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Messages - Brygun

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1
Please show support for the suggestion thread for the above at:

https://www.unrealworld.fi/forums/index.php?topic=7264.msg23129


2
Mod collision continues to happen with the 3.83 and 3.84 updates with it going to continue to cause conflicts with large mods like the BAC

If you could give us a single key for a craft menu only for modded items it would help greatly. The large BAC mod could be fired up that way with its existing ways of making axes, bows and so on that date back to Bouddia and Rain.

The existing craft menu could remain the same and modders could add to it like now, though knowing that future updates may cause collisons.

Collisions as discussed before happen when updates add items to menus that cause overflow when the total of (new vanilla plus mod items) exceeds the allowed amounts and in the case of the Hafted menu a letter (in this case "H") already being used by a mod.

There are 3 solutions.
= Tiered menu where you open crafting then choose a master menu A, B, C etc but this hasn't been implemented as a heavy coding change

= Co-ordinating the top menu of letters with a large mode like BAC which has already puzzled out things but clearly with "H" for a couple of hafting items isn't of interest

= Give modders a one letter for a seperate modders craft menu. This seems plausible and with limited coding needs. Simply put instead of the "M" for make another letter is u sed to open another craft menu. A craft menu that the dev >NEVER< puts vanilla items into. Instead the large modders can use this as a safe space to figure out on our own large collections such as BAC.

Frankly the ongoing additions of a few items like hand axes and bow making has been modded since long before BAC dating to Bouddia and Rain years ago. I agree that added pausable crafting is a good thing and in time Saami should integrate many of the crafts into vanilla. What is killing the game of those using large mods, and many do use BAC, is the mod collision along the way.

The "modder craft menu" is a more specific lower coding requirement that would support with the large mods. Unreal has long had a commitment and encouragement to modding, such as the initial webpage hosting. Its been years since the first days. You have the success of large mods. For them to function they need to avoid mod collison.

A single separate menu would work for this.





3
Remember the BAC was last updated to 3.82. The 3.83 fix is discussed above. 3.84 will break it more.

I use a personal rule that if i'm not playing a game I'm not modding it. Currently I'm not. The item creation list of 3.83 and 3.84 was already covered by BAC and really by precussor mods going back years. The shift to pausable item creation is overall a good thing but what I would actually do isn't changing... so not really an incentive to return to play.

BAC is a community mod with a take over clause thus if someone wants to do an update if the caretaker (often but not always me) isn't around then someone can. So if someone wants to take on 3.84 updates they can and should start a new thread for it.

Things large mods like BAC really need are one of these solutions:

A= A new keyboard menu for "modded crafting" where it opens a craft menu that the dev >NEVER< puts vanilla items into
B= Tiered menus where you can swap around the 26ish letters so load between vanilla and mods
C= Co-ordinating the existing mods for submenus like what was broken when "hafting" H collided with the H of a mod.

Without one of those each update will further break large mods like BAC and I don't really plan on chasing updates on a game I'm not currently playing.


4
Stories / Re: Tapio's blessing
« on: February 05, 2024, 03:11:27 AM »
You have found a cave of the old ones. Sleeping within may change you forever.

5
Apparently there's an error with the stone arrowheads. They are named just "Arrowhead" but when trying to craft arrows, they are not recognized as arrowheads.

The recipe in question appears to be a straight copy of the 3.80 vanilla recipe.

Current BAC:
.Stone arrowhead. [effort:2] [phys:hands]         *COMMON*  %-30%     /45/       [patch:5] 
{Rock}       [remove] (1) [patchwise] [noquality] '+(for the head)'
{Stone}             '+(for grinding)' [noquality] [ground]
//3.80 gave this vanilla recipe

From vanilla 3.82
.Stone arrowhead. [effort:2] [phys:hands]         *COMMON*  %-30%     /45/       [patch:5] 
{Rock}       [remove] (1) [patchwise] [noquality] '+(for the head)'
{Stone}             (1) '+(for grinding)' [noquality]

I don't see a difference.

As such if it is a vanilla bug that needs to go to the Bug forums. However before doing that can someone do a check on a vanilla non-BAC game to see if stone arrowheads work?


6
Broken is never intended.  ::)

Ill take a look.

May have been a game update somewhere changed base objects.



7
Since Im in a dry spell of playing Im not keen to do the update for the upcoming "hafting" update... which once again creates a mod collision in using a top level letter for... what... all of 2 recipes? which basically already exist in BAC. The use of a staff already matches shaping a rod to be a handle.

Therefore recommending if you are playing from the steam directory to turn the updates off.

If might come out okay in space allotments or it might not. Not sure if its going to be a hardcoded recipe or something we can't turn off.


8
Modding / Re: Cheat a "permanent" companion?
« on: December 29, 2023, 11:55:12 PM »
Well done


I wonder how much you have to pay them at the end of 64 days?

9
Bug reports / Re: [3.82] "Over the partystack" into freezing water
« on: December 28, 2023, 12:52:48 AM »
7zip is a free compression file and used by some folks. that might help send the log.

Seems even the msglog file is too big when compressed. It's a 1-yr+ character.

Was.



 :P

(jokingly... i feel your pain... I learned to backup a lot. In fact that's how Saami was able to diagnos the need to disalow watercraft landing on the wilderness map or something like that. I could send him save files close in on either side of a bug)


10
Not bugs / Re: Crops not staying planted?
« on: December 27, 2023, 12:18:05 PM »
Was it a village's crop field or one of your own?


11
Bug reports / Re: [3.82] "Over the partystack" into freezing water
« on: December 27, 2023, 12:17:26 PM »
7zip is a free compression file and used by some folks. that might help send the log.


12
Not bugs / Re: [3.80beta] Two bugs - Sage quest & Field plants disappearing
« on: December 27, 2023, 12:15:36 PM »
Disappearing near a village might be related to the village harvesting their crops.

As to it be sudden 100% collected does mean there is none left for gleaning.

May or may not be working as intended. Certainly making it hard on the character plan.

Have you checked on tiles 2 or 3 away from a village. (if any such exist) Those seem to not generate "you're stealing" type messages so might be except from the auto-harvest that this might be.


13
Suggestions / Re: Give the "arrow-tip" treatment to javelins
« on: December 26, 2023, 01:07:48 PM »
Tip choices could be optional and give a yet to exist skill modifier.

Thus using a bone or iron tip would increase the chance for a fine quality, +1 impact, or masterwork +1 impact +10 on skill when used.


14
Suggestions / Marriage or village development
« on: December 26, 2023, 01:06:02 PM »
A known request being repeated.

Playing Calle's story (in the story thread) now that Im coming out of his third winter (#3) he is very well established. Long term goals other than killing Nerjpez in large numbers are a bit of struggle.

Id like to bump the request for very long ties such as marriage or live in or converting your homestead to a village.

Perhaps a mechanism where you build an extra cabin and designate it as for long term guests. Maybe a special sleeping bed that the player can't use. The long term visitor can pick up things left in the guest cabin as a way to equip or pay them.

The long term visitor would warn not days from leaving but weeks so the player has time to craft or trade things.

Payment might be pay in advance? So you can pay for them to stay for months or a year?

At least a season of three months though six or twelve months would be better.

Perhaps while staying or assigned to the guest bed the visitor might be assumed to at least produce enough to feed themselves.

Abliet with the Savo game started Im not sure the devs would divert energy to experimenting with things in UrW vs their new game.



15
Stories / Re: [Brygun] The Story of Calle (long story style)
« on: December 26, 2023, 01:00:21 PM »

It was still morning as Calle decided what to do now. In his trade pile was four shields and a bow. Even if he didn’t lead them to battle just yet he could get these to the Button Stream. Trade or gift. Gear for use against troubles the raiders might cause.

It was late afternoon when he came near the village. To the east across the river he could see a stag elk. A sign of the migration or a warning? For now Calle wouldn’t get nearer. It was a sign that the Nerjpez weren’t prowling as they would have startled it or killed it themselves.

Apro was the first to be given one of the fine wooden shields as Apro already had a bow. The village supplied Calle with a collection of their extra arrows and a spool of thread.

Now to aide Kalvera whose weapons were only a staff and knife, not even a bow! Calle wanted to collect more clothes should a lady, even the Swan Maiden come. He picked out a linen dress, leather leggings, a wool cloak and decent leather shoes. He figured he could make the lady fur or leather footwear to size from his craft stocks and the nettle dress a second outer layer like an apron. For these he passed to Kalvera the longbow, a wooden shield and six of the village’s arrows. Arrows flow like water in the river of trade. It meant now that Kalvera would be a much better fighter should the day come.

The next day on the way to Maiden’s Steam homestead a cow elk and herd of reindeer were found only a few bow lengths away. He could hunt them though his heart new he already had great stocks of food. These were a good sign of the life of the forest. For now he wouldn’t hunt these ones.

Maiden Stream had in trade piles quite a bit of metal armor and various large furs, even one of a bear. He found Sampsa, one of the village men. By the time they finished Sampsa had Button Stream arrows to go with a local Maiden Stream hunting bow and one of the wooden shields Calle had made. In trade Calle gained two bags of rye grains and a birchbark basket of hemp seeds. These are stable foods he could keep long into when his own crops would rise again three seasons from now.

His heart grew full with pride. These people would at least put up a fight now. That in turn might guide the Nerjpez to delay or divert any attack for a while. Returning to Swan Cabin he stored the foods in the yard cellar and the lady’s clothing by the bed.

<CALLE 163 lady clothes at Swan Cabin>>>

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