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Messages - Night

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Mod Releases / Re: [3.70][3.63][3.62] URWCharacterMenu v1.0.4b
« on: November 22, 2021, 10:03:13 AM »
Someone can share the 3.63 version pleaseeeeeeeeeeeeeee :o

Totally forgot I have previous versions archived, I went ahead and put 3.63 steam version as an attachment, but it should work on the standalone (i think) @Atarantir

Solved'n'fixed bug reports / Re: Weird timeskip to day 499
« on: November 08, 2021, 03:53:29 AM »
I also seem to have ran across this bug unknowingly, just checked my ancestors out and found this guy.

Mod Releases / Re: [3.70][3.62] URWCharacterMenu v1.0.4b
« on: October 31, 2021, 03:54:40 AM »
It looks like a checksum verification was added and changing values to a certain amount gives you constant error messages when zooming in and out.  I've been playing around with this and it happens using URWCharacterMenu or if I change things manually with Cheat Engine.  For instance, setting all of your stats to 18 will cause it, but setting one back to 17 will get rid of it.  Similarly for skills, setting them all to 100 will cause it, but setting half of them to 90 fixes it.  I haven't played since earlier this year, so it may not be introduced with 3.70, but I've never run into it before and I didn't see much with googling it.

Thanks for the post. I made a quick patch to mitigate the error messages, but there's probably a reason he added them (maybe for fixing corrupt characters due to other bugs?). Going over the limits may or may not have an impact elsewhere in the game, so max them at your own risk.

~Updated to 1.0.4b

Mod Releases / Re: [3.70] URWCharacterMenu v1.0.4
« on: October 24, 2021, 02:51:00 AM »
~Updated to 3.70, forgot 3.63 standalone so I left the 3.62 version up.

If theres anything majorly broken let me know.

Solved'n'fixed bug reports / Re: "Savegame needs a remedy" after BSOD
« on: October 23, 2021, 10:20:19 PM »
Hi everyone,

My game crashed after a BSOD and then displayed the error "Savegame needs a remedy" after starting back up again.
My hopes aren't high, but just thought I'd post here and see if anything could be done about it.

Savegame on Google Drive:

I was able to load into your world after replacing your character files "LEDRICK" with a replacement character. But from what I saw in cheat engine it didn't look like your character had any data saved to it. Probably due to the BSOD while the game was saving/writing to the files.

Unlikely they will be able to restore the character if there isn't a backup of the data stored somewhere.

Suggestions / Re: Groundworking and levelling terrain for building
« on: October 23, 2021, 09:51:25 PM »
On my todo list for mod extender features, should be less work than containers.

While trying to resize the window while the character is "looking" around, the window fails to resize correctly and acts buggy.

Steps to reproduce:
  • use the 'look' command (L key)
  • resize game window

Mod Releases / Re: [3.70b Beta] [3.63] URWSSSelector v1.0.3
« on: October 21, 2021, 11:17:43 PM »
~ Updated to 3.70 stable

Modding / Re: [Info] [3.70] Cheat Engine Addresses
« on: October 21, 2021, 08:49:00 PM »
~Updated to 3.70
might have 1 or 2 addresses that need to be fixed
edit2: fixed hunger address.
edit3: fixed energy and fatigue address.

Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: October 12, 2021, 02:40:03 AM »
If you need some help. I can try to learn the basics and provide some assistance.

Drop me a message on discord (Night#9736) or skype (xxvnightvxx) if you'd like.

Stories / Re: The Oath [Vegetarian/Pacifist challenge]
« on: August 27, 2021, 10:39:20 AM »
The item limit is around 1600 squares planted (or squares that have stuff you dropped on it), so it takes a lot of work to hit it, but if you plant a 40x40 square then you will get lots of messages about having too many items on this tile and needing to spread your stuff out. In the old days, you'ed just start losing items, but now the warnings happen way before the item loss starts so it's safe.

Not related to OP but, was wondering about the limit, thanks for the info.

Modding / [URWME] Container Demo
« on: August 23, 2021, 10:35:59 PM »
Been making solid progress on implementing containers through modding, wanted to share what I have so far.

Designating an item as a container:
Code: [Select]
.TestContainer. "Hunting Horn" *COMMON* [effort:0] /0m/

Hotkey: Shift+O - Opens container menu

Supports multi item selection & send
Save & load item data to files, based on the containers item ID

Modding / Re: Changing vanilla craft menu names
« on: August 01, 2021, 07:30:26 PM »
I've mitigated menu slots in my URWME project, under the Assigning and using extended menudefs category you can see how it works. Would something like this standalone be something people would be interested in, albeit windows only?

Modding / Re: How, and where to post background modifications?
« on: August 01, 2021, 01:19:25 AM »
These look great. I would just make a zip file and upload it to your thread, or make a new one. Easiest way to setup the zip would be:
  • zipfile ->
    • RITUALSBG.bmp
    • SKILLSBG.bmp
    • truegfx ->
      • truegfx files

then people can just open up the zip and drag it ontop of their UnrealWorld folder to overwrite. (at least on windows)

Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: July 29, 2021, 10:53:06 PM »
Any news on an update for 3.7.0, I tried to see if the current version of the mod works with the beta, and no dice.  :'(

I love all your work and wish you the best.

When I can, is probably the best answer I can give you for an update.

I've been thinking about that answer for about 30 minutes now so, hopefully that's better than a dishonest response or nothing at all lol. I've just got a lot on my mind. Updating the addresses isn't a very hard task to do, I just want to do more than that, and I don't know when I'll have the stroke of motivation to do what I want to do with this project. Maybe soon, maybe not. I've been working on implementing containers into the URWME project, still have some loose ends to tie up on that but maybe after I get that functioning I can return to working on a superior version of this.

I may end up updating the addresses before that, but, I don't know. I was also hoping to do it after stable release, but yea. We'll see. I appreciate the support, it has definitely helped along the way.

Also, neat workaround by ineedcords there, for some functionality.

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