2020, 07:26:43 PM »
 This time I just went home, Honey will be available at that yellow 'X' in about a week, and Ugh needs to get drunk.  ;D

194
General Discussion / Re: Njerpez War camp?
« on: December 15, 2020, 08:44:49 AM »
 They're Back!


Loaded a year old (2019 last change) version of the same toon. He had slightly more playtime than his steam version.

On my way to check the Southern traps and uh oh! Njerpez again. This is a different spot than the other save.


195
Modding / Re: Modifying cooking recipes: ingredients qualifiers
« on: December 14, 2020, 11:56:30 PM »

Any advice?

 Posting in the Modding section would be the first  ;)

As you said 'meats' are all reduced to 'some type of cuts' so "dried * cut" ( * = any word wildcard), 'smoked * cut' etc. work easily.
All fish end in the specific fish name so 'dried * fish' means nothing to the game vs 'dried pike'. There are many ways to get where you want to be, some better than others.
You can count on just being honest and use 'dried *'
You can make recipes needing specific fish or a recipe which requires multiple fish types.
You can convert the fish into a standard naming, as with fish cuts. NOTE: (my default Fish cuts does falsely set the nutrition of all cut fish to one type). Which is still representative of the overall problem you're asking about with 7 different types of fish to cut.

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