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Messages - Bert Preast

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1
Bug reports / Re: Everburning shingle
« on: November 10, 2025, 07:46:28 PM »
I've noticed when returning home that foods that should've spoiled remain edible.  They go rotten very quickly though, once you have returned. 

Also, nothing seems to fall into my traps while I'm away.  I think when you're a certain distance away, the home tile goes into a sort of suspended animation until you return.

2
Development News / Re: Fresh article on PC Gamer
« on: November 02, 2025, 03:39:57 PM »
My favourite photo is the one where you're trying to have a quiet dump in the field, and the sheep come over to see what you're up to  :)

3
If females are to get a magic buff, should they also get nerfs to height, weight, strength and intelligence speed?

Almost messed up there, but I think I got away with it.  Shhhh!   :-X

4
Mod Releases / Re: BAC 3.86
« on: October 30, 2025, 07:50:00 PM »
I'm making a fishing rod, and the option to make an iron fishing hook was removed to make space a couple of years back.  It would be nice if it was added again, as there is room in the menu now.

EDIT:  Just to add that I decided to use the "salvage iron from an axe" function on a crude handaxe head I had.  First I had to haft it before it was recognised as an axe - I understand that this is because the BAC recipe predates the addition of hafting to the base game.  I made a fine haft, and stuck the head on it, resulting in a decent handaxe.  I then did the salvage, which returned 6 iron billets.  What surprised me though, was that when I removed the haft from what was left of the axe, the crude axehead was still complete, and the haft was all used up.  So I got 6 iron billets from a birch axe haft, and I still have my crappy axehead  :D

5
Mod Releases / Re: Bertmod - Player and NPC Portraits
« on: October 21, 2025, 11:56:51 PM »
Thank you kindly, let me know if there are other tribes or old people/ women/ kids/ sages terrain pictures, or anything else you'd like to see.  I can also increase the quality quite a lot, if needed  :)

6
General Discussion / Re: Personal House-Rules?
« on: October 15, 2025, 12:36:43 AM »
I like to play the last of the Neanderthals, and roll a good Kaumo who will avoid all human contact whenever possible.  I start in spring, as in a winter start the cold will almost certainly kill you - usually from starvation rather than directly, as you have to keep setting fire to fallen trunks and so can't stray far from the fire to hunt or fish.  In summer and autumn, you can live from berries etc., so I find spring is the sweet spot for the challenge.

I use the "custom - too easy" to roll my skills, as I will need good fishing and spear skill to have a hope of surviving more than a couple of weeks.

I reroll the world until there's a reasonable size island off the far north eastern coast, then get a start as close to that as possible.  Normally I won't get closer than a three or four day hike from it.  On spawning I discard everything I have except any fur clothing, just enough to stop me dying of cold as I head for the island.

On arrival, I begin the first game course to build my stats a little.  I'm starving by now, so the pike it gives early is very welcome.  It doesn't last long, though.  I hunt and fish, and try to get through the game course whenever I am nourished.  To complete the game course you need to visit a human village, which I do.  I trade what skins or cords I have for what food they have, and am usually starving again by the time I make it back to my island.  The building part of the game course is painful - with just stone tools, it takes a couple of weeks just to make one wall section.

I don't allow myself to trade for anything other than food, and I don't murder anyone.

The watercourse part of the game course gives a handaxe, which I don't use until I give it to the companion you need to finish the course.  I allow myself to plant maybe 20 of the seeds the agriculture part of the course gives me, mostly hemp, flax, or whatever else I might be able to make yarn from, as nettles are scarce in the far north east.

I use the BAC mod, so as spring turns to summer the mission is to make a metal knife.  It's an enormous amount of work, but must be done. 

The biggest difficulty of this scenario is the stone knife - an elk that with a metal knife might net 250 cuts of meat or more, with a stone knife will get you 50 or 60 at most.  Of course, restricting myself from trade and it being summer means there is no point in having more cuts, as with only stone tools there is no way I can build a cabin for smoking by this point.   

So, I mine ore and cry as I try to chop firewood for charcoal with a rough stone axe.  Trust me, it's more torturing myself than gaming.  But that feeling if I survive long enough to make the first metal knife... man, that feels good.  And it gets even better when I manage to forge my first axe.  Love it  8)

EDIT:  Around day 115 I managed to produce a rough small knife, and on day 140 I made a rough handaxe.  Food has been a real struggle, but I noticed lavarets spawning, and making an inferior lippo landed me 64 of them over a couple of weeks. I produced a decent broad knife and handaxe by day 180, and winter has arrived so soon I hope animals will be wandering across the ice to my island.  Things should start getting easier now  :)

7
Mod Releases / Re: Bertmod - Player and NPC Portraits
« on: October 14, 2025, 10:48:05 PM »
Apologies, wife thinks dinner is more important than modding URW. Here is the file:

https://drive.google.com/file/d/1ot8iUiot2f-XJ6P82caIg9vHbx0qSfuo/view?usp=drive_link

Somebody please give it a try, and let me know if I've cocked it up or not!

I have unlimited free access to the AI image generator, so I hope to expand the mod in future to include other tribes, old men, women, kids, sages, and maybe some terrain and scene pics too.  In future I also plan to generate the images square rather than portrait, as that's what URW seems set for, and improve the quality some.  I tried to nerf quality to upload here, but it told me I had a 4mb limit.  I then split the file in two, and the forum then told me I had a 1mb limit, so I thought sod it and put it on Google Drive.



8
Mod Releases / Bertmod - Player and NPC Portraits
« on: October 14, 2025, 10:11:46 PM »
Bertmod 0.1

Okay, this is my first URW mod, so please be gentle. 

What is it?

It's a portrait replacer, though I've numbered the replacements so that unless you already have over 100 portraits, it will add rather than replace.  It contains around 100 new portraits for players.

How does it work?

Simply extract the file into the truegfx folder, which you will find in your UnRealWorld folder.

Is it any good?

Not really, but it's only a 5.4mb download, so what have you got to lose?!  I have been using AI to make photos of Iron-age Finnish people.  This first version is focused on the Eastern tribes, the Kaumolainen etc., and for now only includes males.  There are seven female portraits, but I haven't yet worked out how to make them show up.  I think they might appear on NPCs, but they might not.

Here are a few examples, I can increase the quality a lot, but I wanted to keep the initial version small.  Also, WTF is the captain from Das Boot doing in the last image?!



9
Development News / Re: Finding a needle from the UnReal World
« on: October 03, 2025, 12:02:56 PM »
But the Germans do it with class...




10
Development News / Re: Finding a needle from the UnReal World
« on: September 30, 2025, 08:30:11 PM »

Finns have a natural aversion to socks (and who can blame them?  Have you seen how Swedes look in their sandals and socks?  Ugh!), so The Quest for Socks has traditionally been one of the most hardcore quests that the UnReal World can offer.

Sven, forgive me, please!

I'm on the 'Foreign Traders' part of the game course; and while the island I live on is plagued by Vikings, I have now roamed the mainland from Kaumo to Driik for over two weeks.  Since making this post, nary a sniff of a Swede.  Sven, I'm sorry for laughing at your socks, show yourself and trade with me FFS!

11
General Discussion / Re: What's Going On In Your Unreal World?
« on: September 30, 2025, 08:03:24 PM »
Just finished my cabin, and while proudly admiring it I noticed for the first time the address:

Appopera, or "Gapingrear".

 :(

UnReal World is just trolling me now.  My latest cabin is at Lyomametta, or "Beating wood."

 :D

12
Development News / Re: Finding a needle from the UnReal World
« on: September 26, 2025, 05:24:53 PM »
Will we be able to make socks or foot rags? These often make a big difference in keeping frostbite at bay in the deep winter months. (I realize in real life, socks are almost always knitted rather than sewn, but it IS an unreal world, after all.  ;D)

Finns have a natural aversion to socks (and who can blame them?  Have you seen how Swedes look in their sandals and socks?  Ugh!), so The Quest for Socks has traditionally been one of the most hardcore quests that the UnReal World can offer.

13
Good guide, you should c&p it into the Guides & Tutorials forum.  Apart from the bit at the end about enemies throwing weapons back at you, as I've never seen them do that.

The last time I indulged in Njerpocide, I meant to write a guide on how to do it.  But I umm... didn't quite get around to it.  I've forgotten most of it now, but I do remember that I was going to advise that armour is most vital on the head, and then on the legs.  Once you've taken an arrow to the knee, you are unable to escape and probably in deep doggy doo-doo.

Speaking of doggies, another bit of advice I was going to enlighten the poor benighted heathen with was to use them.  Keep them leashed, they are an excellent meatshield.  Ensure they are well fed and unencumbered before the fight.  Most importantly, pay attention to contour lines on the map.  If you are shooting at an enemy at equal or higher elevation than you, you will almost certainly be able to shoot him over the dogs.  If the enemy is at a lower elevation than you, you will almost certainly shoot your own dogs.  This can be embarrassing, especially if the shot dog cops the right hump and begins to attack you in return.

Njerpocide season is mid-winter to early spring, when the snow is deep.  Get good skis and grind that skill.  A good longbow, at least three dozen arrows; and you can snipe the buggers and back off whenever they get close, enjoying watching the poor saps floundering through the snow and knackering themselves in the process.

Just remembered that if you don't mind cheesing it; you can leave piles of furs, tools, and useless but heavy weapons such as rocks, stones, clubs etc. along your planned route of extraction.  Enemies are almost as greedy as you are, and so will pick them up and slow themselves down.  You'll get them back later, after you wipe the camp or village out.

14
Mod Releases / Re: BAC 3.86
« on: September 12, 2025, 11:59:21 AM »
My (+C) clothing menu goes from 1 to letter O, not from 1 to H, so it seems I have some extra items on it that are pushing the repair clothing option off the bottom of the menu.  The last two items on mine are:

N Leather belt
O Leather cap

Above them are all the nettle and linen options.

I have only the BAC and a portrait mod installed, and have tried re-installation.  I've also tried running the game via Steam rather than my usual running it directly from the directory, and it's the same. 

When I have time, I will try deleting some items from the menus to see if I can get the repair option to reappear.  Should I be deleting from diy_BAC_Clothing.txt, from mod_diy_BAC_Clothing.txt, or from both?  Or is having both files what's messing me up, and I should only have one of them?

Any help would be gratefully received!

EDIT:  Solved this by commenting out all the fur, leather, and birch bark clothing items that are duplicated in the mod's relevant menus.

15
General Discussion / Re: Fantasy?
« on: August 16, 2025, 06:44:48 PM »
I don't know of any, though I think the old Shamen mod had magic stuff in it?

URW began as yet another fantasy rogue-like, but I think Sami saw the market was saturated and began to develop in a direction he knew about - living in the woods in Finland.  Far more engaging than elves and all that shite  ;D

I remember a few years back, someone trying to tell the devs that their timbercraft timings were way out.  So they did a video of I think it was Erkka, splitting a trunk into boards to prove the point.  Where else do you get that kind of dedication to realism?   8) 

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