Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BlankPaper

Pages: [1] 2 3 4
1
Would a sea side have clay? I mean it could. It could also be rocky (which a river could to but would accumulate clay).

Can't speak of all seasides, but I used to go digging for clay on the Atlantic beaches of western France as a kid, so it's definitely possible.

2
Mod Releases / Re: [Tool] Character Designer 1.0.0
« on: October 19, 2020, 10:20:45 PM »
Night, you're a blessing to this community. That's a fantastic mod! You should definitely rep it in your forum signature!

3
No worries! I had already made those changes to my own diy_glossary file, so I'll just send it to whole you via PM.

From what I've seen, caethan's mod also has some nice custom graphics for flax, smithing hammers, barrels, bone weapons and a bunch of other stuff that I haven't seen in yours, so if he agrees (or already agreed) to it, they would be another great addition!

Regardless, nothing pressing, so good luck with your novel!  :D

4
Re: Bows and arrows

Check this thread out, Teellox did some amazing testing regarding the more obscure parts of bows and common misconceptions;

https://www.unrealworld.fi/forums/index.php?topic=5649.msg15191

5
Not the mod creator, but I think I can go over a couple things here;

Arrow velocity is modeled ingame but not represented by any user-facing numerical value to refer to. It's entirely possible that the primitive hunting bow's arrows are faster (bigger draw) than the primitive bow's, like a longbow's arrows have been proven to be faster than a shortbow's. Faster arrows means fewer misses on moving targets. Since I don't have access to those values, this is speculation (edit: for BAC's weapons), but it's possibly the reason behind the heavier weight.

Fowling arrows are meant for birds, the lower point damage is enough to kill a bird without mangling it, and I think they're supposed to not go quite as far (according to their description) making it in turn easier to retrieve them. It's also possible that the weight of the arrow has a direct impact on that, and that it was an easy way for the mod creator to control how far they go. Again, speculation on my part.

Boards can get you 20 arrow shafts, so I'm not sure what's going on here. Fletching > Split arrow shaft allows you to select up to 9 shafts to be made at a time, and it removes 1lb worth of wood from a plank for each shaft with the plank getting its durability reduced accordingly, making 20 per plank total.


6
Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: August 29, 2020, 07:51:38 PM »
Unhandled exception error, this time after firing up URWCharacterMenu and trying to select a row in the inventory tab. Some item IDs are showing as being above 60000 and I think it doesn't like that. I can "continue" from there and not quit the program, but I'm effectively locked out of modifying stuff that appears as having an ID above 60000. I did keep a spare save this time, which I can share if needed.

Code: [Select]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Value of '61285' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'.
Parameter name: Value
   at System.Windows.Forms.NumericUpDown.set_Value(Decimal value)
   at URWCharacterMenu.Form1.Control_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ListBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4069.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
URWCharacterMenu
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///C:/Steam/SteamApps/common/UnRealWorld/URWCharacterMenu/URWCharacterMenu.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4042.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4001.0 built by: NET48REL1LAST_C
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.4110.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0 built by: NET48REL1
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Microsoft.CSharp
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.CSharp/v4.0_4.0.0.0__b03f5f7f11d50a3a/Microsoft.CSharp.dll
----------------------------------------
System.Dynamic
    Assembly Version: 4.0.0.0
    Win32 Version: 4.8.3761.0
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Dynamic/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Dynamic.dll
----------------------------------------
Anonymously Hosted DynamicMethods Assembly
    Assembly Version: 0.0.0.0
    Win32 Version: 4.8.4069.0 built by: NET48REL1LAST_B
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_32/mscorlib/v4.0_4.0.0.0__b77a5c561934e089/mscorlib.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.



7
Small bug report; the leather tarp recipe currently doesn't have the [remove] tag on the leather cover and on the cord it uses:

Code: [Select]
.Leather tarp. "Sesta" *HIDEWORKING* /1h/
{Leather cover} #8# '+from hideworking'
{*cord} =30= '+sewing and tie points'
{Cutting weapon} <Knife>
[NAME:Leather tarp]
[MATERIAL:wood]
[WEIGHT:10]
[PRICE:12]
[SPOILAGE_DAYS:0]
[TYPE:tool]
[TILEGFX:it-defpelt]

8
Suggestions / Re: ~Can't find my way hoome~ (Clapton)
« on: August 29, 2020, 08:39:37 AM »
Did you mean to post this in Suggestions? :D

9
Hello Brygun!

Earlier I was wondering why I couldn't make staves anything better than decent quality, as I thought your mod had changed how vanilla handled it, but after a little digging it seems it's actually one of the changes from Caethan's Self-sufficiency Mod that hasn't made it into yours! I'm talking about these;

Code: [Select]
    Slender trunks replaced with staffs for several recipes. This allows staff quality to affect the final item quality, enabling you to build high quality items with some effort.
        Grainflail
        Ski stick
        Sesta
    [noquality] added for some ingredients of fixed quality to avoid negatively impacting finished quality:
        Wooden cup and bowl: block of wood
            skill adjustment changed from +20% to -20% to compensate
        Wooden shovel: block of wood
            skill adjustment changed from +10% to -30% to compensate
        Wooden stake and staff: Slender trunk
            skill adjustment reduced by 40% each to compensate

Will we have a chance to see these get ported to your mod? ;D

10
General Discussion / Re: "The Challenge"
« on: August 26, 2020, 02:05:06 PM »
Quote
I borrowed a fine axe in the village to make a wooden bowl so I can carry some water around with me

Wait, that's a thing you can do? I've always had villagers get angry with me if I'm holding something of theirs for too long, even if I haven't moved out of the village tile.

If you leave the axe on the ground and craft your wooden bowl on a nearby tile, they won't get angry and you still get to use the tool! ;)

11
Elevation is crucial in UrW, both when hunting for game and exploring for encounters on the map. Finding game in a coniferous forest without a vantage point is a losing proposition most of the time.

Hence why I suggest; tree stands or raised hunting blinds! Wooden towers with a little optional windowed shed perched atop from where a character might be able to have a good view of the surroundings - and possibly shoot game within range. I figure they might have two different useful modes to them giving them increased versatility;

- A local zoomed-in mode, where you could physically climb up into the hunting blind and get a good overview of the local terrain just like when climbing a tree (and possibly not alert nearby game to your presence quite as much as on the ground) while still being able to take potshots at game coming close (bait coming in handy here).

- A wilderness map mode, giving that one map tile better vision over the surroundings by raising the effective elevation by 1 level (for example; a hunting blind built on a Coniferous Forest tile would raise it to the effective elevation of Heathland, giving sight over surrounding Coniferous Forest tiles and lower, but not over Heathland and up).

The cost is left to be determined, but trading wood, time and effort for one of these could be an attractive option for lots of players; hunters active and passive, merchants, explorers, Njerp headhunters ...


Hunting blind in a field in Baden Wuerttemberg, Germany


A small hunting tower made from logs in Salo, Finland


A deer stand in Bavaria, Germany

12
Mod Releases / Re: [3.63] [3.62] URWCharacterMenu v1.0.3c
« on: August 25, 2020, 05:19:26 AM »
Ah, apologies, I've rolled back that save a while ago. I have to remember to keep a spare one next time it happens. Would a save of that character that doesn't have the wound still be useful?

13
So I've been trying a new method for these kinds of "needle in a haystack" quests, especially if they're in pine mires or coniferous forests;

I'll be grinding climbing to 100 at the cap of 3 points per day (which is very easy, Climbing really seems to be the easiest skill to raise) and donning some good blunt resistant armor. On each map tile I'll climb the nearest big tree and do a 360. It takes little time, gives great vision over most of the map tile (great for spotting people, animals, shelters, bloodscapes, loop snares - not so much tracks as you need to be within ~10 meters of a set of tracks to see those even with perfect vision and conditions) and your armor will likely be negating most damage from occasional falls that may still happen.

Most objectives end up being very close to the center of search areas, so estimating the center map tile and searching each map tile in a spiral pattern from there looks to have the best chance of success in the shortest time (thanks to Miriel in another thread for pointing me towards that!). Last few quests of that kind I ended up finishing in one or two days using those combined tricks.

Thanks for trying out those "unconventional means", it's good to know that if all else fails, there's always that! ;D

14
Gameplay questions / Re: Bird thief quest; thief won't turn himself in?
« on: August 23, 2020, 04:54:19 PM »
Well, I give up. I tried 3 or 4 more times without success. I had tossed the feathers onto a pile on my homestead that already had a couple from the same species, and maybe the game internally keeps track of which bird they each belonged to originally and I got unlucky? Either way, no thief turned himself in. I'm not sure what went wrong originally, but I couldn't seem to salvage it.

Appreciate the help nonetheless Palu!

Edit: Gave it one last try, actually went and searched the message logs to see if I had the right feathers (and I did), and what's more is that every feather of that bird that I own is actually from the quest grounds and weren't mixed with other feathers. So I do have the right feathers. I also tried using a village sauna this time around, instead of a fire on base rock. Either way, my efforts were in vain because no thief turned himself in either. Oh well!

15
Off-topic / Re: Who were "Njerpez" ?
« on: August 23, 2020, 03:07:12 PM »
Refute what? You got a direct answer from the game's own co-designer on their origins! What's left to speculate about? I don't understand.

Pages: [1] 2 3 4