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Messages - Brygun

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1291
Stories / Re: Journal of Norvus
« on: January 05, 2019, 06:02:30 PM »
Feeling proud about his home Novrus made two benches and a table for outdoors. He could put them where needed for tasks underway. Normally the benches would be on the south side of the sauna shelter where before he had rolled a felled tree. The table for now would be by the sauna-smoker’s rain catching barrel. He used that water a lot for preserving hides so the work surface would be handy even if just to set things on.

He set another bench at his favorite lakeside fishing spot. Of course what was really needed was to build the main house but that was a long way from completion.

<Norvus made outdoor furniture>

1292
Update

error discovered under lumber not showing Split spruce twig due to a missing "."

In turn this led to the menu overflowing and losing "staff"

Split spruce twig moved to utility where there are other cord making recipes.

Split spruce twig [noquality] tag changed to a hefty skill penalty. The BAC concept is that it is useable cord for basic tasks, like hanging meat, but not so suitable for other things. In fact its name will fail the {*cord} style calls. AFAIK its quality won't affect drying or smoking meat. If it does let me know and we will go back to the [noquality] tag.


1293
Update

Got a character to a grove and there is no "young rowan" just the small "rowan" tree

Lumber updated

normally I would just post the one file but with my life transition I decided to do a full file upload to avoid newcomers missing the update.

1295
update

Absorb the flash updates above plus...

Noticed in hideworking a get inner birch bark recipe was present. moved to barkware.


1296
Mod Releases / Re: Looking up vanilla item prices and weights
« on: January 05, 2019, 04:07:20 AM »
Thanks!

Is there a way to download that rather than open in a browser window?

1297
update

the Privateer compatibility update

There are now two (2) menus available which should capture most of his mods one at a time, though to be honest you can swap mods around without losing objects existing in the game... except things like the flora/fauna like the beehives.

Added text to the first post of this thread briefly describing bringing in other mods

Delete diy_BAC_Addeditems.txt
Items moved to other menus to removed added items menu. thus there is now at 2 submenus available for using one of privateers mods
= Washed bandage, fish cut -> Mining and more
= fur and leather items -> Armor group one
(I attempted to put fur and leather into vanilla


menudef_BAC updated
Now nothing you should be able to have 2 submenus which will allow most of Privateers mod sets, though you will have to eat menudef to avoid letter conflicts

Above fixes for

= reindeer carcass
= applied carcass fix to elk and stag (still wondering if Stag is still a separate animal in the game)

= Sapling issue examine and put into Lumber. However, I believe "young rowan" may exist in groves making them findable, and possibly easier to find than a rowan and a bush side by side.
I dont know if the game even has a "young birch"
 Testing of  "young rowan" script requested




Brygun clothing recipes moved into Armor group one Brygun added items moved in like fur mask, fur niska, laced leather shoes


New clothes under "Cloth garments"
= linen/nettle ->  skirt,  breast wrap, privates wrap;

New clothes under "Armor group one"
= fur/leather -> chest band, loin cloth (bikini's may not be historical but...)
= Animal headdress (skull, face and neck) for shamans, actors and those too long alone


edit: Flash update to add optional bones and teeth to animal headdress

edit 2: flash to add optional antlers to animal headdress

1298
Update

I hope to start  a new job next week and with the stress of the legal matters pertaining to being assaulted I am unlikely to advance BAC much more than its already well developed state.

Please do report bugs and I will try to update for them but those updates will no longer be daily.

If I am off the forums for more than a month by all means someone else may continue the mod's development.

Today's update just catches the previously mentioned items


1299
When i try to fill up my block pot with water at the river it doesn't allow me to and i get the message ''you can't store different kinds of stuff in one container'' even though its empty. All I have used it for is making pitch glue.

EDIT: I can however fill my birch basket with water from the river than pour it into the block pot. Further... the block pot of water has no usage bar, not that it really matters, for me at this point anyways.

Sounds related to the base object

"Block pot" connects to the pot base object for use in cooking.

For a container to hold water stop once you have a "Deep block tub"  as it is based on the wooden tub not pot.

The earlier two "block tub" also count as containers have less capacity. The upper block tub is also used in some metal working steps especially for armor where you need deep curves.

1300
Indiviudual file update

Boneworking now has the Bouidda recipes for backstrap and sinew

Testing is needed in particular of the backstrap recipes which require a reindeer, elk or stag carcass to test

Sinew fibre given a better skill quality boost to more likely give fine or masterwork output

This is then processed in the utility menu to possibly create high quality cord for better bowstrings


1301
Sinew was one of the things purged when we dropped some of the Bouidda cooking recipes (blood and guts were alongside sinew). It has been on my mind to restore the sinew to the BAC.

On outdoor table and bench not acting on hideworking: correct. It appears the hideworking recipe for scanning for table and bench are in a layer modders can't access.


1302
Regarding bloomery vs furnance.

The following comments are being added to the Ironworking files to explain.

// Bloomery
//
// A bloomery is a vertical intense heat chamber where raw ore
// is heated to the point that the liquid can flow.
// Gravity and bouyancy principles seperate materials.
// While the iron, being at welding heat, binds together.
// It is an impure process and will need follow up work.
//
// Weblinks on bloomery
// https://www.youtube.com/watch?v=gDy1jx6mLgs&t=436s
// https://www.youtube.com/watch?v=FUhv2OnVVDU
// https://www.youtube.com/watch?v=F3rjjpuhCLI&t=22s
// https://www.youtube.com/watch?v=bajwZPebm-g&list=PL-vRsHsClLJ4yu4Vcs9nIhm5pGhxnJ5W6
//
// The option for useing the game's fireplace as a forge
// exists. It has many qualities in terms of structure
// similiar to a bloomery. It is possible to build
// an extra fireplace as a smithy.
//
// In terms of later recipes the calls are for *forge
// so both work equally well.

1303
Re compatibility with Privateer's other mods, or mods from other people, it is one reason at least one of the first level menu slots is being left unused. That would let an individual person choose to insert the other mod in that slot(s).

As to direct compatibility of simply downloading the other mod that isn't logistically possible to confirm. One things that might go wrong is a menu running out of space (e.g. Utility menu is pretty full). There is also the letter assignment for the menu and its own submenu which I why in general I haven't used the programming option for the BAC recipes. AFAIK the first level of menus do need letter assigned.

If you look in the menudef_BAC.txt I already have listed what letters are free.

Individual recipes from another mod might collide and over write each other. That is why the BAC was done to begin with. To combine some popular mods, including my own Brygun's Added items, to allow a wide spectrum of recipes that work together.

Additional issues can develop within the recipes themselves with how the technology and quality are accounted for within the UrW programming options. For example:
{Tying equipment} -> {Cord} -> {*cord} -> {Rope} -> {*rope}

Each of those includes or excludes certain recipes. In BAC the recipes to create those objects have been adjusted to create items that work with that scheme.

So the summary on compatibility for mods not included is I can leave a bit of space for them but it will be for the individual user to sort out menu compatibility. Other than that each user/modder would need to figure it out their own custom situation.

>>>>>

I am willing to have mods suggested as possible BAC inclusion especially if the original creator agrees. In some cases the modders might no longer be active in the community.

1304
Mod Releases / Re: Finally We have Fish cuts !!
« on: January 03, 2019, 04:29:07 AM »
In case it matters this is one entry that was put into the BAC project. If you want it removed let me know.

Its under the Addeditems menu with credit given in the .txt file

If you want it in another menu we could put it into Utility.

1305
Mod Releases / Re: Bees, hives and mead brewing v3.5
« on: January 03, 2019, 04:20:30 AM »
As you wish.

 ;)

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